WO2007052549A1 - Game machine - Google Patents

Game machine Download PDF

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Publication number
WO2007052549A1
WO2007052549A1 PCT/JP2006/321482 JP2006321482W WO2007052549A1 WO 2007052549 A1 WO2007052549 A1 WO 2007052549A1 JP 2006321482 W JP2006321482 W JP 2006321482W WO 2007052549 A1 WO2007052549 A1 WO 2007052549A1
Authority
WO
WIPO (PCT)
Prior art keywords
winning
selection
unit
game
target
Prior art date
Application number
PCT/JP2006/321482
Other languages
French (fr)
Japanese (ja)
Inventor
Nobuhiro Goto
Yuichi Nakahara
Original Assignee
Konami Digital Entertainment Co., Ltd.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Konami Digital Entertainment Co., Ltd. filed Critical Konami Digital Entertainment Co., Ltd.
Priority to US12/084,329 priority Critical patent/US20080300040A1/en
Publication of WO2007052549A1 publication Critical patent/WO2007052549A1/en

Links

Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/06Lottos or bingo games; Systems, apparatus or devices for checking such games
    • A63F3/062Bingo games, e.g. Bingo card games
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/329Regular and instant lottery, e.g. electronic scratch cards

Definitions

  • the present invention selects a plurality of winning targets by performing a predetermined number of selections within one game period, and the plurality of winning target sequences on the selection target sequence indicated by the generated sequence information is a specific sequence
  • the present invention relates to a game device capable of executing a game for determining whether or not.
  • a bingo game machine described in Patent Document 1 is known.
  • This bingo game machine is placed in a game center such as a game center and can be played simultaneously by a plurality of players.
  • a bingo card image array image
  • number images selection target images
  • the lottery device determines the winning number (selected) from 25 numbers (1 to 25) (selected), and the winning number of each player's bingo card image and the others
  • the display form of the winning number is different. This is repeated a predetermined number of times, and if all the numbers aligned in the vertical, horizontal, and diagonal directions are won in the bingo force image, it becomes bingo and a dividend is paid out to that player.
  • the following processing is performed before the bingo card image is displayed on the display unit.
  • a unique matrix arrangement is determined for each player in which numbers “1” to “25” are randomly arranged.
  • one of the effective area arrangement information stored in advance in the storage device is read, and the four specific positions on the matrix array determined by the read arrangement information are used as the effective area.
  • a plurality of bingo card images in which the number images of these four effective areas are displayed in a display form different from the number images of the winning numbers and the unwinned numbers are displayed on the display unit.
  • the number corresponding to the number image of the valid area has the same value as the winning number selected by the lottery device lottery.
  • the vertical direction, horizontal direction and diagonal direction Bingo is established when a bingo arrangement (specific arrangement) is established in which all the numbers arranged in the column are the winning numbers or numbers corresponding to the number images in the effective area (hereinafter referred to as “pre-winning numbers”). Therefore, in this bingo game machine, the state power lottery in which four numbers have been won in advance is started, and the bingo game proceeds.
  • the player selects the medium power of the bingo card image displayed on the display unit to be used for the bingo game, and the player selects A bingo game is played using a bingo card image.
  • odds of each matrix array corresponding to each bingo card image are calculated in advance. This is due to the following reason.
  • a relatively low odd is set for a matrix array in which bingo is likely to be established
  • a relatively high odd is set for a matrix array in which bingo is difficult to be established.
  • the payout rate can be easily maintained at the set payout rate.
  • These odds are also displayed when the player selects a bingo card image, so that the player can select a bingo card image that has a large amount of dividend but is difficult to make a bingo according to his / her preference. If there is a little ⁇ , a bingo card image will be selected. As a result, it is possible to mix a case where bingo is likely to be established in a bingo game and a case where bingo is difficult to be established, and the game becomes monotonous and thus improves game characteristics.
  • Patent Document 1 Japanese Patent Application Laid-Open No. 2001-161889 Disclosure of the invention
  • a game such as a bingo game that enjoys whether or not a selection target selected by lottery or the like is in a specific arrangement, temporarily improving the game performance or adjusting the payout rate. It is desirable to control the progress of the game, such as creating a time when a specific sequence is easy to align, or making a specific sequence easy to align for a specific player. For this purpose, it is necessary to control to some extent on the game device side the determinants that determine the ease of alignment or difficulty in aligning a specific array. In the bingo game machine described in Patent Document 1, this determining factor is the arrangement and number of effective areas determined before the lottery and the arrangement of the winning numbers determined after the lottery.
  • the arrangement of the effective areas is determined randomly after the arrangement of the numbers on the bingo card array is determined at random, and based on these determinations. To generate each matrix array.
  • the bingo game machine cannot control the arrangement and the number of effective areas, which are the determining factors described above.
  • the arrangement of each number on the bingo card array is randomly determined, and the bingo card that uses the force is selected by the player, and the winning number is determined randomly by lottery. Do. Therefore, in this bingo game machine, the arrangement of the winning numbers determined after the lottery, which is the determining factor described above, cannot be controlled.
  • the present invention has been made in view of the above problems, and provides a game apparatus capable of controlling the progress of the game as described above.
  • One aspect of the present invention is a game device, wherein a winning target selecting unit that selects a winning target from a plurality of selecting targets and a corresponding selection target selecting unit within one game period are used a predetermined number of times.
  • a game control unit that controls the progress of the game for selecting the game, an array information generation unit that generates sequence information indicating a selection target sequence using part or all of the plurality of selection targets, and the sequence information generation
  • An array image display unit for displaying an array image in which a plurality of selection target images respectively corresponding to the selection targets included in the selection target array indicated by the array information generated by the unit are arranged based on the array information, and the game
  • a winning target storage unit that stores the winning targets selected by the corresponding selection target selecting unit within the period, and a selection target array indicated by the array information based on the plurality of winning targets stored in the corresponding winning target storage unit
  • a determination unit that determines whether or not the plurality of winning target arrays is a specific array, wherein the winning target selecting
  • the selection target sequence is determined, sequence information indicating the determined selection target sequence is generated, and the winning target storage unit stores the pre-winning target as a winning target with a predetermined probability.
  • the winning object selection unit performs a predetermined number of selections within one game period, and the selected winning object is stored in the winning object storage unit. Then, based on the plurality of winning targets stored in the winning target storage unit, whether the plurality of winning target sequences on the selection target sequence indicated by the sequence information generated by the sequence information generating unit is a specific sequence. Determine whether. Therefore, the decisive factor that determines the ease of alignment or difficulty in aligning a specific sequence is the arrangement to be selected.
  • the sequence information generation unit generates the sequence information
  • the pre-winning object selected before the sequence information is generated.
  • the selection target sequence is determined and sequence information is generated.
  • the pre-winning object selected before the generation of the sequence information becomes the winning object with a predetermined probability and is stored in the winning object storage unit.
  • the arrangement of at least a part of the winning target within one game period is controlled. It is possible. In other words, the control element that determines the ease of alignment or difficulty in aligning specific sequences is controlled. It is possible to
  • the accuracy of this control is determined by the number of pre-winning objects to be selected before generating the sequence information and the predetermined probability indicating the probability that the pre-winning object will be the winning object.
  • the number of pre-winning objects to be selected before generating the sequence information is set to the maximum number of winning objects stored in the winning object storage unit within one game period, and the predetermined probability is set to 100%. If you do this, you can completely control the placement of all winning targets within one game period. Then, the control accuracy decreases as the number of pre-winning objects to be selected before generating the sequence information is reduced and as the predetermined probability is lowered. However, the number of pre-winning objects to be selected before generation of such sequence information and the predetermined probability can be set as appropriate on the game device side. Therefore, according to the present game device, it is possible to control the determining element that determines the ease or difficulty of alignment of the specific array on the game device side, including its control accuracy.
  • the predetermined probability when the winning object storage unit stores the pre-winning object as a winning object may be 100%.
  • the selection target selection unit performs a selection of the predetermined number of selections performed within the one game period before generating the array information, and at least the array For selections made after information generation, the winning target may be selected by lottery.
  • the lottery is determined by executing a lottery program according to the winning probability of each selection target determined by the winning probability data.
  • T computer lottery, moving the lottery object and moving the lottery object Any lottery is included, such as a physical lottery in which the winning target is determined based on the result of the movement.
  • the selection performed before generating the sequence information may be performed by lottery. Even in this case, since the arrangement information is generated based on the pre-winning object selected by the lottery, the control accuracy of the arrangement of the winning object is not lowered.
  • the winning object selection unit performs a selection of the predetermined number of selections performed within the one game period before generating sequence information, and the winning object In the lottery performed after the selection information is generated by the selection unit, the pre-winning targets selected before the generation of the sequence information that are stored in the selection target storage unit as the selection targets are excluded from the selection targets. It is also possible to select an object to be elected from.
  • the pre-winning targets if there is a situation in which a lottery after the generation of sequence information is duplicated and selected as a winning target, the selection target (not yet selected) The winner will be deprived of the opportunity to win. As a result, the player feels lost and game characteristics are lowered.
  • the pre-winning target selected before the generation of the sequence information is not selected. As a result, it is possible to prevent the player from having the chance to lose the player from the chance of winning the winning candidate in the lottery, so that he / she does not have the feeling of losing the player, and the deterioration of the game characteristics can be suppressed.
  • the game device may include a notifying unit for notifying the winning object stored in the winning object storing unit after the array image displaying unit displays the array image.
  • a notifying unit for notifying the winning object stored in the winning object storing unit after the array image displaying unit displays the array image.
  • the selection target selection unit performs a part of the predetermined number of selections performed within the one game period before generating sequence information
  • the notification unit Is a notification of the pre-selected objects stored in the winning object storage unit as the winning objects and the winning object selected by the corresponding selection object selecting unit after generating the sequence information in substantially the same notification mode. It may be.
  • the pre-selected objects selected before the array information generation are selected as the winning objects selected after the array information generation. Notification is made in substantially the same notification mode. Therefore, for the player who received the notification, the pre-selection target selected before generating the sequence information is also selected by the same selection method as the selection target selected after the sequence information generation. An impression can be given as if it was selected.
  • the selection method of the winning target after generating the sequence information is lottery
  • the pre-selected target that was selected before generating the array information was also selected by lottery in the same way.
  • Such an impression can be given to the player. Therefore, in this case, it is possible to give the player the impression that the winning object related to the pre-selected object is also selected based on the player's luck, and the reliability of the game is further enhanced.
  • the game device includes a bet receiving unit that receives a bet to bet and a payout payout unit that pays out a payout
  • the game control unit includes the determination unit having the specific arrangement. When the determination is made, control may be performed to cause the dividend payout unit to pay out an amount of payout corresponding to the bet amount received by the bet receiving unit.
  • this game apparatus it is possible to execute a so-called betting game in which a player bets a betting object and receives a payout when a specific arrangement is completed. Therefore, it is possible to control the game progress in a betting game in which the control of the game progress is important.
  • the bet accepting unit should accept within a predetermined period.
  • a payout rate storage unit for storing payout rate data indicating a payout rate, which is a ratio between the amount to be paid and the amount of dividends paid out by the dividend payout unit, and the array information generation unit includes the payout rate Based on the pre-winning target selected by the above-mentioned winning target selection unit before generating the sequence information so that the payout rate indicated by the payout rate data stored in the storage unit approaches the predetermined set payout rate!
  • the sequence to be selected may be determined. In the betting game described above, if the payout rate is not maintained at the set payout rate, it becomes difficult to manage the game balance, and it becomes impossible to provide a high gameability stably.
  • this game device is an arcade game device placed in a game center such as a game center, and a tangible object such as a medal that a player pays and borrows as a bet object or a dividend, and electronic data corresponding thereto. If used, it is important to maintain the payout rate at the set payout rate from the viewpoint of business management.
  • the arrangement of the winning targets is controlled by how the selection target sequence is determined based on the pre-winning target selected by the sequence information generating unit before generating the sequence information. Therefore, according to the present game device, it is possible to control whether or not the arrangement information generating unit determines the selection target arrangement based on the pre-winning target, and whether or not the ability to pay out the payout.
  • the payout rate can be adjusted depending on how the sequence information generating unit determines the selection target sequence based on the pre-winning target.
  • the selection target array is determined so that the payout rate approaches a predetermined set payout rate, so that the payout rate becomes substantially constant. Therefore, management of the game balance is facilitated, and it is possible to provide stable and high game performance.
  • business management becomes easy.
  • the array image display unit displays an array image in which the plurality of selection target images are arranged in a matrix based on the array information
  • the determination unit displays the array image. At least one line in the vertical, horizontal and diagonal directions on the array image The arrangement when the selection target images corresponding to the winning target are arranged above may be determined as the specific arrangement.
  • a so-called bingo game can be executed. Therefore, it is possible to control the progress of the game in the bingo game.
  • FIG. 1 is a flowchart showing a flow of bingo card generation / display processing in a bingo game machine according to an embodiment.
  • FIG. 2 is an external perspective view of the entire bingo game machine.
  • FIG. 3 is a front view of a station of the bingo game machine.
  • FIG. 4 is a top view of the station 10.
  • FIG. 5 is a block diagram showing the main hardware configuration of the bingo game machine.
  • FIG. 6 is a functional block diagram showing a main part in the bingo game machine.
  • FIG. 7 is an explanatory diagram showing a game screen displayed on the touch panel of the station.
  • FIG. 8 is a flowchart showing the flow of a bingo game by the bingo game machine.
  • FIG. 9 is an explanatory diagram showing a main screen displayed on a large display of the bingo game machine.
  • FIG. 10 is a flowchart showing a flow of a winning probability changing process.
  • FIG. 11 is a flowchart showing the flow of attack processing.
  • FIG. 12 is a flowchart showing a flow of a bingo game in a modified example. Explanation of symbols
  • FIG. 2 is an external perspective view of the entire bingo game machine in the present embodiment.
  • This bingo game machine is composed of one game machine body 1 and seven stations 10.
  • one of the 25 selection targets (numbers “1” to “25”) is drawn one by one by a computer lottery described later!
  • a player who is a lottery participant can participate and play at the same time.
  • the number of selections and the maximum number of players are arbitrary.
  • Each player participates in the bingo game using any one of the stations 10 and plays.
  • the game machine body 1 is provided with a large display 2 at a position where each player can visually recognize it.
  • the game machine body 1 is also provided with a speaker 3 as an audio output unit and an illumination device as sound output means for performing various effects and informing the player.
  • FIG. 3 is a front view of the station 10
  • FIG. 4 is a top view of the station 10. Since all seven stations have the same configuration, only one of them will be described below.
  • the station 10 includes a touch panel 11 which is an operation unit as an operation means, an attack button 12, a medal insertion slot 13 for inserting medals, and a medal receiving slot 14 for receiving a medal by paying out credits. And a settlement button 15 for instructing the settlement of the credit.
  • a touch panel 11 which is an operation unit as an operation means, an attack button 12, a medal insertion slot 13 for inserting medals, and a medal receiving slot 14 for receiving a medal by paying out credits.
  • a settlement button 15 for instructing the settlement of the credit.
  • a game screen including a bingo card image (array image) in which number images (selection target images) “1” to “25” are arranged in a matrix is displayed. The player can perform various operations by touching various images displayed on the game screen.
  • FIG. 5 is a block diagram showing the main hardware configuration of the bingo game machine.
  • the bingo game machine in the present embodiment has a controller 4 that controls the operation of the entire game machine inside the game machine body 1, and the touch panel 11 of each station 10 is controlled by this controller 4. It has become.
  • the controller 4 is composed of a microprocessor and the like, and performs various calculations necessary for the game progress and operation control of various devices.
  • the controller 4 is connected to a screen drawing control device 16 that draws various images on the touch panel 11 according to instructions from the controller 4 via a bus.
  • the controller 4 is also connected to an input control device 17 that controls data input by touching various images drawn on the touch panel 11 via the bus.
  • the controller 4 is also connected to the medal management device 18 via a bus. These devices 16, 1 7, 18 are provided inside each station 10. Although not shown in the figure, the operation content when the attack button 12 is pressed is transmitted to the controller 4 via the bus.
  • the medal management device 18 stores credit data indicating the number of medals of the player. When a medal is inserted from the medal insertion slot 13, the medal management device 18 performs a process of adding credits corresponding to the inserted number to the credit data. . Further, the medal management device 18 which is a dividend payout unit functions as a dividend payout means when it receives a payout command from the controller 4, and adds an amount of credit according to the payout command to the credit data as a payout. Process #2. Further, when the medal management device 18 receives a bet command from the controller 4, the medal management device 18 performs a process of subtracting the credit data amount from the amount of credit according to the bet command.
  • the controller 4 has a sound control device 5 that outputs a sound for production etc. from the speaker 3 according to a command from the controller 4 via a bus, and a large display 2 that displays various images according to a command from the controller 4. It is connected to a large screen controller 6 that draws on the screen.
  • the controller 4 is also connected via a bus to a computer lottery device 20 that performs number lottery in accordance with instructions from the controller 4, the RAM 7, the ROM 8, and the auxiliary storage device 9 that function as various storage units.
  • the ROM 8 stores programs and data necessary for controlling basic operations at the time of starting the bingo game machine, main programs necessary for controlling the game progress, and the like.
  • the auxiliary storage device 9 is a rewritable storage device composed of a hard disk storage device or the like, and stores V, data, or programs that cannot be stored in the RAM 7 or ROM 8. The data and programs stored in the auxiliary storage device 9 are loaded into a predetermined area of the RAM 7 and used in response to a command from the controller 4.
  • FIG. 6 is a functional block diagram showing a main part in the present bingo game machine.
  • the bingo game machine mainly includes a game progress control unit 101, a card generation unit 102, a station display unit 103, a main display unit 104, a lottery unit 105, a winning probability change unit 106, a bingo determination unit 107, It is composed of the odds management unit 108.
  • the game progress control unit 101 includes the controller 4, the RAM 7, the ROM 8, the auxiliary storage device 9 and the like in the hardware configuration shown in FIG.
  • the game progress control unit 101 which is a game control unit, functions as a game control unit when the controller 4 executes a game progress program stored in the ROM 8 or the auxiliary storage device 9. Further, the game progress control unit 101 performs various controls and processes described later.
  • the card generation unit 102 includes the controller 4, RAM 7, ROM 8, and auxiliary storage device 9 in the hardware configuration shown in FIG.
  • the card generation unit 102 receives the card generation command from the game progress control unit 101
  • the card generation unit 102 reads from the auxiliary storage device 9 an array determination program for arranging the numbers “1” to “25” in a matrix form.
  • Card generation Generate sequence information according to the instructions.
  • the matrix in this embodiment is not limited to a force that employs a 5 ⁇ 5 square matrix.
  • the generated array information is stored in the array information storage area of the RAM 7.
  • the sequence information stored in the RAM 7 is used by the game progress control unit 101 or the like. A detailed description of the generation of the array information will be described later.
  • the number of numbers read from the auxiliary storage device 9 is the same as the number of number images constituting the matrix in this embodiment, but may be smaller than that. But it can be more.
  • the station display unit 103 is also configured with the touch panel 11 and the screen drawing control device 16 in the hardware configuration shown in FIG.
  • the station display unit 103 displays an image on the touch panel 11 in accordance with various display commands from the game progress control unit 101.
  • the station display unit 103 which is an array image display unit, It functions as an image display means, and displays a bingo card image consisting of number images “1” to “25” arranged in a 5 ⁇ 5 matrix on the touch panel 11 in accordance with the card display command.
  • the main display unit 104 includes the large display 2 and the large screen controller 6 in the nodeware configuration shown in FIG.
  • the main display unit 104 displays an image on the large display 2 according to various display commands from the game progress control unit 101.
  • a display instruction of a roulette image as a winning probability image representing a winning probability of each number determined by winning probability data stored in the winning probability storage area of the RAM 7 is a winning probability display control as a winning probability display control means.
  • the main display unit 104 which is a win probability image display unit, functions as a win probability image display means, and in accordance with the display command, a roulette image is displayed on the large display 2. Is displayed.
  • the large display 2 may be any display device as long as it displays an image by an electronic signal from the large screen control device 6.
  • the lottery unit 105 is also configured with the computer lottery device 20, the RAM 7, the ROM 8, and the auxiliary storage device 9 and the like in the nodeware configuration shown in FIG.
  • the lottery 105 Upon receiving a lottery start command from the control unit 101, it functions as a lottery means as a selection target selection means, and wins stored in the winning probability storage area of the RAM7 which is a winning probability data storage unit as a winning probability data storage means A computer lottery is performed according to the winning probability of each selection target determined by the probability data, and a winning number is determined. The determined winning number is stored in a winning history storage area of the RAM 7 which is a winning target storage unit as a winning target storage means.
  • the winning probability changing unit 106 includes the controller 4, the RAM 7, the ROM 8, the auxiliary storage device 9 and the like in the nodeware configuration shown in FIG.
  • the winning probability changing unit 106 changes the winning probability data stored in the winning probability storage area of the RAM 7 in accordance with the winning probability changing command from the game progress control unit 101. The process of changing the winning probability data will be described later.
  • the bingo determination unit 107 includes the computer lottery device 20, the RAM 7, the ROM 8, the auxiliary storage device 9, and the like in the nodeware configuration shown in FIG.
  • the bingo determination unit 107 receives the determination command from the game progress control unit 101, the bingo determination unit 107 stores the winning number stored in the winning history storage area of the RAM 7 and the array information stored in the array information storing area of the RAM 7. Then, bingo determination processing is performed.
  • this bingo determination process for each array information stored in the array information storage area of the RAM 7, a matrix related to the array information having a number corresponding to a plurality of winning numbers stored in the winning history storage area of the RAM 7 is stored. It is determined whether or not the inner arrangement becomes a predetermined bingo arrangement.
  • the predetermined bingo arrangement in the present embodiment is an arrangement when all the number images arranged on the line in the vertical direction, the horizontal direction, and the diagonal direction on the bingo card image become the winning numbers.
  • the plurality of winning number arrays stored in the winning history storage area of the RAM 7 are in a predetermined bingo array, it is determined that bingo has occurred for the array information. If it is determined that bingo has occurred, the bingo determination unit 107 sends bingo generation information indicating that bingo has occurred to the game progress control unit 101.
  • the bingo determination unit 107 also performs reach determination processing when receiving a determination command from the game progress control unit 101. This reach determination process is recorded in the winning number stored in the winning history storage area of RAM7 and the array information storage area of RAM7. Based on the stored sequence information, if a specific number is won next time, bingo will occur, and it is determined that reach has occurred. If it is determined that a reach has occurred, the bingo determination unit 107 sends reach occurrence information indicating that a reach has occurred to the game progress control unit 101.
  • the odds management unit 108 includes the computer lottery device 20, the RAM 7, the ROM 8, the auxiliary storage device 9, and the like in the node configuration shown in FIG.
  • the odds data which is the payout amount determination data for determining the amount of the payout to be paid out by satisfying the above, is calculated. This odds data calculation process is performed every time the lottery unit 105 finishes the fourth lottery and usually the odds are calculated so that the payout amount decreases as the number of lotteries increases.
  • the odds are calculated so that the payout amount is reduced for the number whose winning probability is increased by the winning probability changing unit 106.
  • the calculated odds data is stored in an odds storage area of the RAM 7 which is a payout amount determination data storage unit as a payout amount determination data storage means.
  • FIG. 7 is an explanatory diagram showing an example of a game screen displayed on the touch panel 11.
  • Two bingo card images are displayed on this game screen.
  • the number enclosed in a square frame in each bingo card image indicates the number that has been won in the lottery conducted so far, and the number enclosed in a round frame indicates a number that has not been won yet. Yes.
  • the display form of the number “16” located in the lower right corner of the bingo card image on the left side in the figure is the display form when the player touches the number and wishes to win, as will be described later. Is the winning number.
  • the winning number in the bingo card image on the right side of the figure is displayed surrounded by a large circle.
  • a BET display field 1 la indicating the amount of credits (the amount of medals) that the player has bet on, 1 la, the amount of credits acquired indicating the amount of credits acquired by the occurrence of bingo
  • the display field is 1 lb, and the tally display field 11c indicating the current credit amount of the player is displayed.
  • a winning history display field l id showing the numbers won in the lottery so far in order from the left side in the figure. Na In the example shown in the figure, 10 lotteries have been drawn so far.
  • a payout amount display field l ie is displayed at the top of the game screen.
  • This payout amount display field l ie shows the relationship between roulette color and payout amount, which will be described later, and the payout amount of each color is obtained by multiplying the odds data corresponding to each color by the player's bet amount. .
  • An attack gauge display field 1 If is displayed at the upper left of the game screen. This attack gauge display field 1 If the attack gauge is increased by satisfying a predetermined condition,
  • FIG. 8 is a flowchart showing the flow of the bingo game.
  • the medal management device 18 detects the insertion of a medal, the medal management device 18 notifies the controller 4 constituting the game progress control unit 101 to that effect.
  • the game progress control unit 101 that has received notification that a medal has been inserted outputs a bet screen display command to the station display unit 103.
  • a bet screen is displayed on the touch panel 11 of the station 10 where the player's best S medal is inserted.
  • This bet screen displays two bet buttons, a 1 bet button and a 10 bet button.
  • the player bets a desired amount of credit by touching these bet buttons.
  • bet data indicating the bet amount is sent from the input control device 17 to the game progress control unit 101.
  • the game progress control unit 101 which is a bet receiving unit, functions as a bet receiving unit, receives a bet, and outputs a bet command to the medal management device 18.
  • the medal management device 18 performs a process of subtracting the credit for the number of bets related to the bet command and adding the credits for the number of bets to the bet data (Sl). In this way, the player can only make the desired number of bets. You can bet credits by touching the bet button.
  • the game progress control unit 101 When the game progress control unit 101 receives the bet data from the input control device 17, the game progress control unit 101 outputs a display command to the station display unit 103 to display a BET display field 1 la and a game screen on the touch panel 11 on the game screen. Credit display field 1 Update lc.
  • the game progress control unit 101 when the game progress control unit 101 receives the bet data from the input control device 17, the game progress control unit 101 stores the bet data in the odds storage area of the RAM 7 and responds to the bet data stored in the medal management device 18 based on the eight odds data. Calculate the dividend amount.
  • the basic odds data is 1.5 times, 2.5 times, 3.5 times, 5 times, 8 times, 12 times, 20 times, and 30 times. Is stored in the odds storage area of RAM7.
  • the game progress control unit 101 multiplies the bet data stored in the medal management device 18 by each odds data and calculates a payout amount corresponding to each odds data.
  • a display command is output to the station display unit 103 to update the payout amount displayed in the eight odds categories in the payout amount display field l ie on the game screen of the touch panel 11 to the calculated payout amount.
  • Each of the eight odds sections is represented by a different color, and each color corresponds to a roulette color described later.
  • first to fourth lottery is performed (S2). Specifically, the game progress control unit 101 outputs a first lottery start command to the lottery unit 105, and the lottery unit 105 determines each number determined by the winning probability data stored in the winning probability storage area of the RAM7. A computer lottery will be performed according to the winning probability of and the pre-winning number (pre-winning target) will be determined.
  • the lottery process performed by the lottery section 105 Winning probability determined by the winning probability data stored in the winning probability storage area of RAM7!
  • the predetermined random number range is divided into categories corresponding to the respective winning numbers. Therefore, in the first lottery, divisions corresponding to numbers “1” to “25” are assigned to a predetermined random number range.
  • a category corresponding to 24 unwinned numbers is assigned to a predetermined random number range, excluding the numbers won in the first lottery among “1” to “25”.
  • the division corresponding to the unwinned numbers excluding the numbers won so far is assigned. If the winning probability is not changed by the winning probability changing process described later, each category is assigned equally. The Then, after dividing a predetermined random number range in this way, random numbers are generated, the category to which the random number belongs is specified, and the number corresponding to the specified category is determined as the pre-winning number.
  • the determined prior winning number is stored in the winning history storage area of the RAM 7 as a winning number. In other words, in the present embodiment, the pre-winning number becomes a winning number with a probability of 100%.
  • the game progress control unit 101 executes the bingo card generation / display process (S40).
  • this bingo card generation / display process the first to fourth times of the above so that the payout rate approaches the set payout rate.
  • Two bingo card arrangement information is generated for each station 10 that received a bet, in which each pre-winning number determined in the lottery is arranged on a matrix arrangement. Based on the arrangement information, two bingo card images composed of number images “1” to “25” arranged in a 5 ⁇ 5 matrix are displayed on the touch panel 11 of each station 10. In this embodiment, a case where two bingo card images are displayed on the touch panel 11 of one station 10 is described. However, one bingo card image is displayed, or three or more bingo card images are displayed. You may make it do. Bingo card generation This will be described later.
  • the game progress control unit 101 After the bingo card image is displayed on the touch panel 11 of the station 10 in this way, the game progress control unit 101 then rotates the roulette to produce the first lottery on the main display unit 104. Output instructions. As a result, the main display unit 104 rotates the roulette of the roulette image displayed on the large display 2 and performs the first lottery! /.
  • FIG. 9 is an explanatory diagram showing an example of a main screen displayed on the large display 2.
  • a roulette image having an image area corresponding to the number is displayed even though “1” to “25” are still selected. Therefore, in the first lottery effect, roulette images with image areas corresponding to all numbers “1” to “25” are displayed, and in the second lottery effect, “1” to “25”. A roulette image with an image area corresponding to 24 numbers excluding the number won in the first lottery is displayed, and in the subsequent lottery effects, images corresponding to the numbers excluding the winning number won so far A roulette image with an area is displayed.
  • the difference in the size of the image area of each number in the roulette image on the large display 2 corresponds to the magnitude relationship of the winning probability of each number.
  • the winning probability of each number is equal, and therefore the size of the image area of each number in the roulette image is equal to each other.
  • the winning probability changing process is not performed until the fourth lottery is completed, and therefore, in the first to fourth lottery effects, roulette images having the same size of the image areas of the respective numbers are used.
  • the winning probability is changed by the winning probability changing process after the fifth lottery, as shown in Fig. 9, the numbered image area with a high winning probability expands, the winning probability is low, and the numbered image The area becomes narrower.
  • the color of the image area of each number in the roulette image on the large display 2 corresponds to the payout amount of each number. That is, the color of the image area of each number corresponds to the colors of the eight odd divisions of the payout amount display field 1 le displayed on the game screen of the touch panel 11 of the station 10. Therefore, the player can easily determine the payout amount to be paid when the number is won in the next lottery and the bingo is completed by looking at the color of each number in the rulet image on the large display 2. Can grasp
  • the main display unit 104 When the main display unit 104 receives the roulette rotation command, the main display unit 104 rotates the roulette of the roulette image displayed on the large display 2 and produces an effect that the lottery is being performed. Thereafter, the game progress control unit 101 reads the winning number stored in the winning history storage area of the RAM 7 and outputs an effect display command indicating that the winning number has been won to the main display unit 104. As a result, the main display unit 104 performs an effect of causing the number image related to the winning number to appear at the center portion of the roulette image displayed on the large display 2 as shown in FIG. In the example shown in FIG. 9, “21” is the winning number. That is, after the bingo card image is displayed on the touch panel 11 of the station 10, the main display unit 104 serving as a notification unit functions as a notification unit that notifies the player of the winning number every time the lottery unit 105 determines the winning number. To do.
  • the game progress control unit 101 which has read the winning number stored in the winning history storage area of the RAM 7 outputs a display command to the station display unit 103, and the touch panel 1
  • the winning history display field on the game screen of 1 is updated, and the number image corresponding to the winning number in the bingo card image is changed from a round frame to a number surrounded by a square frame.
  • the station display unit 103 as a notification unit also functions as a notification unit that notifies the player of the winning number every time the lottery unit 105 determines the winning number.
  • the game progress control unit 101 When the lottery effects as described above are repeated three more times and the lottery effects up to the fourth time are performed, the game progress control unit 101 outputs a determination command to the bingo determination unit 107. Thereby, the bingo determination unit 107 performs the above-described reach determination process (S4). If it is determined that a reach has occurred in the reach determination process, the bingo determination unit 107 sends reach occurrence information to the game progress control unit 101, and the game progress control unit 101 sets the reach flag for the corresponding sequence information. (S5).
  • the game progress control unit 101 performs a winning probability change process for the winning request number that the player wishes to win (S20). This winning probability changing process is performed every time the fourth, sixth, eighth, and tenth lotteries are completed. A detailed description of the winning probability changing process will be described later.
  • the game progress control unit 101 performs the fifth lottery to determine the fifth winning number (S6).
  • the first to fourth lotteries are performed before the card generation unit 102 generates the array information, but the fifth and subsequent lotteries are performed after the card generation unit 102 generates the array information.
  • the fifth lottery effect is performed (S7), but the fifth and subsequent lottery effects are performed in the same manner as the first to fourth lottery effects. That is, in the fifth lottery effect, the game progress control unit 101 outputs a roulette rotation command to the main display unit 104, and the main display unit 104 displays the roulette image displayed on the large display 2. Rotate the roulette to produce the effect that the fifth lottery is being held.
  • the game progress control unit 101 reads the winning number of the fifth lottery stored in the winning history storage area of the RAM 7 and outputs an effect display command indicating that the winning number is won to the main display unit 104. Thereby, the main display unit 104 performs an effect of causing the number image related to the winning number to appear at the center portion of the roulette image displayed on the large display 2. The same is true for the 6th and subsequent lottery effects. Thereafter, the game progress control unit 101 outputs a determination command to the bingo determination unit 107, and causes the bingo determination unit 107 to perform the bingo determination process described above (S8).
  • bingo is generated from the winning numbers (currently five winning numbers) stored in the winning history storage area of RAM7 and the array information stored in the array information storing area of RAM7. It is determined whether or not the power is correct.
  • the bingo determination unit 107 sends bingo generation information to the game progress control unit 101.
  • the game progress control unit 101 outputs to the medal management device 18 a payout command instructing the payout of the payout amount in the odds category corresponding to the winning number won in the fifth lottery.
  • the medal management device 18 Upon receiving the payout command, the medal management device 18 temporarily stores the payout amount related to the payout command, and performs processing for adding credits corresponding to the payout amount to the credit data when the bingo game is over. (S9).
  • the bingo determination unit 107 that has received the determination command also performs the reach determination process described above (S10), and when it is determined that a reach has occurred, a reach flag is set for the corresponding sequence information (Sl l). ).
  • the game progress control unit 101 outputs an odds calculation command to the odds management unit 108.
  • the odds management unit 108 updates the odds data of each number (S12). Specifically, odds data is calculated for each winning number that has not been won in the lottery so far. The calculated odds data is stored in the odds storage area of the RAM 7 in association with the corresponding winning number. In the present embodiment, when the fourth lottery is completed, 30 times the basic odds data is selected for all 21 unwinned numbers. In other words, the odds when a bingo is established in the fifth draw is 30 times. If the odds data is not changed in the winning probability change process described later, when the lottery after the fifth round is completed, basic odds data that is one step lower than the current basic odds data is selected for each winning number.
  • the payout amount displayed in the payout amount display field 1 le on the game screen on the touch panel 11 of the station 10 is the same as when the fourth, sixth, eighth and tenth lottery effects are completed. Updated. Until the three numbers on the same line on the bingo card image displayed on the game screen become the winning numbers, the payout amount display field l ie has a payout corresponding to the basic odds data in the area corresponding to each color. The amount is displayed. On the other hand, when the payout amount display field l ie is updated, if three or four numbers on the same line are selected on the bingo card image, the payout amount display field l ie is displayed in the area corresponding to each color. The payout amount corresponding to the actual odds data is displayed.
  • This actual odds data is calculated by the odds management unit 108 based on the probability that a bingo will be established in the subsequent two lotteries (the next lottery performed until the payout amount display field 1 le is updated). Specifically, the winning probability of each number at the time of the update (if the winning probability data is changed by the winning probability changing process described later), the winning probability of the station 10 at the time of the update is updated. It is calculated from the arrangement of numbers on the matrix array obtained from the array information card corresponding to the bingo card image displayed on the panel 11. By performing such processing, the payout amount is displayed on the touch panel 11 of the station 10 that displays the bingo card image in which the winning number is three or four numbers on the same line when the payout amount display field l ie is updated.
  • the dividend amount displayed on the display column 1 le is changed from the dividend amount based on the basic odds data to the dividend amount based on the actual odds data.
  • unique payout amounts are displayed on the payout amount display column l ie on the touch panel 11 of each station 10. That is, the number and color of each color-coded odds section on the payout amount display field l ie are the same for all stations 10.
  • the payout amount displayed in each odds section is different for each station.
  • the game progress control unit 101 instructs the main display unit 104 to change the rulelet change display. Is output.
  • the main display unit 104 Upon receiving this roulette change display command, the main display unit 104 has an image area of the current unsuccessful number (20 numbers at the end of the fifth lottery) on the large display 2 and the color of each image area. Updated by S 12 above A roulette image having a color corresponding to the image data is displayed (S13).
  • the game progress control unit 101 cuts off the power of the sixth / eighth / tenth lottery powers that have ended so far by half IJ (S14). If it is determined that it is the sixth, eighth or tenth time, the winning probability changing process is executed (S20). That is, in this embodiment, the winning probability change process is performed every time the fourth, sixth, eighth, and tenth lotteries are completed. On the other hand, if it is determined that it is not the sixth, eighth, or tenth time, the game progress control unit 101 determines whether the number of lotteries that have been completed so far has reached 12 (S15). If it is determined that the number has not reached 12 times, the next lottery process is performed without executing the winning probability changing process (S6). On the other hand, if it is judged that 12 times have been reached, the bingo game is terminated.
  • the medal management device 18 performs a process of adding credits corresponding to the payout amount temporarily received in response to the payout command during the bingo game to the credit data. .
  • the credit amount displayed in the credit display column 11c becomes the credit amount after addition.
  • FIG. 10 is a flowchart showing the flow of the winning probability changing process.
  • the game progress control unit 101 touches the station display unit 103 with the number that the player desires to win.
  • a display command for displaying an explanatory text image for prompting is output.
  • the station display unit 103 displays the explanatory text image “That, please touch the numbers! /,” T on the game screen of the touch panel 11 as shown in FIG.
  • the player who sees the explanatory image selects one of the number images of the winning numbers in the bingo image displayed on the game screen of the touch panel 11 and touches the number within the time limit.
  • winning desired number information indicating the touched number is output from the input control device 17, and the winning desired number information is received by the game progress control unit 101 (S21). If the winning number information is not received within the time limit, the winning probability changing process is terminated.
  • the game progress control unit 101 receives the winning number information, the player wins the game. Determine the winning number you want. Then, a winning probability changing command is output to the winning probability changing unit 106. Thereby, the winning probability changing unit 106, which is the winning probability data changing unit, functions as a winning probability data changing unit, and the winning probability storage area of the RAM 7 is increased so that the winning probability of the winning desired number related to the winning probability changing command is increased.
  • the winning probability data stored in is changed (S22). As a result of this change, in the lottery process by the lottery unit 105, the category corresponding to the winning desired number in a predetermined random number range is expanded, and the remaining unsuccessful number categories are uniformly narrowed. Therefore, the winning probability of the winning wish number increases.
  • a maximum of seven players can participate in the bingo game at the same time. Accordingly, there may be cases where different desired winning number information is received from each of the input control devices 17 of the plurality of stations 10. Even in this case, the game progress control unit 101 outputs a winning probability change command for each winning desired number information. Thereby, the winning probability changing unit 106 changes the winning probability data stored in the winning probability storage area of the RAM 7 so that the winning probability of the winning desired number associated with each winning probability changing command is increased. As a result, in the lottery process by the lottery unit 105, the divisions corresponding to each winning number in the predetermined random number range are expanded, and the remaining unwinned numbers are uniformly narrowed.
  • the winning probability increases as the number of winning wish numbers received increases.
  • the winning number information of many players is concentrated on one number, the winning probability of the other numbers will be received even if the winning number information related to other numbers is received. May go down.
  • the game progress control unit 101 outputs an odds calculation command to the odds management unit 108.
  • the odds management unit 108 reads the winning probability data changed in S22 from the winning probability storage area of the RAM 7, and changes the odds data in the odds storage area of the RAM 7 based on the winning probability data! Processing is performed (S23). Specifically, the odds data assigned to each winning number is changed so that the payout rate is substantially constant before and after the change of the winning probability data in S22. Therefore, the odds data of the winning numbers whose winning probability has increased due to the change in the winning probability data in S22 above are relative. The odds data for each unsuccessful number is changed so that it becomes lower.
  • the game progress control unit 101 which is a winning probability display control unit, functions as a winning probability display control unit, and based on the changed winning probability data, an image area of each unwinned number in the roulette image
  • a roulette change display command is made so that the size of the image area corresponds to the winning probability after the change and the color of the image area of each winning number becomes the color corresponding to the odds data after the change.
  • the main display unit 104 functions as a winning probability image display unit and a payout amount image display unit as a winning probability image display unit and a payout amount image display unit, and the size of the image area of each winning number is reduced.
  • a roulette image having a size corresponding to the winning probability after the change and the color of the image area of each winning number corresponding to the odds data after the change is displayed on the large display 2 (S24). ).
  • the player needs to confirm the winning number up to the present by looking at the bingo card image displayed on the touch panel 11 and to establish the bingo. You can increase the winning probability of the desired number by touching the image of the desired number that you want to win.
  • the winning probability of each number can be grasped based on the size of the image area of the roulette image. Then, if the winning probability of the winning number increases by touching the winning number image on the touch panel 11 that the player wishes to win, the size of the image area of the winning number on the roulette image increases accordingly. . Therefore, the player can intuitively grasp that the winning probability of the number he / she wishes to win increases. At the same time, the color of the image area of the desired number for winning on the roulette image changes to a color corresponding to the changed odds data, so that the player can intuitively grasp the changed payout amount.
  • the attack gauge in the attack gauge display field 1 If displayed at the upper left of the game screen of the touch panel 11 increases each time the winning desired number desired by the player wins.
  • the attack gauge When the attack gauge is full, the attack operation becomes possible. Specifically, when the attack gauge is full, the player touches the winning number image on the touch panel 11 during the winning probability change process, and then the attack button 1 Each time 2 is pressed (attack operation), the winning desired number information is accepted by the game progress control unit 101. That is, during one winning probability change process, a plurality of winning desired number information for the same number is received by the game progress control unit 101 from one station 10.
  • the player who has made the attack operation can greatly increase the winning probability of the winning number that he / she wishes to win by pressing the attack button 12 during the winning probability changing process.
  • a condition for performing such an attack operation may be added. For example, if a reach flag is set for the arrangement information corresponding to the bingo card image displayed on the touch panel 11 of the station 10, a condition may be added.
  • the desired winning number information is input controlled. It is output from the device 17 and received by the game progress control unit 101, and the winning probability of the winning desired number is increased. The winning probability after this change is maintained until the next winning probability change process is performed. When the next winning probability changing process is performed, it is reset. That is, for example, if the winning probability of the desired number is increased at the end of the fourth lottery, the lottery will be held with the winning probability of the desired number being high in the fifth and sixth lotteries. At the end of the second lottery, the winning probabilities for all unwinned numbers will be reset uniformly. The same applies if the winning probability of the desired number is increased at the end of the 6th, 8th and 10th lotteries.
  • FIG. 11 is a flowchart showing the flow of attack processing.
  • This attack process will begin after the end of each lottery.
  • the game progress control unit 101 stores the attack gauge data stored in the attack gauge storage area of RAM7 by a certain amount.
  • the process of making tl is performed (S32).
  • the game progress control unit 101 outputs a display command to the station display unit 103 to increase the attack gauge in the attack gauge display field 1 If on the game screen of the touch panel 11.
  • the game progress control unit 101 uses the RAM7 It is determined whether or not the force is stored in the attack gauge storage area and the attack gauge data has reached a specified amount (full tank) (S34). If it is determined that the tank is not full, the winning probability of the winning desired number can be increased by the normal winning probability changing process described above (S20). On the other hand, if it is determined that the tank is full, the game progress control unit 101 permits an attack operation in the corresponding station 10 (S35).
  • the game progress control unit 101 touches the station display unit 103 with a display command for displaying a description image that prompts the player to touch the number that the player wishes to win and then press the attack button 12. Output the command.
  • the station display unit 103 displays an explanatory text image to that effect on the game screen of the touch panel 11.
  • the player who sees the explanatory image selects one of the number images of the winning numbers in the bingo image displayed on the game screen of the touch panel 11 within the time limit (S38).
  • press attack button 12 as many times as you like (S36).
  • the winning desired number information indicating the touched number is output from the input control device 17 as many times as the attack button 12 is pressed (S37), and these winning desired number information is received by the game progress control unit 101.
  • the game progress control unit 101 which is a variation determining unit that has received the winning desired number information, functions as a variation determining means.
  • the winning probability change unit 106 determines the amount of increase in the winning probability of the winning desired number according to a predetermined variation amount determining condition that the amount of increase in the winning probability of the winning number desired by the player who plays at the station increases. Then, the winning probability data is changed so that the winning probability of the winning desired number increases by the increase amount.
  • the normal winning probability change process only one winning desired number information can be output from one station 10. However, if an attack operation is performed, a plurality of winning desired number information for the same winning desired number is obtained from one station 10. Can be output. Therefore, according to the attack process, the winning probability of the winning desired number can be significantly increased as compared with the normal winning probability changing process.
  • the winning probability of the winning desired number is only increased.
  • an additional bet is made. Good.
  • the more credits you bet the more credits The risk of losing is increased. Therefore, in this case, the higher the winning probability of the winning desired number, the higher the risk of losing more credits. Therefore, a better game balance can be obtained compared to simply increasing the winning probability of the winning desired number.
  • the attack operation described above can be performed when the 4th, 6th, 8th, and 10th lottery ends.
  • the bingo force image is displayed on the touch panel 11 of the station 10. It may be done before the winning number determined in the first lottery is announced. Even before the first winning number is notified, the player who has seen the bingo card image may wish to win the number placed at a position advantageous for bingo formation or at his favorite position. It is.
  • a player who has a larger bet amount at the start of the bingo game may wish to win, and the winning probability may be increased.
  • a player who has a higher risk of losing many credits can increase the winning probability of the winning number, so a better game balance can be obtained compared to simply increasing the winning probability of the winning number. It is done.
  • the degree to which the winning probability can be increased by one winning desired number information may be changed depending on whether or not the reach flag is set for the arrangement information corresponding to the station 10 that is the source of the winning desired number information. .
  • the more likely the player to reach the higher the winning probability of the desired number. Therefore, the player's superiority or inferiority in the winning probability of the winning desired number is different between when the player is in the reach state and when it is not.
  • FIG. 1 is a flowchart showing the flow of bingo card generation / display processing in the present embodiment.
  • the game progress control unit 101 After executing the first to fourth lotteries (S2), the game progress control unit 101 outputs a card generation command to the card generation unit 102.
  • the card generation unit 102 executes the sequence determination program, and is first stored in the payout rate storage area of the RAM 7 and stored in the payout rate storage area of the RAM 7.
  • Read the set payout rate data Payout rate data is received within a specified period. It shows the payout rate, which is the ratio of the total amount of credits attached to the total amount of dividends paid out within the predetermined period.
  • This predetermined period can be set as appropriate. For example, the predetermined period may be set to a certain period such as one week or one month, or may be set up to the present by installing this bingo game machine.
  • This payout rate data storage process is performed by the game progress control unit.
  • the set payout rate data stored in the set payout rate storage area of the RAM 7 indicates a target payout rate (set payout rate), and is generally set to about 90%. Then, the card generation unit 102 that has read the payout rate data and the set payout rate data compares the payout rate and the set payout rate indicated by these data (S41).
  • the card generation unit 102 assigns the four pre-winning numbers selected in the first to fourth lotteries to the positions on the 5 ⁇ 5 matrix array. More specifically, in the present embodiment, several arrangement patterns indicating the arrangement of the four pre-winning numbers are stored in the ROM 8 in advance. In the present embodiment, these arrangement patterns are classified into two stages according to the bingo occurrence probability. In other words, since the bingo occurrence probability can be mathematically calculated by the arrangement of the four pre-winning numbers, the arrangement pattern has a high bingo probability with a relatively high bingo occurrence probability according to the calculated bingo occurrence probability. The pattern is classified into two stages: the placement pattern and the bingo occurrence probability, which is relatively low.
  • the high bingo probability placement pattern is a pattern in which four or more pre-winning numbers are placed on one line in the vertical, horizontal, and diagonal directions on the matrix array, and a low bingo probability placement pattern.
  • the pattern shall be a pattern in which two or more pre-winning numbers are not arranged on one line in the vertical, horizontal and diagonal directions on the matrix array.
  • arrangement patterns belong to each classification.
  • a total of twelve arrangement patterns are stored in ROM8.
  • the number of classifications and the number of layout patterns belonging to each classification can be set arbitrarily.
  • the card generation unit 102 determines that the payout rate is equal to or higher than the set payout rate as a result of the comparison in S41, the card generation unit 102 classifies the bingo occurrence probability as low and a low bingo probability arrangement pattern.
  • the process of increasing the selection probability of the six arrangement patterns to be performed is performed (S42). Specifically, the power of six placement patterns classified as low bingo probability placement patterns Selection probability data that has a high selection probability even with six placement patterns classified as high bingo probability placement patterns Store in the storage area.
  • the card generation unit 102 selects six arrangement patterns classified into high bingo probability arrangement patterns with a high bingo occurrence probability.
  • Processing for increasing the probability is performed (S43). Specifically, the power of six placement patterns classified as high bingo probability placement patterns Selection probability storage area in RAM7 that has a selection probability that is higher than the six placement patterns classified as low bingo probability placement patterns Remember me. Then, the card generation unit 102 performs selection according to the selection probability of each arrangement pattern indicated by the selection probability data stored in the selection probability storage area of the RAM 7 by lottery.
  • the lottery method is the same as the lottery method performed by the lottery unit 105.
  • a predetermined number of medium arrangement patterns of 12 arrangement patterns are selected (S44). The number of arrangement patterns selected is the same as the number of bingo card images displayed on the touch panel 11 of the station 10 that accepted the bet.
  • an arrangement pattern classified as a high bingo probability arrangement pattern may be selected, and conversely, the payout rate is set. Even if the payout rate is less than that, a placement pattern classified as a low bingo probability placement pattern may be selected. This is because bingo is likely to occur when the payout rate is greater than or equal to the set payout rate, and bingo is likely to occur when the payout rate is less than the set payout rate. This is to suppress general unevenness.
  • the arrangement pattern selection method is not limited to that described above. For example, when the payout rate is equal to or higher than the set payout rate, the medium pattern of the arrangement pattern classified as the low bingo probability arrangement pattern is selected and the payout rate is selected. If is less than the set payout rate, it may be possible to select the medium power of the arrangement pattern classified as the high bingo probability arrangement pattern. In this case, the payout rate can be easily controlled, and the payout rate can be easily brought close to the set payout rate.
  • the card generation unit 102 determines the arrangement pattern.
  • the four pre-winning numbers selected in the first to fourth lotteries are assigned to the four positions indicated by (S45). Then, numbers other than these pre-winning numbers but different from each other are randomly assigned to positions other than these four positions (S46).
  • the matrix arrangement in which the pre-winning numbers are assigned to the four positions indicated by the selected arrangement pattern is determined, and the card generation unit 102 generates the arrangement information indicating the matrix arrangement (S47).
  • the sequence information is stored in the sequence information storage area of the RAM 7.
  • the arrangement information storage area of the RAM 7 stores the same number of arrangement information as the arrangement pattern selection number, that is, the number of bingo card images displayed on the touch panel 11 of the station 10 that has accepted a bet.
  • game progress control unit 101 reads the sequence information from the sequence information storage area of RAM 7 and outputs a card display instruction based on the sequence information to station display unit 103. .
  • two bingo card images are displayed on the touch panel 11 of the station 10 where the player has inserted medals, with number images 1 to 25 arranged in a 5 x 5 matrix. S48).
  • bingo card generation display process a case where two bingo force image images are displayed on the touch panel 11 of one station 10 will be described. However, one bingo card image is displayed, or three or more bingo card images are displayed. You may make it. The detailed contents of the bingo card generation display process will be described later.
  • the lottery is performed 12 times within one bingo game period, and the winning number selected by the lottery is stored in the winning number storage area of the RAM 7. Then, based on a plurality of winning numbers stored in the winning number storage area, it is determined whether or not a bingo is established, and if a bingo is established, a payout is paid out.
  • the decisive factor that determines the likelihood or difficulty of establishing a bingo is the arrangement of winning numbers on the matrix array.
  • the 1st to 4th lottery of the 12 lottery is performed before the generation of the sequence information, and the pre-winning number selected before the generation of the sequence information (the number selected in the 1st to 4th lottery). ) To determine the matrix array and generate array information.
  • the pre-winning number is subject to winning with a 100% probability and is stored in the winning number storage area of RAM7.
  • 100% probability Since the sequence information is generated based on the pre-winning target to be won in this embodiment, according to the present embodiment, the arrangement of the winning numbers in the first to fourth lotteries within one bingo game period can be controlled. Is possible. In other words, it is possible to control the determinants that determine the likelihood or difficulty of establishing a bingo. As a result, it is possible to control the payout to be paid when bingo is established, so that the payout rate can be brought close to the set payout rate as described above.
  • the card generation unit 102 performs processing for selecting four pre-winning numbers before generating the array information, as in the above embodiment.
  • the pre-winning numbers selected in this selection processing are not necessarily selected. It will not be a number.
  • the 1st to 12th lotteries are performed after the sequence information is generated, but in each of the 1st to 4th lotteries, each of the 4 pre-winning numbers has a very high winning probability.
  • a lottery is performed using probability data. This will be specifically described below.
  • FIG. 12 is a flowchart showing the flow of the bingo game in the present modification.
  • a selection process of four pre-winning numbers is performed (S51). Specifically, the game progress control unit 101 outputs a first selection command to the lottery unit 105, and the lottery unit 105 wins the winning probability of each number determined by the winning probability data stored in the winning probability storage area of the RAM7.
  • the computer lottery to determine the four pre-win numbers (pre-winners).
  • the winning probability data at this time is that the winning probabilities of 25 numbers are equal.
  • the game progress control unit 101 uses these four pre-winning numbers to perform a bingo card generation display process as in the above embodiment. Perform (S40). Thereby, arrangement information in which these four pre-winning numbers are arranged according to the payout rate is generated and displayed on the touch panel 11 of the bingo card image category 10 based on the arrangement information.
  • the game progress control unit 101 has a very high winning probability of the first pre-winning number, which is one of the four pre-winning numbers (95% in this variation).
  • the winning probability changing unit 106 is made to generate winning probability data in which the winning probabilities of the 21 numbers excluding the numbers are equal (S52). Therefore, in this modification, the winning probability of the other three pre-winning numbers is 0%.
  • the game progress control unit 101 outputs a winning probability data generation command for the first lottery. Accordingly, the winning probability changing unit 106 generates the winning probability data for the first lottery in which the winning probability of the first pre-winning number is set to 95% as described above according to the command, and the winning probability data Is stored in the winning probability storage area of RAM7.
  • the game progress control unit 101 outputs a first lottery start instruction to the lottery unit 105, and the lottery unit 105 wins the winning probability of each number determined by the winning probability data stored in the winning probability storage area of the RAM7.
  • the computer lottery is performed according to the above, and the winning number is determined (S53).
  • the first pre-winning number becomes a winning number with a 95% probability, so the first pre-winning number is stored as a winning number in the winning number storage area of RAM7 with a 95% probability.
  • a lottery effect is also performed as in the above embodiment (S53).
  • the game progress control unit 101 generates winning probability data for the second lottery (S 54).
  • a winning number is selected from among the winning numbers excluding the winning numbers that have been won so far. Therefore, when generating the winning probability data for the second lottery, the winning probability of the second pre-winning number, which is one of the three pre-winning numbers excluding the first pre-winning number, is very high ( In this variation, the winning probability is 95%.)
  • the winning probability change unit 106 generates winning probability data in which the winning probability of the remaining numbers other than the winning number won in the first lottery is equal, and the winning probability The data is stored in the winning probability storage area of RAM7.
  • the game progress control unit 101 outputs a second lottery start instruction to the lottery unit 105, and the lottery unit 105 performs computer processing according to the winning probabilities of the respective numbers determined by the winning probability data stored in the winning probability storage area of the RAM7.
  • a lottery will be conducted to determine the winning number (S55).
  • the second pre-winning number becomes a winning number with a probability of 95%, so the second pre-winning number is stored as a winning number in the winning number storage area of RAM 7 with a probability of 95%.
  • a lottery effect is also performed as in the above embodiment (S55).
  • the game progress control unit 101 generates winning probability data for the third lottery (S 56). Specifically, when generating the winning probability data for the third lottery, the third pre-winning is one of the two pre-winning numbers excluding the first pre-winning number and the second pre-winning number. Winning probability data with very high winning probabilities (95% in this variation), and the remaining winning numbers except for the two winning numbers won in the first and second lotteries are equal. Is generated in the winning probability changing unit 106, and the winning probability data is stored in the winning probability storage area of the RAM 7.
  • the game progress control unit 101 outputs a third lottery start instruction to the lottery unit 105, and the lottery unit 105 follows the winning probability of each number determined by the winning probability data stored in the winning probability storage area of the RAM7. Then, a computer lottery is performed and a winning number is determined (S57). In the third lottery, the third pre-winning number becomes a winning number with a probability of 95%, so the third pre-winning number is stored in the winning number storage area of the RAM 7 with a 95% probability. Further, after the winning number is determined, a lottery effect is also performed as in the above embodiment (S57).
  • the game progress control unit 101 generates winning probability data for the fourth lottery (S 58). Specifically, when generating the winning probability data for the fourth lottery, the winning probability of the fourth pre-winning number, which is the remaining pre-winning number, is very high (95% in this variation). ), Let the winning probability change unit 106 generate winning probability data with the same winning probability for the remaining numbers excluding the three winning numbers won in the first to third lottery, and win the winning probability data in RAM7 Store in the probability storage area. Thereafter, the game progress control unit 101 outputs a fourth lottery start instruction to the lottery unit 105, and the lottery unit 105 determines the winning probability of each number determined by the winning probability data stored in the winning probability storage area of the RAM7.
  • a computer lottery is performed to determine a winning number (S59).
  • the fourth pre-winning number becomes a winning number with a probability of 95%, so the fourth pre-winning number is stored as a winning number in the winning number storage area of the RAM 7 with a probability of 95%.
  • a lottery effect is also performed as in the above embodiment (S59).
  • Sequence information may be generated. For example, for the purpose of making it easy for bingo to be arranged in a specific time zone (such as in the morning), arrangement information in which bingo is easily arranged only in that time zone may be generated. In addition, for example, it may be possible to generate a history of individual payout rates for each player, so that individual payout rates are low, bingo is arranged for players, easy V, and arrangement information is generated!
  • the power given as an example of a bingo game that can change the winning probability of the winning desired number that the player wants to win by the winning probability changing process.
  • such a winning probability changing process is not performed. The same applies to bingo games.
  • sequence information is generated based on the pre-winning number that becomes the winning number with a predetermined probability in the first to fourth lottery.
  • the pre-winning number is converted into the winning number with the predetermined probability.
  • the lottery times may be any number of times. Therefore, for example, sequence information may be generated based on a pre-winning number that becomes a winning number with a predetermined probability in the 3rd to 8th lottery! Sequence information may be generated based on a pre-winning number that becomes a winning number with a probability.
  • the winning probability of the pre-winning number is set, it is the first power to determine the number of lotteries in particular. Until the pre-winning number wins, the lottery with the winning probability set to the pre-winning number May be performed.
  • the present invention is applied to a bingo game machine that is a medal game machine as an arcade game apparatus.
  • a bingo game machine that is a medal game machine as an arcade game apparatus.
  • one game is not limited to a bingo game machine. Select a plurality of selection targets within a period and select a plurality of winning targets, and execute a game to determine whether or not the plurality of winning target sequences on the selection target sequence indicated by the generated sequence information is a specific sequence
  • it can be similarly applied to other game devices such as a home game machine and a coin game machine.
  • Each of the lotteries described above is a computer lottery in which a winning number is determined by executing a lottery program according to the winning probability of each number determined by the winning probability data. If the winning object is determined based on the movement result of the object, other lottery methods such as physical lottery may be used.
  • a part of the configuration of the bingo game machine described above may be provided in a communication terminal such as a mobile phone having a data communication function held by the player.
  • the bingo game machine needs to be provided with a communication unit as a communication means for performing data communication with the communication terminal via the network.
  • the roulette image (winning probability image) displayed on the large display 2 described above is displayed on the display unit as the display means of the communication terminal.
  • data for displaying the roulette image on the display unit of the communication terminal is transmitted from the communication unit to the communication terminal via the network.
  • the winning probability changing unit 106 changes the winning probability data
  • the data for changing the roulette image displayed on the display unit of the communication terminal to the one according to the changed winning probability data Send data to the mobile communication terminal via the above communication network.
  • the player can check the roulette image by looking at the display unit of the communication terminal held by the player without looking at the large display 2. If all the images displayed on the large display 2 are displayed on the display unit of the communication terminal, the large display 2 need not be provided.
  • an operation unit as an operation unit of the communication terminal is used in which the player selects an number desired to be won by the touch panel 11 of the station 10.
  • the communication terminal transmits the desired number information. And if this communication section receives this winning number information, The game progress control unit 101 determines the winning desired number that the player desires to win based on the received winning desired number information.
  • the station 10 can be provided to the communication terminal.
  • the player can play using the communication terminal held by the player without using the station 10.
  • the medal delivery mechanism such as the medallion slot 13 and the medal receiving slot 14 is difficult to give to communication terminals, so bets and dividends can be paid out using credit data without using medals. To do.

Abstract

The game amusement is enhanced and the progress of the game can be controlled, for example, by adjusting the payout rate. A game machine comprises a winning object selecting section for selecting a winning object out of multiple objects, a game control section for controlling the progress of a game by carrying out a predetermined number of selections by the winning object selecting section , an array information creating section for creating array information, an array image display section for displaying an image corresponding to a selection object array represented by the array information created by the array information creating section, a winning object storage section for storing the wining objects selected by the winning object selecting section, and a judging section for judging whether or not the array of the winning objects on the selection object array is a specific array. The winning object selecting section carries out part or all of the predetermined number of selections before the array information is created. The array information creating section determines the selection object array according to the prior winning object selected by the winning object selecting section before the array information is created. The winning object storage section stores the prior winning object as the winning object with a predetermined probability.

Description

明 細 書  Specification
ゲーム装置  Game device
技術分野  Technical field
[0001] 本発明は、一ゲーム期間内に所定回数の選択を行って複数の当選対象を選択し、 生成した配列情報が示す選択対象配列上における当該複数の当選対象の配列が 特定配列であるか否かを判定するゲームを実行可能なゲーム装置に関するものであ る。  [0001] The present invention selects a plurality of winning targets by performing a predetermined number of selections within one game period, and the plurality of winning target sequences on the selection target sequence indicated by the generated sequence information is a specific sequence The present invention relates to a game device capable of executing a game for determining whether or not.
背景技術  Background art
[0002] この種のゲーム装置としては、例えば特許文献 1に記載されたビンゴゲーム機が知 られている。このビンゴゲーム機は、ゲームセンタなどの遊技場に置かれ、複数のプ レイヤーによって同時にプレイできるものである。このビンゴゲーム機では、プレイヤ 一ごとに固有の配列で番号画像 (選択対象画像)を 5 X 5の正方マトリクス状に配列し たビンゴカード画像 (配列画像)を、プレイヤーごとに用意された表示部に表示させる 。そして、抽選装置により「1」〜「25」の 25個の番号 (選択対象)の中から当選番号( 当選対象)を決定し、各プレイヤーのビンゴカード画像のうち当選した当選番号とそ れ以外の未当選番号との表示形態を異ならせる。これを所定回数繰り返し、ビンゴ力 ード画像にお 、て縦方向、横方向及び対角線方向に並ぶ番号がすべて当選すると ビンゴとなり、そのプレイヤーに対して配当を払い出す。  As this type of game device, for example, a bingo game machine described in Patent Document 1 is known. This bingo game machine is placed in a game center such as a game center and can be played simultaneously by a plurality of players. In this bingo game machine, a bingo card image (array image) in which number images (selection target images) are arranged in a 5 x 5 square matrix in a unique arrangement for each player is displayed for each player. Display on. The lottery device determines the winning number (selected) from 25 numbers (1 to 25) (selected), and the winning number of each player's bingo card image and the others The display form of the winning number is different. This is repeated a predetermined number of times, and if all the numbers aligned in the vertical, horizontal, and diagonal directions are won in the bingo force image, it becomes bingo and a dividend is paid out to that player.
[0003] 上記特許文献 1に記載のビンゴゲーム機では、ビンゴカード画像を表示部に表示さ せる前に次のような処理を行う。まず、「1」〜「25」の番号をランダムに並べたプレイ ヤーごとに固有のマトリクス配列を決定する。その後、記憶装置に予め何パターンか 記憶されている有効領域の配置情報のうちの 1つを読み出し、読み出した配置情報 により決定されるマトリクス配列上の 4つの特定位置を有効領域とする。そして、これら の 4つの有効領域の番号画像を、上記当選番号及び上記未当選番号の番号画像と は異なる表示形態で表示したビンゴカード画像を表示部に複数表示する。有効領域 の番号画像に対応する番号は、抽選装置の抽選により選択される当選番号と同等の 価値をもつ。すなわち、ビンゴカード画像において縦方向、横方向及び対角線方向 に並ぶ番号がすべて当選番号又は有効領域の番号画像に対応する番号 (以下、「 事前当選番号」という。)になるというビンゴ配列 (特定配列)が成立すると、ビンゴが 成立する。したがって、このビンゴゲーム機においては、予め 4つの番号が当選した 状態力 抽選を開始し、ビンゴゲームを進行することになる。 [0003] In the bingo game machine described in Patent Document 1, the following processing is performed before the bingo card image is displayed on the display unit. First, a unique matrix arrangement is determined for each player in which numbers “1” to “25” are randomly arranged. After that, one of the effective area arrangement information stored in advance in the storage device is read, and the four specific positions on the matrix array determined by the read arrangement information are used as the effective area. Then, a plurality of bingo card images in which the number images of these four effective areas are displayed in a display form different from the number images of the winning numbers and the unwinned numbers are displayed on the display unit. The number corresponding to the number image of the valid area has the same value as the winning number selected by the lottery device lottery. That is, in the bingo card image, the vertical direction, horizontal direction and diagonal direction Bingo is established when a bingo arrangement (specific arrangement) is established in which all the numbers arranged in the column are the winning numbers or numbers corresponding to the number images in the effective area (hereinafter referred to as “pre-winning numbers”). Therefore, in this bingo game machine, the state power lottery in which four numbers have been won in advance is started, and the bingo game proceeds.
[0004] また、上記特許文献 1に記載のビンゴゲーム機では、抽選開始前に、表示部に複 数表示したビンゴカード画像の中力もビンゴゲームに用いるものをプレイヤーに選択 させ、プレイヤーが選択したビンゴカード画像を用いてビンゴゲームを行う。ここで、こ のビンゴゲーム機では、複数のビンゴカード画像を表示部に表示する前に、各ビンゴ カード画像に対応したマトリクス配列それぞれのォッズを予め算出する。これは次の 理由による。 [0004] Further, in the bingo game machine described in Patent Document 1, before the lottery starts, the player selects the medium power of the bingo card image displayed on the display unit to be used for the bingo game, and the player selects A bingo game is played using a bingo card image. Here, in this bingo game machine, before displaying a plurality of bingo card images on the display unit, odds of each matrix array corresponding to each bingo card image are calculated in advance. This is due to the following reason.
すなわち、ビンゴカード画像上における有効領域の位置や数に応じて、ビンゴが成 立しやすいマトリクス配列と、ビンゴが成立しにくいマトリクス配列とが存在することに なる。そのため、生成したすべてのマトリクス配列について同じォッズを用いたのでは 、ほとんどのプレイヤ一はビンゴが成立しやす 、マトリクス配列のビンゴカード画像を 選択する。その結果、ペイアウト率を設定ペイアウト率に維持することが困難になった り、いつもビンゴが成立しやすいためゲームが単調になったりするといつた弊害が生 まれる。そこで、上記特許文献 1に記載のビンゴゲーム機では、ビンゴの成立しやす さ(ビンゴ成立確率)に応じ、各マトリクス配列についてそれぞれ個別のォッズを算出 する。具体的には、ビンゴが成立しやすいマトリクス配列については相対的に低いォ ッズを設定し、ビンゴが成立しにくいマトリクス配列については相対的に高いォッズを 設定する。これにより、ペイアウト率を設定ペイアウト率に容易に維持することができる 。また、これらのォッズはプレイヤーがビンゴカード画像を選択する際に併せて表示さ れるので、プレイヤ一は、自分の好みに応じ、配当は多いがビンゴが成立しにくいビ ンゴカード画像を選んだり、配当は少な ヽがビンゴが成立しやす ヽビンゴカード画像 を選んだりすることになる。その結果、ビンゴゲームにおいてビンゴが成立しやすい場 合とビンゴが成立しにくい場合とを混在させることができ、ゲームが単調になりに《ゲ ーム性が向上する。  That is, depending on the position and number of effective areas on the bingo card image, there are a matrix arrangement in which bingo is likely to be established and a matrix arrangement in which bingo is difficult to be established. Therefore, if the same odds are used for all the generated matrix arrays, most players select a bingo card image in a matrix array so that a bingo is easily established. As a result, it becomes difficult to maintain the payout rate at the set payout rate, and when the game becomes monotonous because a bingo is likely to be established at all times, a bad effect occurs. Therefore, in the bingo game machine described in Patent Document 1, individual odds are calculated for each matrix array in accordance with the ease of bingo formation (bingo establishment probability). Specifically, a relatively low odd is set for a matrix array in which bingo is likely to be established, and a relatively high odd is set for a matrix array in which bingo is difficult to be established. Thereby, the payout rate can be easily maintained at the set payout rate. These odds are also displayed when the player selects a bingo card image, so that the player can select a bingo card image that has a large amount of dividend but is difficult to make a bingo according to his / her preference. If there is a little ヽ, a bingo card image will be selected. As a result, it is possible to mix a case where bingo is likely to be established in a bingo game and a case where bingo is difficult to be established, and the game becomes monotonous and thus improves game characteristics.
[0005] 特許文献 1 :特開 2001— 161889号公報 発明の開示 Patent Document 1: Japanese Patent Application Laid-Open No. 2001-161889 Disclosure of the invention
発明が解決しょうとする課題  Problems to be solved by the invention
[0006] 一般に、抽選等によって選択された選択対象が特定配列になるか否かを楽しむビ ンゴゲーム等のゲームにおいては、そのゲーム性を高める上であるいはペイアウト率 を調整する上で、一時的に特定配列が揃いやすい時期を作るとか、ある特定のプレ ィヤーに対して特定配列を揃えやすくさせるとか、そういったゲーム進行のコントロー ルを行うことが望まれる。そのためには、特定配列の揃えやすさ又は揃えにくさを決 める決定要素を、ゲーム装置側である程度コントロールすることが必要である。この決 定要素は、上記特許文献 1に記載のビンゴゲーム機においては、抽選前に決定され る有効領域の配置及び数や、抽選後に決定される当選番号の配置である。  [0006] Generally, in a game such as a bingo game that enjoys whether or not a selection target selected by lottery or the like is in a specific arrangement, temporarily improving the game performance or adjusting the payout rate. It is desirable to control the progress of the game, such as creating a time when a specific sequence is easy to align, or making a specific sequence easy to align for a specific player. For this purpose, it is necessary to control to some extent on the game device side the determinants that determine the ease of alignment or difficulty in aligning a specific array. In the bingo game machine described in Patent Document 1, this determining factor is the arrangement and number of effective areas determined before the lottery and the arrangement of the winning numbers determined after the lottery.
[0007] ところが、上記特許文献 1に記載のビンゴゲーム機では、ビンゴカード配列上にお ける各番号の配置をランダムに決めた後に上記有効領域の配置をランダムに決定し 、これらの決定に基づいて各マトリクス配列を生成する。このように抽選前に決定され る有効領域の配置及び数はランダムに決定されることから、上述した決定要素となる 有効領域の配置及び数をビンゴゲーム機側でコントロールすることはできな 、。また 、このビンゴゲーム機においては、ビンゴカード配列上における各番号の配置をラン ダムに決定し、し力も使用するビンゴカードはプレイヤーが選択するものであり、更に 当選番号の決定は抽選によりランダムに行う。よって、このビンゴゲーム機では、上述 した決定要素となる、抽選後に決定される当選番号の配置についても、コントロール することはできない。このように、上記特許文献 1に記載のビンゴゲーム機では、特定 配列の揃えやすさ又は揃えにくさを決める決定要素をゲーム機側でコントロールする ことはできな 、ので、上述したようなゲーム進行のコントロールを行うことができな!/、と いう問題があった。 However, in the bingo game machine described in Patent Document 1, the arrangement of the effective areas is determined randomly after the arrangement of the numbers on the bingo card array is determined at random, and based on these determinations. To generate each matrix array. As described above, since the arrangement and number of effective areas determined before the lottery are determined at random, the bingo game machine cannot control the arrangement and the number of effective areas, which are the determining factors described above. In addition, in this bingo game machine, the arrangement of each number on the bingo card array is randomly determined, and the bingo card that uses the force is selected by the player, and the winning number is determined randomly by lottery. Do. Therefore, in this bingo game machine, the arrangement of the winning numbers determined after the lottery, which is the determining factor described above, cannot be controlled. As described above, in the bingo game machine described in Patent Document 1, it is not possible to control the determinants that determine the ease or difficulty of aligning a specific array on the game machine side. I can't control! There was a problem of /.
[0008] 本発明は、上記問題に鑑みなされたものであり、上述したようなゲーム進行のコント ロールを行うことが可能なゲーム装置の提供を実現する。  [0008] The present invention has been made in view of the above problems, and provides a game apparatus capable of controlling the progress of the game as described above.
課題を解決するための手段  Means for solving the problem
[0009] 本発明の一態様は、ゲーム装置であって、複数の選択対象の中から当選対象を選 択する当選対象選択部と、一ゲーム期間内に該当選対象選択部を用いて所定回数 の選択を行うゲームの進行を制御するゲーム制御部と、該複数の選択対象の一部又 は全部を用いた選択対象配列を示す配列情報を生成する配列情報生成部と、該配 列情報生成部により生成された配列情報が示す選択対象配列に含まれる各選択対 象にそれぞれ対応した複数の選択対象画像を該配列情報に基づいて配列した配列 画像を表示する配列画像表示部と、該ーゲームの期間内に該当選対象選択部が選 択した当選対象を記憶する当選対象記憶部と、該当選対象記憶部に記憶されて 、 る複数の当選対象に基づき、該配列情報が示す選択対象配列上における該複数の 当選対象の配列が特定配列である力否かを判定する判定部とを有するゲーム装置 において、上記当選対象選択部は、上記一ゲーム期間内に行う上記所定回数の選 択のうちの一部又は全部の選択を、上記配列情報生成部による配列情報生成前に 行い、該配列情報生成部は、該当選対象選択部が配列情報生成前に選択した事前 当選対象に基づ!ヽて上記選択対象配列を決定して、決定した選択対象配列を示す 配列情報を生成し、上記当選対象記憶部は、該事前当選対象を所定の確率で当選 対象として記憶するものである。 [0009] One aspect of the present invention is a game device, wherein a winning target selecting unit that selects a winning target from a plurality of selecting targets and a corresponding selection target selecting unit within one game period are used a predetermined number of times. A game control unit that controls the progress of the game for selecting the game, an array information generation unit that generates sequence information indicating a selection target sequence using part or all of the plurality of selection targets, and the sequence information generation An array image display unit for displaying an array image in which a plurality of selection target images respectively corresponding to the selection targets included in the selection target array indicated by the array information generated by the unit are arranged based on the array information, and the game A winning target storage unit that stores the winning targets selected by the corresponding selection target selecting unit within the period, and a selection target array indicated by the array information based on the plurality of winning targets stored in the corresponding winning target storage unit And a determination unit that determines whether or not the plurality of winning target arrays is a specific array, wherein the winning target selecting unit performs the predetermined number of selections performed within the one game period. Our A part or all of the selection is performed before the generation of the sequence information by the sequence information generation unit, and the sequence information generation unit is based on the pre-selected object selected by the selection target selection unit before the generation of the sequence information. The selection target sequence is determined, sequence information indicating the determined selection target sequence is generated, and the winning target storage unit stores the pre-winning target as a winning target with a predetermined probability.
このゲーム装置においては、一ゲームの期間内に当選対象選択部が所定回数の 選択を行い、選択した当選対象が当選対象記憶部に記憶される。そして、当選対象 記憶部に記憶されている複数の当選対象に基づき、配列情報生成部により生成され た配列情報が示す選択対象配列上における当該複数の当選対象の配列が特定配 列であるか否かを判定する。そのため、特定配列の揃えやすさ又は揃えにくさを決め る決定要素は、当選対象の配置である。  In this game apparatus, the winning object selection unit performs a predetermined number of selections within one game period, and the selected winning object is stored in the winning object storage unit. Then, based on the plurality of winning targets stored in the winning target storage unit, whether the plurality of winning target sequences on the selection target sequence indicated by the sequence information generated by the sequence information generating unit is a specific sequence. Determine whether. Therefore, the decisive factor that determines the ease of alignment or difficulty in aligning a specific sequence is the arrangement to be selected.
本ゲーム装置においては、一ゲーム期間内に行う選択のうちの一部又は全部の選 択を、配列情報生成部が配列情報を生成する前に行い、配列情報生成前に選択し た事前当選対象に基づ 、て選択対象配列を決定して配列情報を生成する。そして、 配列情報生成前に選択した事前当選対象については、所定の確率で当選対象とな り、当選対象記憶部に記憶される。このように、所定の確率で当選対象となる事前当 選対象に基づいて配列情報を生成することから、本ゲーム装置によれば、一ゲーム 期間内における少なくとも一部の当選対象の配置をコントロールすることが可能であ る。すなわち、特定配列の揃えやすさ又は揃えにくさを決める決定要素をコントロー ルすることが可能である。 In this game device, some or all of the selections made within one game period are selected before the sequence information generation unit generates the sequence information, and the pre-winning object selected before the sequence information is generated. Based on the above, the selection target sequence is determined and sequence information is generated. Then, the pre-winning object selected before the generation of the sequence information becomes the winning object with a predetermined probability and is stored in the winning object storage unit. As described above, since the sequence information is generated based on the pre-winning target that is the winning target with a predetermined probability, according to the present game device, the arrangement of at least a part of the winning target within one game period is controlled. It is possible. In other words, the control element that determines the ease of alignment or difficulty in aligning specific sequences is controlled. It is possible to
なお、このコントロールの精度は、配列情報生成前に選択する事前当選対象の数と 、その事前当選対象が当選対象となる確率を示す上記所定の確率とによって決まる The accuracy of this control is determined by the number of pre-winning objects to be selected before generating the sequence information and the predetermined probability indicating the probability that the pre-winning object will be the winning object.
。すなわち、配列情報生成前に選択する事前当選対象の数を一ゲーム期間内に当 選対象記憶部に記憶される当選対象の最大数に設定し、かつ、上記所定の確率を 1 00%に設定すれば、一ゲーム期間内におけるすべての当選対象の配置を完全にコ ントロールすることができる。そして、配列情報生成前に選択する事前当選対象の数 を少なくするほど、また、上記所定の確率を下げるほど、コントロール精度は低下する ことになる。しかし、このような配列情報生成前に選択する事前当選対象の数や上記 所定の確率も、ゲーム装置側で適宜設定できる。よって、本ゲーム装置によれば、特 定配列の揃えやすさ又は揃えにくさを決める決定要素を、そのコントロール精度も含 めてゲーム装置側でコントロールすることが可能である。 . That is, the number of pre-winning objects to be selected before generating the sequence information is set to the maximum number of winning objects stored in the winning object storage unit within one game period, and the predetermined probability is set to 100%. If you do this, you can completely control the placement of all winning targets within one game period. Then, the control accuracy decreases as the number of pre-winning objects to be selected before generating the sequence information is reduced and as the predetermined probability is lowered. However, the number of pre-winning objects to be selected before generation of such sequence information and the predetermined probability can be set as appropriate on the game device side. Therefore, according to the present game device, it is possible to control the determining element that determines the ease or difficulty of alignment of the specific array on the game device side, including its control accuracy.
[0010] また、上記ゲーム装置において、上記当選対象記憶部が上記事前当選対象を当 選対象として記憶するときの上記所定の確率は 100%であってもよい。  [0010] Further, in the game device, the predetermined probability when the winning object storage unit stores the pre-winning object as a winning object may be 100%.
このゲーム装置においては、特定配列の揃えやすさ又は揃えにくさを決める決定 要素のコントロール精度を高めることができる。よって、ゲーム進行のコントロール精 度が高まる。  In this game apparatus, it is possible to increase the control accuracy of the determinant that determines the ease of aligning or difficulty in aligning a specific array. Therefore, the control accuracy of the game progress is increased.
[0011] また、上記ゲーム装置において、上記当選対象選択部は、上記一ゲーム期間内に 行う上記所定回数の選択のうちの一部の選択を配列情報生成前に行うものであって 、少なくとも配列情報生成後に行う選択については抽選により当選対象を選択するも のであってもよい。ここでいう「抽選」には、当選確率データにより決まる各選択対象 の当選確率に従つた抽選プログラムを実行することにより当選対象を決定する t 、う コンピュータ抽選、抽選物体を移動させてその抽選物体の移動結果に基づいて当選 対象を決定するという物理抽選など、あらゆる抽選が含まれる。  [0011] Further, in the game device, the selection target selection unit performs a selection of the predetermined number of selections performed within the one game period before generating the array information, and at least the array For selections made after information generation, the winning target may be selected by lottery. In this “lottery”, the lottery is determined by executing a lottery program according to the winning probability of each selection target determined by the winning probability data. T, computer lottery, moving the lottery object and moving the lottery object Any lottery is included, such as a physical lottery in which the winning target is determined based on the result of the movement.
上述したように一ゲーム期間内におけるすべての当選対象の配置を完全にコント口 ールすることも可能である。しかし、ゲーム装置側で当選対象の配置を完全にコント口 ールすると、当選対象の配置にプレイヤーの運などが絡む余地がなぐプレイヤーの 観点から見ればゲーム性が大きく低下することになる。 本ゲーム装置にお!、ては、配列情報生成後に行う選択につ!、ては抽選により当選 対象を選択するので、その当選対象の配置はゲーム装置側で完全にコントロールさ れることがなくなる。その結果、当選対象の配置にプレイヤーの運などが絡む余地が 生まれ、プレイヤーの観点から見たゲーム性の低下を抑制できる。 As described above, it is also possible to completely control the arrangement of all winning targets within one game period. However, if the arrangement of the winning object is completely controlled on the game device side, the game performance will be greatly reduced from the viewpoint of the player where there is no room for the player's luck to be involved in the winning object arrangement. In this game device, since the selection is made by lottery for selections made after the generation of sequence information, the arrangement of the winning objects is not completely controlled on the game device side. As a result, there is room for the player's luck to be related to the placement of the winning object, and the deterioration of the game characteristics from the player's viewpoint can be suppressed.
なお、本ゲーム装置においては、配列情報生成前に行う選択を抽選により行うよう にしてもよい。この場合でも、その抽選により選択された事前当選対象に基づいて配 列情報を生成することから、当選対象の配置のコントロール精度が落ちることはない  In the game device, the selection performed before generating the sequence information may be performed by lottery. Even in this case, since the arrangement information is generated based on the pre-winning object selected by the lottery, the control accuracy of the arrangement of the winning object is not lowered.
[0012] また、上記ゲーム装置において、上記当選対象選択部は、上記一ゲーム期間内に 行う上記所定回数の選択のうちの一部の選択を配列情報生成前に行うものであり、 上記当選対象選択部が配列情報生成後に行う抽選では、配列情報生成前に選択し た事前当選対象のうち当選対象として上記当選対象記憶部に記憶されたものを上記 複数の選択対象から除いた選択対象の中から当選対象を選択するものであってもよ い。 [0012] Further, in the game device, the winning object selection unit performs a selection of the predetermined number of selections performed within the one game period before generating sequence information, and the winning object In the lottery performed after the selection information is generated by the selection unit, the pre-winning targets selected before the generation of the sequence information that are stored in the selection target storage unit as the selection targets are excluded from the selection targets. It is also possible to select an object to be elected from.
事前当選対象のうち当選対象になったものが、配列情報生成後の抽選により重複 して当選対象に選択される事態が生じると、その抽選で未だ当選対象になつて 、な い選択対象 (未当選対象)が当選する機会をプレイヤ一力 奪うことになる。その結 果、プレイヤ一は損をした気分を抱くことになり、ゲーム性を低下させることになる。 本ゲーム装置においては、配列情報生成後に行う抽選において、配列情報生成前 に選択した事前当選対象のうち当選対象になったものが選択されることがなくなる。こ れにより、抽選で未当選対象が当選する機会をプレイヤーから奪うような事態が発生 しなくなる結果、プレイヤーに損をした気分を抱力せずに済み、ゲーム性の低下を抑 制できる。  Among the pre-winning targets, if there is a situation in which a lottery after the generation of sequence information is duplicated and selected as a winning target, the selection target (not yet selected) The winner will be deprived of the opportunity to win. As a result, the player feels lost and game characteristics are lowered. In the game device, in the lottery performed after the generation of the sequence information, the pre-winning target selected before the generation of the sequence information is not selected. As a result, it is possible to prevent the player from having the chance to lose the player from the chance of winning the winning candidate in the lottery, so that he / she does not have the feeling of losing the player, and the deterioration of the game characteristics can be suppressed.
[0013] また、上記ゲーム装置において、上記配列画像表示部が上記配列画像を表示した 後に上記当選対象記憶部に記憶されている当選対象を報知する報知部を有するも のであってもよい。 このゲーム装置においては、配列情報生成前に選択された事前 当選対象力 あた力も配列情報生成後に選択されたかのような印象をプレイヤーに 与えることができる。その結果、ゲーム装置側で意図的に当選対象の配置を決めた のではな!/、かと!/、うような不信感を抱力せずに済み、ゲームの信頼性を高めることが できる。 [0013] In addition, the game device may include a notifying unit for notifying the winning object stored in the winning object storing unit after the array image displaying unit displays the array image. In this game apparatus, it is possible to give an impression to the player as if the pre-winning target power selected before generating the sequence information is also selected after generating the sequence information. As a result, the game device intentionally decided the placement of the winning target. It's not a problem! /, Kato! /, So you don't have to be embarrassed, and you can improve the reliability of the game.
[0014] また、上記ゲーム装置において、上記当選対象選択部は、上記一ゲーム期間内に 行う上記所定回数の選択のうちの一部の選択を配列情報生成前に行うものであり、 上記報知部は、上記事前選択対象のうち当選対象として上記当選対象記憶部に記 憶されたものと、該当選対象選択部が配列情報生成後に選択した当選対象とを、略 同一の報知態様により報知するものであってもよい。  [0014] Further, in the game device, the selection target selection unit performs a part of the predetermined number of selections performed within the one game period before generating sequence information, and the notification unit Is a notification of the pre-selected objects stored in the winning object storage unit as the winning objects and the winning object selected by the corresponding selection object selecting unit after generating the sequence information in substantially the same notification mode. It may be.
このゲーム装置においては、配列画像表示部に配列画像が表示された後に、配列 情報生成前に選択された事前選択対象のうち当選対象になったものが、配列情報 生成後に選択された当選対象と略同一の報知態様により報知される。よって、その報 知を受けたプレイヤーに対し、配列情報生成前に選択された事前選択対象のうち当 選対象になつたものも、配列情報生成後に選択された当選対象と同様の選択方法に より選択されたかのような印象を与えることができる。  In this game apparatus, after the array image is displayed on the array image display unit, the pre-selected objects selected before the array information generation are selected as the winning objects selected after the array information generation. Notification is made in substantially the same notification mode. Therefore, for the player who received the notification, the pre-selection target selected before generating the sequence information is also selected by the same selection method as the selection target selected after the sequence information generation. An impression can be given as if it was selected.
特に、配列情報生成後における当選対象の選択方法が抽選である場合には、配 列情報生成前に選択された事前選択対象のうち当選対象になつたものも、同じように 抽選により選択されたかのような印象をプレイヤーに与えることができる。よって、この 場合には、その事前選択対象に係る当選対象もプレイヤーの運などが絡んで選択さ れるものだという印象をプレイヤーに与えることができ、ゲームの信頼性が更に高まる  In particular, if the selection method of the winning target after generating the sequence information is lottery, the pre-selected target that was selected before generating the array information was also selected by lottery in the same way. Such an impression can be given to the player. Therefore, in this case, it is possible to give the player the impression that the winning object related to the pre-selected object is also selected based on the player's luck, and the reliability of the game is further enhanced.
[0015] また、上記ゲーム装置において、ベット対象のベットを受け付けるベット受付部と、 配当を払い出す配当払出部とを有し、上記ゲーム制御部は、上記判定部が上記特 定配列であると判定したとき、該ベット受付部が受け付けたベット対象の量に応じた 量の配当を該配当払出部に払い出させる制御を行うものであってもよい。 [0015] In addition, the game device includes a bet receiving unit that receives a bet to bet and a payout payout unit that pays out a payout, and the game control unit includes the determination unit having the specific arrangement. When the determination is made, control may be performed to cause the dividend payout unit to pay out an amount of payout corresponding to the bet amount received by the bet receiving unit.
このゲーム装置においては、プレイヤーがベット対象をベットして特定配列が揃った ら配当を受け取るといういわゆる賭けゲームを実行することができる。よって、ゲーム 進行のコントロールが重要な賭けゲームにおいてゲーム進行のコントロールを行うこ とが可能となる。  In this game apparatus, it is possible to execute a so-called betting game in which a player bets a betting object and receives a payout when a specific arrangement is completed. Therefore, it is possible to control the game progress in a betting game in which the control of the game progress is important.
[0016] また、上記ゲーム装置において、所定期間内に上記ベット受付部が受け付けたべ ット対象の量と該配当払出部が払い出した配当の量との比率であるペイアウト率を示 すペイアウト率データを記憶するペイアウト率記憶部を有し、上記配列情報生成部は 、該ペイアウト率記憶部に記憶されているペイアウト率データの示すペイアウト率が所 定の設定ペイアウト率に近づくように、上記当選対象選択部が配列情報生成前に選 択した事前当選対象に基づ!/、て上記選択対象配列を決定するものであってもよ 、。 上述した賭けゲームにおいては、ペイアウト率が設定ペイアウト率に維持されないと 、ゲームバランスの管理が困難となり、安定して高いゲーム性を提供することができな くなる。また、本ゲーム装置が、ゲームセンタ等の遊技場に置かれる業務用ゲーム装 置であって、ベット対象や配当としてプレイヤーが金銭を支払って借り入れたメダル 等の有体物やこれに相当する電子データを用いるものである場合には、業務管理の 観点からペイアウト率を設定ペイアウト率に維持することが重要である。 [0016] Further, in the game device, the bet accepting unit should accept within a predetermined period. A payout rate storage unit for storing payout rate data indicating a payout rate, which is a ratio between the amount to be paid and the amount of dividends paid out by the dividend payout unit, and the array information generation unit includes the payout rate Based on the pre-winning target selected by the above-mentioned winning target selection unit before generating the sequence information so that the payout rate indicated by the payout rate data stored in the storage unit approaches the predetermined set payout rate! The sequence to be selected may be determined. In the betting game described above, if the payout rate is not maintained at the set payout rate, it becomes difficult to manage the game balance, and it becomes impossible to provide a high gameability stably. In addition, this game device is an arcade game device placed in a game center such as a game center, and a tangible object such as a medal that a player pays and borrows as a bet object or a dividend, and electronic data corresponding thereto. If used, it is important to maintain the payout rate at the set payout rate from the viewpoint of business management.
ここで、本ゲーム装置において、配当を払い出す力否かは特定配列が揃うか否か によって決まり、特定配列の揃えやすさ又は揃えにくさを決める決定要素である当選 対象の配置は、上述したようにゲーム装置側でコントロールすることが可能である。そ して、この当選対象の配置は、配列情報生成部が配列情報生成前に選択した事前 当選対象に基づいてどのように選択対象配列を決定するかによってコントロールする 。よって、本ゲーム装置によれば、配列情報生成部が事前当選対象に基づき選択対 象配列をどのように決定するかで、配当を払い出す力否かをコントロールすることが 可能である。したがって、本ゲーム装置によれば、配列情報生成部が事前当選対象 に基づき選択対象配列をどのように決定するかで、ペイアウト率を調整することができ る。そして、本ゲーム装置では、ペイアウト率が所定の設定ペイアウト率に近づくよう に選択対象配列を決定するので、ペイアウト率がほぼ一定になる。よって、ゲームバ ランスの管理が容易となり、安定して高いゲーム性を提供することが可能になる。また 、本ゲーム装置を上述した業務用ゲーム装置として用いる場合には、業務管理が容 易になる。  Here, in this game apparatus, whether or not the ability to pay out the payout is determined by whether or not the specific array is aligned, and the arrangement of the winning object, which is a determinant for determining the ease or difficulty of aligning the specific array, is described above. Thus, it is possible to control on the game device side. The arrangement of the winning targets is controlled by how the selection target sequence is determined based on the pre-winning target selected by the sequence information generating unit before generating the sequence information. Therefore, according to the present game device, it is possible to control whether or not the arrangement information generating unit determines the selection target arrangement based on the pre-winning target, and whether or not the ability to pay out the payout. Therefore, according to the present game device, the payout rate can be adjusted depending on how the sequence information generating unit determines the selection target sequence based on the pre-winning target. In the game device, the selection target array is determined so that the payout rate approaches a predetermined set payout rate, so that the payout rate becomes substantially constant. Therefore, management of the game balance is facilitated, and it is possible to provide stable and high game performance. In addition, when the game device is used as the above-described business game device, business management becomes easy.
また、上記ゲーム装置にお!、て、上記配列画像表示部は、上記配列情報に基づ 、 て上記複数の選択対象画像をマトリクス状に配列した配列画像を表示し、上記判定 部は、該配列画像上における縦方向、横方向及び斜め方向の少なくとも 1つのライン 上に当選対象に対応した選択対象画像が並ぶときの配列を上記特定配列として判 定を行うものであってもよ 、。 Further, on the game device, the array image display unit displays an array image in which the plurality of selection target images are arranged in a matrix based on the array information, and the determination unit displays the array image. At least one line in the vertical, horizontal and diagonal directions on the array image The arrangement when the selection target images corresponding to the winning target are arranged above may be determined as the specific arrangement.
このゲーム装置においては、いわゆるビンゴゲームを実行することができる。よって 、ビンゴゲームにお 、てゲーム進行のコントロールを行うことが可能となる。  In this game apparatus, a so-called bingo game can be executed. Therefore, it is possible to control the progress of the game in the bingo game.
発明の効果  The invention's effect
[0018] 本発明によれば、特定配列の揃えやすさ又は揃えにくさを決める決定要素をコント ロールすることが可能であるので、ゲーム性を高めたりペイアウト率を調整したりする ためなどのゲーム進行のコントロールを行うことが可能となる。  [0018] According to the present invention, since it is possible to control a determinant that determines the ease of aligning a specific array or the difficulty of aligning, it is possible to improve the game performance or adjust the payout rate. It is possible to control the progress.
図面の簡単な説明  Brief Description of Drawings
[0019] [図 1]図 1は、実施形態におけるビンゴゲーム機におけるビンゴカード生成表示処理 の流れを示すフローチャートである。  FIG. 1 is a flowchart showing a flow of bingo card generation / display processing in a bingo game machine according to an embodiment.
[図 2]図 2は、同ビンゴゲーム機全体の外観斜視図である。  FIG. 2 is an external perspective view of the entire bingo game machine.
[図 3]図 3は、同ビンゴゲーム機のステーションの正面図である。  FIG. 3 is a front view of a station of the bingo game machine.
[図 4]図 4は、同ステーション 10の上面図である。  FIG. 4 is a top view of the station 10.
[図 5]図 5は、同ビンゴゲーム機の主要なハードウェア構成を示すブロック図である。  FIG. 5 is a block diagram showing the main hardware configuration of the bingo game machine.
[図 6]図 6は、同ビンゴゲーム機における主要部を示す機能ブロック図である。  FIG. 6 is a functional block diagram showing a main part in the bingo game machine.
[図 7]図 7は、同ステーションのタツチパネル上に表示されるゲーム画面を示す説明図 である。  FIG. 7 is an explanatory diagram showing a game screen displayed on the touch panel of the station.
[図 8]図 8は、同ビンゴゲーム機によるビンゴゲームの流れを示すフローチャートであ る。  FIG. 8 is a flowchart showing the flow of a bingo game by the bingo game machine.
[図 9]図 9は、同ビンゴゲーム機の大型ディスプレイ上に表示されるメイン画面を示す 説明図である。  FIG. 9 is an explanatory diagram showing a main screen displayed on a large display of the bingo game machine.
[図 10]図 10は、当選確率変更処理の流れを示すフローチャートである。  FIG. 10 is a flowchart showing a flow of a winning probability changing process.
[図 11]図 11は、アタック処理の流れを示すフローチャートである。  FIG. 11 is a flowchart showing the flow of attack processing.
[図 12]図 12は、変形例におけるビンゴゲームの流れを示すフローチャートである。 符号の説明  FIG. 12 is a flowchart showing a flow of a bingo game in a modified example. Explanation of symbols
[0020] 2 大型ディスプレイ [0020] 2 Large display
7 RAM 8 ROM 7 RAM 8 ROM
9 補助記憶装置  9 Auxiliary storage
10 ステーション  10 stations
11 タツチパネル  11 Touch panel
12 アタックボタン  12 Attack button
18 メダル管理装置  18 Medal management device
20 コンピュータ抽選装置  20 Computer lottery equipment
101 ゲーム進行制御部  101 Game progress controller
102 カード生成部  102 Card generator
103 ステーション表示部  103 Station display
104 メイン表示部  104 Main display
105 抽選部  105 lottery club
106 当選確率変更部  106 Winning probability change section
107 ビンゴ判定部  107 Bingo judgment unit
108 ォッズ管理部  108 odds management department
発明を実施するための最良の形態 BEST MODE FOR CARRYING OUT THE INVENTION
以下、本発明を、ゲームセンタ等の遊技場に置かれる業務用ゲーム装置であるビ ンゴゲーム機に適用した一実施形態について説明する。  Hereinafter, an embodiment in which the present invention is applied to a bingo game machine which is an arcade game device placed in a game arcade such as a game center will be described.
図 2は、本実施形態におけるビンゴゲーム機全体の外観斜視図である。  FIG. 2 is an external perspective view of the entire bingo game machine in the present embodiment.
このビンゴゲーム機は、 1つのゲーム機本体 1と 7つのステーション 10とから構成さ れている。本実施形態のビンゴゲーム機では、後述するコンピュータ抽選により 25個 の選択対象(「1」〜「25」の番号)の中から 1つずつ抽選して!/、くビンゴゲームに、最 大 7名の抽選参加者であるプレイヤーが同時に参加してプレイできる。なお、選択対 象の数やプレイヤーの最大参加人数は任意である。各プレイヤ一は 、ずれかのステ ーシヨン 10を用いてビンゴゲームに参加し、プレイする。ゲーム機本体 1には、各プレ ィヤーが視認できる位置に、大型ディスプレイ 2が設けられている。また、ゲーム機本 体 1には、各種演出やプレイヤーへの報知などを行うための音出力手段としての音 出力部であるスピーカー 3や電飾装置なども設けられている。 [0022] 図 3は、ステーション 10の正面図であり、図 4は、ステーション 10の上面図である。 なお、 7つのステーションはすべて同じ構成であるので、以下、その 1つについてのみ 説明する。 This bingo game machine is composed of one game machine body 1 and seven stations 10. In the bingo game machine according to this embodiment, one of the 25 selection targets (numbers “1” to “25”) is drawn one by one by a computer lottery described later! A player who is a lottery participant can participate and play at the same time. The number of selections and the maximum number of players are arbitrary. Each player participates in the bingo game using any one of the stations 10 and plays. The game machine body 1 is provided with a large display 2 at a position where each player can visually recognize it. In addition, the game machine body 1 is also provided with a speaker 3 as an audio output unit and an illumination device as sound output means for performing various effects and informing the player. FIG. 3 is a front view of the station 10, and FIG. 4 is a top view of the station 10. Since all seven stations have the same configuration, only one of them will be described below.
ステーション 10は、操作手段としての操作部であるタツチパネル 11と、アタックボタ ン 12と、メダルを投入するためのメダル投入口 13と、クレジットを精算してメダルを受 け取るためのメダル受取口 14と、クレジットの精算を指示するための精算ボタン 15と を備えている。タツチパネル 11には、「1」〜「25」の番号画像 (選択対象画像)をマト リクス状に配列したビンゴカード画像 (配列画像)等を含むゲーム画面が表示される。 プレイヤ一は、そのゲーム画面に表示された各種画像に触れることで、様々な操作を 行うことができる。  The station 10 includes a touch panel 11 which is an operation unit as an operation means, an attack button 12, a medal insertion slot 13 for inserting medals, and a medal receiving slot 14 for receiving a medal by paying out credits. And a settlement button 15 for instructing the settlement of the credit. On the touch panel 11, a game screen including a bingo card image (array image) in which number images (selection target images) “1” to “25” are arranged in a matrix is displayed. The player can perform various operations by touching various images displayed on the game screen.
[0023] 図 5は、ビンゴゲーム機の主要なハードウェア構成を示すブロック図である。  FIG. 5 is a block diagram showing the main hardware configuration of the bingo game machine.
本実施形態におけるビンゴゲーム機は、ゲーム機全体の動作を制御するコントロー ラ 4をゲーム機本体 1の内部に有しており、各ステーション 10のタツチパネル 11は、こ のコントローラ 4によって制御されるようになっている。コントローラ 4は、マイクロプロセ ッサ等により構成されており、ゲーム進行に必要な各種演算や各種機器の動作制御 を行う。コントローラ 4は、バスを介して、コントローラ 4からの命令に従って各種画像を タツチパネル 11に描画する画面描画制御装置 16に接続されている。また、コント口 ーラ 4は、バスを介して、タツチパネル 11上に描画される各種画像に触れることにより 入力されるデータの制御を行う入力制御装置 17にも接続されている。更に、コント口 ーラ 4は、バスを介して、メダル管理装置 18にも接続されている。これらの装置 16, 1 7, 18は、各ステーション 10の内部に設けられている。また、図示してはいないが、ァ タックボタン 12を押したときの操作内容は、バスを介してコントローラ 4に送信されるよ うになつている。  The bingo game machine in the present embodiment has a controller 4 that controls the operation of the entire game machine inside the game machine body 1, and the touch panel 11 of each station 10 is controlled by this controller 4. It has become. The controller 4 is composed of a microprocessor and the like, and performs various calculations necessary for the game progress and operation control of various devices. The controller 4 is connected to a screen drawing control device 16 that draws various images on the touch panel 11 according to instructions from the controller 4 via a bus. The controller 4 is also connected to an input control device 17 that controls data input by touching various images drawn on the touch panel 11 via the bus. Furthermore, the controller 4 is also connected to the medal management device 18 via a bus. These devices 16, 1 7, 18 are provided inside each station 10. Although not shown in the figure, the operation content when the attack button 12 is pressed is transmitted to the controller 4 via the bus.
[0024] メダル管理装置 18は、プレイヤーのメダル枚数を示すクレジットデータを記憶して おり、メダル投入口 13からメダルが投入されたときには、その投入枚数分のクレジット をクレジットデータに加算する処理を行う。また、配当払出部であるメダル管理装置 1 8は、コントローラ 4からの払出命令を受けたときには、配当払出手段として機能し、そ の払出命令に従った量のクレジットを配当としてクレジットデータに加算する処理を行 う。また、メダル管理装置 18は、コントローラ 4からのベット命令を受けたときには、そ のベット命令に従った量のクレジットをクレジットデータ力 減算する処理を行う。 [0024] The medal management device 18 stores credit data indicating the number of medals of the player. When a medal is inserted from the medal insertion slot 13, the medal management device 18 performs a process of adding credits corresponding to the inserted number to the credit data. . Further, the medal management device 18 which is a dividend payout unit functions as a dividend payout means when it receives a payout command from the controller 4, and adds an amount of credit according to the payout command to the credit data as a payout. Process Yeah. Further, when the medal management device 18 receives a bet command from the controller 4, the medal management device 18 performs a process of subtracting the credit data amount from the amount of credit according to the bet command.
[0025] このほか、コントローラ 4は、バスを介して、コントローラ 4からの命令に従って演出等 のためのサウンドをスピーカー 3から出力させるサウンド制御装置 5と、コントローラ 4 の命令に従って各種画像を大型ディスプレイ 2に描画する大型画面制御装置 6とに 接続されている。 [0025] In addition, the controller 4 has a sound control device 5 that outputs a sound for production etc. from the speaker 3 according to a command from the controller 4 via a bus, and a large display 2 that displays various images according to a command from the controller 4. It is connected to a large screen controller 6 that draws on the screen.
[0026] 更に、コントローラ 4は、バスを介して、コントローラ 4の命令に従って番号抽選を行う コンピュータ抽選装置 20や、各種記憶部として機能する RAM7、 ROM8及び補助 記憶装置 9などにも接続されている。 ROM8には、ビンゴゲーム機の起動時の基本 動作等を制御するために必要なプログラムやデータ、ゲーム進行の制御に必要な主 なプログラムなどが記憶されている。補助記憶装置 9は、ハードディスク記憶装置等 により構成される書き換え可能な記憶装置であり、 RAM7や ROM8に記憶しきれな V、データあるいはプログラムを記憶するためのものである。この補助記憶装置 9に記 憶されたデータやプログラムは、コントローラ 4からの指令に応じて RAM7の所定領 域にロードされて利用される。  [0026] Further, the controller 4 is also connected via a bus to a computer lottery device 20 that performs number lottery in accordance with instructions from the controller 4, the RAM 7, the ROM 8, and the auxiliary storage device 9 that function as various storage units. . The ROM 8 stores programs and data necessary for controlling basic operations at the time of starting the bingo game machine, main programs necessary for controlling the game progress, and the like. The auxiliary storage device 9 is a rewritable storage device composed of a hard disk storage device or the like, and stores V, data, or programs that cannot be stored in the RAM 7 or ROM 8. The data and programs stored in the auxiliary storage device 9 are loaded into a predetermined area of the RAM 7 and used in response to a command from the controller 4.
[0027] 図 6は、本ビンゴゲーム機における主要部を示す機能ブロック図である。  FIG. 6 is a functional block diagram showing a main part in the present bingo game machine.
本実施形態において、ビンゴゲーム機は、主に、ゲーム進行制御部 101、カード生 成部 102、ステーション表示部 103、メイン表示部 104、抽選部 105、当選確率変更 部 106、ビンゴ判定部 107、ォッズ管理部 108から構成されている。  In this embodiment, the bingo game machine mainly includes a game progress control unit 101, a card generation unit 102, a station display unit 103, a main display unit 104, a lottery unit 105, a winning probability change unit 106, a bingo determination unit 107, It is composed of the odds management unit 108.
[0028] ゲーム進行制御部 101は、図 5に示したハードウェア構成におけるコントローラ 4、 R AM7、 ROM8及び補助記憶装置 9等から構成される。ゲーム制御部であるゲーム 進行制御部 101は、コントローラ 4が ROM8や補助記憶装置 9に記憶されたゲーム 進行プログラムを実行することで、ゲーム制御手段として機能する。また、ゲーム進行 制御部 101は、後述する各種制御や処理を行う。  [0028] The game progress control unit 101 includes the controller 4, the RAM 7, the ROM 8, the auxiliary storage device 9 and the like in the hardware configuration shown in FIG. The game progress control unit 101, which is a game control unit, functions as a game control unit when the controller 4 executes a game progress program stored in the ROM 8 or the auxiliary storage device 9. Further, the game progress control unit 101 performs various controls and processes described later.
[0029] カード生成部 102は、図 5に示したハードウェア構成におけるコントローラ 4、 RAM 7、 ROM8及び補助記憶装置 9等カゝら構成される。カード生成部 102は、ゲーム進行 制御部 101からのカード生成命令を受けると、「1」〜「25」の番号をマトリクス状に配 列するための配列決定プログラムを補助記憶装置 9から読み出し、そのカード生成命 令に従って配列情報を生成する。本実施形態におけるマトリクスは、 5 X 5の正方マト リクスを採用している力 これに限られるものではない。生成した配列情報は、 RAM7 の配列情報記憶領域に記憶する。 RAM7に記憶された配列情報は、ゲーム進行制 御部 101等によって利用される。配列情報の生成についての詳しい説明は後述する なお、補助記憶装置 9から読み出される番号の数は、本実施形態ではマトリクスを 構成する番号画像の数と一致しているが、それより少なくてもよいし、それより多くても よい。 The card generation unit 102 includes the controller 4, RAM 7, ROM 8, and auxiliary storage device 9 in the hardware configuration shown in FIG. When the card generation unit 102 receives the card generation command from the game progress control unit 101, the card generation unit 102 reads from the auxiliary storage device 9 an array determination program for arranging the numbers “1” to “25” in a matrix form. Card generation Generate sequence information according to the instructions. The matrix in this embodiment is not limited to a force that employs a 5 × 5 square matrix. The generated array information is stored in the array information storage area of the RAM 7. The sequence information stored in the RAM 7 is used by the game progress control unit 101 or the like. A detailed description of the generation of the array information will be described later. Note that the number of numbers read from the auxiliary storage device 9 is the same as the number of number images constituting the matrix in this embodiment, but may be smaller than that. But it can be more.
[0030] ステーション表示部 103は、図 5に示したハードウェア構成におけるタツチパネル 11 及び画面描画制御装置 16等力も構成される。ステーション表示部 103は、ゲーム進 行制御部 101からの各種表示命令に従ってタツチパネル 11上に画像を表示する。 具体的には、 RAM7の配列情報記憶領域に記憶された配列情報に基づくカード表 示命令がゲーム進行制御部 101から送られてくると、配列画像表示部であるステー シヨン表示部 103は、配列画像表示手段として機能し、そのカード表示命令に従って タツチパネル 11上に 5 X 5のマトリクス状に配列された「1」〜「25」の番号画像からな るビンゴカード画像を表示する。  The station display unit 103 is also configured with the touch panel 11 and the screen drawing control device 16 in the hardware configuration shown in FIG. The station display unit 103 displays an image on the touch panel 11 in accordance with various display commands from the game progress control unit 101. Specifically, when a card display command based on the array information stored in the array information storage area of the RAM 7 is sent from the game progress control unit 101, the station display unit 103, which is an array image display unit, It functions as an image display means, and displays a bingo card image consisting of number images “1” to “25” arranged in a 5 × 5 matrix on the touch panel 11 in accordance with the card display command.
[0031] メイン表示部 104は、図 5に示したノヽードウエア構成における大型ディスプレイ 2及 び大型画面制御装置 6等から構成される。メイン表示部 104は、ゲーム進行制御部 1 01からの各種表示命令に従って大型ディスプレイ 2上に画像を表示する。具体的に は、 RAM7の当選確率記憶領域に記憶された当選確率データにより決まる各番号 の当選確率を表す当選確率画像としてのルーレット画像の表示命令が当選確率表 示制御手段としての当選確率表示制御部であるゲーム進行制御部 101から送られ てくると、当選確率画像表示部であるメイン表示部 104は、当選確率画像表示手段と して機能し、その表示命令に従って大型ディスプレイ 2上にルーレット画像を表示す る。なお、大型ディスプレイ 2は、大型画面制御装置 6からの電子信号により映像を表 示するものであれば、どのような表示装置であってもよ 、。  [0031] The main display unit 104 includes the large display 2 and the large screen controller 6 in the nodeware configuration shown in FIG. The main display unit 104 displays an image on the large display 2 according to various display commands from the game progress control unit 101. Specifically, a display instruction of a roulette image as a winning probability image representing a winning probability of each number determined by winning probability data stored in the winning probability storage area of the RAM 7 is a winning probability display control as a winning probability display control means. When sent from the game progress control unit 101, the main display unit 104, which is a win probability image display unit, functions as a win probability image display means, and in accordance with the display command, a roulette image is displayed on the large display 2. Is displayed. The large display 2 may be any display device as long as it displays an image by an electronic signal from the large screen control device 6.
[0032] 抽選部 105は、図 5に示したノヽードウエア構成におけるコンピュータ抽選装置 20、 R AM7、 ROM8及び補助記憶装置 9等力も構成される。抽選部 105は、ゲーム進行 制御部 101からの抽選開始命令を受けると、当選対象選択手段である抽選手段とし て機能し、当選確率データ記憶手段としての当選確率データ記憶部である RAM7の 当選確率記憶領域に記憶された当選確率データにより決まる各選択対象の当選確 率に従ってコンピュータ抽選を行い、当選番号を決定する。決定した当選番号は、当 選対象記憶手段としての当選対象記憶部である RAM7の当選履歴記憶領域に記 憶する。 [0032] The lottery unit 105 is also configured with the computer lottery device 20, the RAM 7, the ROM 8, and the auxiliary storage device 9 and the like in the nodeware configuration shown in FIG. The lottery 105 Upon receiving a lottery start command from the control unit 101, it functions as a lottery means as a selection target selection means, and wins stored in the winning probability storage area of the RAM7 which is a winning probability data storage unit as a winning probability data storage means A computer lottery is performed according to the winning probability of each selection target determined by the probability data, and a winning number is determined. The determined winning number is stored in a winning history storage area of the RAM 7 which is a winning target storage unit as a winning target storage means.
[0033] 当選確率変更部 106は、図 5に示したノヽードウエア構成におけるコントローラ 4、 RA M7、 ROM8及び補助記憶装置 9等から構成される。当選確率変更部 106は、ゲー ム進行制御部 101からの当選確率変更命令に従つて RAM7の当選確率記憶領域 に記憶された当選確率データを変更する。当選確率データの変更処理については 後述する。  [0033] The winning probability changing unit 106 includes the controller 4, the RAM 7, the ROM 8, the auxiliary storage device 9 and the like in the nodeware configuration shown in FIG. The winning probability changing unit 106 changes the winning probability data stored in the winning probability storage area of the RAM 7 in accordance with the winning probability changing command from the game progress control unit 101. The process of changing the winning probability data will be described later.
[0034] ビンゴ判定部 107は、図 5に示したノヽードウエア構成におけるコンピュータ抽選装置 20、 RAM7、 ROM8及び補助記憶装置 9等から構成される。ビンゴ判定部 107は、 ゲーム進行制御部 101からの判定命令を受け取ると、 RAM7の当選履歴記憶領域 に記憶されて 、る当選番号と RAM7の配列情報記憶領域に記憶されて 、る配列情 報とから、ビンゴ判定処理を行う。このビンゴ判定処理は、 RAM7の配列情報記憶領 域に記憶されて ヽる配列情報ごとに、 RAM7の当選履歴記憶領域に記憶された複 数の当選番号に対応した番号の当該配列情報に係るマトリクス内の配列が所定のビ ンゴ配列になって 、る力否かを判定する。本実施形態における所定のビンゴ配列と は、ビンゴカード画像上で縦方向、横方向、対角線方向のいずれかのライン上に配 列された番号画像がすべて当選番号となるときの配列である。そして、 RAM7の当 選履歴記憶領域に記憶されている複数の当選番号の配列が所定のビンゴ配列にな つている場合、その配列情報についてビンゴが発生した判定する。ビンゴが発生した と判定した場合、ビンゴ判定部 107は、ゲーム進行制御部 101へビンゴが発生した 旨のビンゴ発生情報を送る。  The bingo determination unit 107 includes the computer lottery device 20, the RAM 7, the ROM 8, the auxiliary storage device 9, and the like in the nodeware configuration shown in FIG. When the bingo determination unit 107 receives the determination command from the game progress control unit 101, the bingo determination unit 107 stores the winning number stored in the winning history storage area of the RAM 7 and the array information stored in the array information storing area of the RAM 7. Then, bingo determination processing is performed. In this bingo determination process, for each array information stored in the array information storage area of the RAM 7, a matrix related to the array information having a number corresponding to a plurality of winning numbers stored in the winning history storage area of the RAM 7 is stored. It is determined whether or not the inner arrangement becomes a predetermined bingo arrangement. The predetermined bingo arrangement in the present embodiment is an arrangement when all the number images arranged on the line in the vertical direction, the horizontal direction, and the diagonal direction on the bingo card image become the winning numbers. When the plurality of winning number arrays stored in the winning history storage area of the RAM 7 are in a predetermined bingo array, it is determined that bingo has occurred for the array information. If it is determined that bingo has occurred, the bingo determination unit 107 sends bingo generation information indicating that bingo has occurred to the game progress control unit 101.
[0035] また、本実施形態にぉ 、て、ビンゴ判定部 107は、ゲーム進行制御部 101からの判 定命令を受け取ったときにリーチ判定処理も行う。このリーチ判定処理は、 RAM7の 当選履歴記憶領域に記憶されている当選番号と RAM7の配列情報記憶領域に記 憶されている配列情報とから、次に特定の番号が当選すればビンゴが発生すること になるリーチ状態である場合にリーチが発生したと判定する。リーチが発生したと判 定した場合、ビンゴ判定部 107は、ゲーム進行制御部 101へリーチが発生した旨のリ ーチ発生情報を送る。 Further, according to the present embodiment, the bingo determination unit 107 also performs reach determination processing when receiving a determination command from the game progress control unit 101. This reach determination process is recorded in the winning number stored in the winning history storage area of RAM7 and the array information storage area of RAM7. Based on the stored sequence information, if a specific number is won next time, bingo will occur, and it is determined that reach has occurred. If it is determined that a reach has occurred, the bingo determination unit 107 sends reach occurrence information indicating that a reach has occurred to the game progress control unit 101.
[0036] ォッズ管理部 108は、図 5に示したノヽードウエア構成におけるコンピュータ抽選装置 20、 RAM7、 ROM8及び補助記憶装置 9等から構成される。ォッズ管理部 108は、 ゲーム進行制御部 101からのォッズ算出命令を受け取ると、各番号ごとに、その番号 が抽選部 105により次に決定される当選番号であったとしたならばビンゴ成立という 払出条件を満たすことで払い出すことになる配当の量を決定するための配当量決定 データであるォッズデータを算出する。このォッズデータの算出処理は、抽選部 105 による 4回目以降の抽選が終わるたびに行われ、通常は抽選回数が増えるにつれて 配当量が減っていくようにォッズが算出される。また、詳しくは後述するが、当選確率 変更部 106により当選確率が高まった番号については、配当量が減るようにォッズが 算出される。算出したォッズデータは、配当量決定データ記憶手段としての配当量 決定データ記憶部である RAM7のォッズ記憶領域に記憶される。  The odds management unit 108 includes the computer lottery device 20, the RAM 7, the ROM 8, the auxiliary storage device 9, and the like in the node configuration shown in FIG. When the odds management unit 108 receives the odds calculation command from the game progress control unit 101, for each number, if the number is the winning number determined next by the lottery unit 105, the payout condition that bingo is established The odds data, which is the payout amount determination data for determining the amount of the payout to be paid out by satisfying the above, is calculated. This odds data calculation process is performed every time the lottery unit 105 finishes the fourth lottery and usually the odds are calculated so that the payout amount decreases as the number of lotteries increases. As will be described in detail later, the odds are calculated so that the payout amount is reduced for the number whose winning probability is increased by the winning probability changing unit 106. The calculated odds data is stored in an odds storage area of the RAM 7 which is a payout amount determination data storage unit as a payout amount determination data storage means.
[0037] 図 7は、タツチパネル 11上に表示されるゲーム画面の一例を示す説明図である。  FIG. 7 is an explanatory diagram showing an example of a game screen displayed on the touch panel 11.
このゲーム画面には、 2つのビンゴカード画像が表示されている。各ビンゴカード画 像中の四角枠に囲まれた番号は、現在までに行われた抽選で当選した番号を示して おり、丸枠に囲まれた番号は、未だ当選していない番号を示している。また、図中左 側のビンゴカード画像中の右下隅に位置する番号「16」の表示形態は、後述するよう にプレイヤーが当該番号に触れて当選を希望したときの表示形態であり、その番号 は当選希望番号である。なお、図中右側のビンゴカード画像中における当選希望番 号は、大きい丸枠に囲まれて表示される。  Two bingo card images are displayed on this game screen. The number enclosed in a square frame in each bingo card image indicates the number that has been won in the lottery conducted so far, and the number enclosed in a round frame indicates a number that has not been won yet. Yes. In addition, the display form of the number “16” located in the lower right corner of the bingo card image on the left side in the figure is the display form when the player touches the number and wishes to win, as will be described later. Is the winning number. The winning number in the bingo card image on the right side of the figure is displayed surrounded by a large circle.
[0038] また、ゲーム画面の最下部には、プレイヤーがベットしたベット対象であるクレジット の量 (メダルの量)を示す BET表示欄 1 la、ビンゴの発生により獲得したクレジット量 を示すクレジット獲得量表示欄 1 lb、プレイヤーの現在のクレジット量を示すタレジッ ト表示欄 11c等が表示されている。また、これらの表示欄の上には、現在までの抽選 で当選した番号を図中左側から順に示す当選履歴表示欄 l idが設けられている。な お、図示の例では、現在までに 10回の抽選が行われた状態を示している。 [0038] Also, at the bottom of the game screen, a BET display field 1 la indicating the amount of credits (the amount of medals) that the player has bet on, 1 la, the amount of credits acquired indicating the amount of credits acquired by the occurrence of bingo The display field is 1 lb, and the tally display field 11c indicating the current credit amount of the player is displayed. In addition, above these display fields, there is provided a winning history display field l id showing the numbers won in the lottery so far in order from the left side in the figure. Na In the example shown in the figure, 10 lotteries have been drawn so far.
また、ゲーム画面の最上部には、配当量表示欄 l ieが表示されている。この配当量 表示欄 l ieは、後述するルーレットの色と配当量との関係を示すものであり、各色の 配当量は、各色に対応したォッズデータをプレイヤーのベット量に乗じて得たもので ある。  A payout amount display field l ie is displayed at the top of the game screen. This payout amount display field l ie shows the relationship between roulette color and payout amount, which will be described later, and the payout amount of each color is obtained by multiplying the odds data corresponding to each color by the player's bet amount. .
また、ゲーム画面の左上部には、アタックゲージ表示欄 1 Ifが表示されている。この アタックゲージ表示欄 1 Ifのアタックゲージは、所定の条件を満たすことで増えて 、き An attack gauge display field 1 If is displayed at the upper left of the game screen. This attack gauge display field 1 If the attack gauge is increased by satisfying a predetermined condition,
、満タンになると、後述するアタック操作を行うことができるようになる。詳しくは後述す る。 When the tank is full, an attack operation described later can be performed. Details will be described later.
[0039] 次に、本実施形態におけるビンゴゲームの流れに従 、、本ビンゴゲーム機の動作 について説明する。  Next, the operation of the bingo game machine will be described according to the flow of the bingo game in the present embodiment.
図 8は、ビンゴゲームの流れを示すフローチャートである。  FIG. 8 is a flowchart showing the flow of the bingo game.
このビンゴゲーム機では、プレイヤーがステーション 10のメダル投入口 13にメダル を投入すると、そのメダル投入枚数がメダル管理装置 18に検出され、そのメダル投 入枚数分のクレジットがクレジットデータに記憶される。また、メダル管理装置 18は、メ ダルの投入を検知したら、その旨をゲーム進行制御部 101を構成するコントローラ 4 に知らせる。  In this bingo game machine, when a player inserts a medal into the medal insertion slot 13 of the station 10, the medal insertion number is detected by the medal management device 18, and credits corresponding to the medal insertion number are stored in the credit data. Further, when the medal management device 18 detects the insertion of a medal, the medal management device 18 notifies the controller 4 constituting the game progress control unit 101 to that effect.
[0040] 具体的には、メダルが投入された旨の知らせを受けたゲーム進行制御部 101は、 ベット画面表示命令をステーション表示部 103へ出力する。これにより、当該プレイヤ 一力 Sメダルを投入したステーション 10のタツチパネル 11上に、ベット画面が表示され る。このベット画面には、 1ベットボタンと 10ベットボタンの 2つのベットボタンが表示さ れている。プレイヤ一は、これらのベットボタンをタツチすることで所望量のクレジットを ベットする。プレイヤーがこれらのベットボタンをタツチすると、そのベット量を示すべッ トデータが入力制御装置 17からゲーム進行制御部 101に送られる。ベット受付部で あるゲーム進行制御部 101は、ベット受付手段として機能してベットを受け付け、メダ ル管理装置 18にベット命令を出力する。これにより、メダル管理装置 18は、そのべッ ト命令に係る枚数分のクレジットを減算するとともに、その枚数分のクレジットをベット データに加算する処理を行う(Sl)。このように、プレイヤ一は所望のベット数分だけ ベットボタンをタツチすることでクレジットをベットすることができる。 Specifically, the game progress control unit 101 that has received notification that a medal has been inserted outputs a bet screen display command to the station display unit 103. As a result, a bet screen is displayed on the touch panel 11 of the station 10 where the player's best S medal is inserted. This bet screen displays two bet buttons, a 1 bet button and a 10 bet button. The player bets a desired amount of credit by touching these bet buttons. When the player touches these bet buttons, bet data indicating the bet amount is sent from the input control device 17 to the game progress control unit 101. The game progress control unit 101, which is a bet receiving unit, functions as a bet receiving unit, receives a bet, and outputs a bet command to the medal management device 18. As a result, the medal management device 18 performs a process of subtracting the credit for the number of bets related to the bet command and adding the credits for the number of bets to the bet data (Sl). In this way, the player can only make the desired number of bets. You can bet credits by touching the bet button.
[0041] また、ゲーム進行制御部 101は、入力制御装置 17からのベットデータを受けたら、 ステーション表示部 103に表示命令を出力して、タツチパネル 11のゲーム画面上に おける BET表示欄 1 la及びクレジット表示欄 1 lcを更新させる。  [0041] When the game progress control unit 101 receives the bet data from the input control device 17, the game progress control unit 101 outputs a display command to the station display unit 103 to display a BET display field 1 la and a game screen on the touch panel 11 on the game screen. Credit display field 1 Update lc.
更に、ゲーム進行制御部 101は、入力制御装置 17からのベットデータを受けたら、 RAM7のォッズ記憶領域に記憶されて 、る 8つのォッズデータに基づき、メダル管理 装置 18に記憶されたベットデータに応じた配当量を算出する。本実施形態において は、基本才ッズデータとして 1. 5倍、 2. 5倍、 3. 5倍、 5倍、 8倍、 12倍、 20倍、 30倍 の 8つのォッズデータ力 各番号に対応付け可能に RAM7のォッズ記憶領域に記憶 されている。ゲーム進行制御部 101は、メダル管理装置 18に記憶されたベットデータ に各ォッズデータを乗じ、各ォッズデータに対応した配当量をそれぞれ算出する。そ して、ステーション表示部 103に表示命令を出力して、タツチパネル 11のゲーム画面 上の配当量表示欄 l ieにおける 8つのォッズ区分に表示されている配当量を、算出 した配当量に更新させる。 8つのォッズ区分は、ぞれぞれ異なる色で表現されており 、各色は後述するルーレットの色に対応している。  Further, when the game progress control unit 101 receives the bet data from the input control device 17, the game progress control unit 101 stores the bet data in the odds storage area of the RAM 7 and responds to the bet data stored in the medal management device 18 based on the eight odds data. Calculate the dividend amount. In this embodiment, the basic odds data is 1.5 times, 2.5 times, 3.5 times, 5 times, 8 times, 12 times, 20 times, and 30 times. Is stored in the odds storage area of RAM7. The game progress control unit 101 multiplies the bet data stored in the medal management device 18 by each odds data and calculates a payout amount corresponding to each odds data. Then, a display command is output to the station display unit 103 to update the payout amount displayed in the eight odds categories in the payout amount display field l ie on the game screen of the touch panel 11 to the calculated payout amount. . Each of the eight odds sections is represented by a different color, and each color corresponds to a roulette color described later.
[0042] このようにしてベット受付が終了したら、まず、 1〜4回目の抽選を行う(S2)。具体的 には、ゲーム進行制御部 101は、抽選部 105に 1回目の抽選開始命令を出力し、抽 選部 105は、 RAM7の当選確率記憶領域に記憶された当選確率データにより決ま る各番号の当選確率に従ってコンピュータ抽選を行い、事前当選番号 (事前当選対 象)を決定する。抽選部 105による抽選処理の一例について詳しく説明すると、現在 までに当選して!/、な!/、各未当選番号が RAM7の当選確率記憶領域に記憶された当 選確率データにより決まる当選確率となるように、所定の乱数範囲を各未当選番号に それぞれ対応した区分に区分けする。したがって、 1回目の抽選では、所定の乱数 範囲に対して「1」〜「25」の番号に対応した区分を割り当てることになる。 2回目の抽 選では、所定の乱数範囲に対し、「1」〜「25」のうち 1回目の抽選で当選した番号を 除く 24個の未当選番号に対応する区分を割り当てる。 3回目の抽選でも同様に、そ れまでに当選した番号を除く未当選番号に対応する区分を割り当てる。後述する当 選確率変更処理により当選確率が変更されなければ、各区分は均等に割り当てられ る。そして、このようにして所定の乱数範囲を区分けした後、乱数を発生させ、その乱 数が属する区分を特定し、特定された区分に対応する番号を事前当選番号として決 定する。決定した事前当選番号は、当選番号として RAM7の当選履歴記憶領域に 記憶する。すなわち、本実施形態において、事前当選番号は 100%の確率で当選 番号となる。 [0042] When the bet reception is thus completed, first to fourth lottery is performed (S2). Specifically, the game progress control unit 101 outputs a first lottery start command to the lottery unit 105, and the lottery unit 105 determines each number determined by the winning probability data stored in the winning probability storage area of the RAM7. A computer lottery will be performed according to the winning probability of and the pre-winning number (pre-winning target) will be determined. Explaining in detail an example of the lottery process performed by the lottery section 105. Winning probability determined by the winning probability data stored in the winning probability storage area of RAM7! The predetermined random number range is divided into categories corresponding to the respective winning numbers. Therefore, in the first lottery, divisions corresponding to numbers “1” to “25” are assigned to a predetermined random number range. In the second lottery, a category corresponding to 24 unwinned numbers is assigned to a predetermined random number range, excluding the numbers won in the first lottery among “1” to “25”. Similarly, in the third lottery, the division corresponding to the unwinned numbers excluding the numbers won so far is assigned. If the winning probability is not changed by the winning probability changing process described later, each category is assigned equally. The Then, after dividing a predetermined random number range in this way, random numbers are generated, the category to which the random number belongs is specified, and the number corresponding to the specified category is determined as the pre-winning number. The determined prior winning number is stored in the winning history storage area of the RAM 7 as a winning number. In other words, in the present embodiment, the pre-winning number becomes a winning number with a probability of 100%.
[0043] その後、ゲーム進行制御部 101は、ビンゴカードの生成表示処理を実行する(S40 ) oこのビンゴカード生成表示処理では、ペイアウト率が設定ペイアウト率に近づくよう に、上記 1〜4回目の抽選で決定した各事前当選番号をマトリクス配列上に配置した ビンゴカードの配列情報を、ベットを受け付けたステーション 10ごとに 2つ生成する。 そして、その配列情報に基づき、 5 X 5のマトリクス状に配列された「1」〜「25」の番号 画像からなるビンゴカード画像を各ステーション 10のタツチパネル 11上に 2つ表示す る。なお、本実施形態では、 1つのステーション 10のタツチパネル 11に 2つのビンゴ カード画像を表示する場合について説明するが、 1つのビンゴカード画像を表示した り、 3つ以上のビンゴカード画像を表示したりするようにしてもよい。ビンゴカード生成
Figure imgf000020_0001
、ては後述する。
[0043] After that, the game progress control unit 101 executes the bingo card generation / display process (S40). In this bingo card generation / display process, the first to fourth times of the above so that the payout rate approaches the set payout rate. Two bingo card arrangement information is generated for each station 10 that received a bet, in which each pre-winning number determined in the lottery is arranged on a matrix arrangement. Based on the arrangement information, two bingo card images composed of number images “1” to “25” arranged in a 5 × 5 matrix are displayed on the touch panel 11 of each station 10. In this embodiment, a case where two bingo card images are displayed on the touch panel 11 of one station 10 is described. However, one bingo card image is displayed, or three or more bingo card images are displayed. You may make it do. Bingo card generation
Figure imgf000020_0001
This will be described later.
[0044] このようにしてビンゴカード画像をステーション 10のタツチパネル 11上に表示したら 、次に、ゲーム進行制御部 101は、メイン表示部 104に対して 1回目の抽選を演出す るためのルーレット回転命令を出力する。これにより、メイン表示部 104は、大型ディ スプレイ 2上に表示されているルーレット画像のルーレットを回転させ、 1回目の抽選 を行って!/、る旨の演出を行う(S3)。  [0044] After the bingo card image is displayed on the touch panel 11 of the station 10 in this way, the game progress control unit 101 then rotates the roulette to produce the first lottery on the main display unit 104. Output instructions. As a result, the main display unit 104 rotates the roulette of the roulette image displayed on the large display 2 and performs the first lottery! /.
[0045] 図 9は、大型ディスプレイ 2上に表示されるメイン画面の一例を示す説明図である。  FIG. 9 is an explanatory diagram showing an example of a main screen displayed on the large display 2.
このメイン画面には、「1」〜「25」のうち未だ当選して 、な 、番号に対応する画像領 域をもつルーレット画像が表示される。したがって、 1回目の抽選演出では、「1」〜「2 5」のすベての番号に対応した画像領域をもつルーレット画像が表示され、 2回目の 抽選演出では、「1」〜「25」のうち 1回目の抽選で当選した番号を除く 24個の番号に 対応した画像領域をもつルーレット画像が表示され、以後の抽選演出では、それま でに当選した当選番号を除く番号に対応した画像領域をもつルーレット画像が表示 される。 [0046] ここで、大型ディスプレイ 2上のルーレット画像における各番号の画像領域の大きさ の違いは、各番号の当選確率の大小関係に対応している。なお、後述する当選確率 変更処理により当選確率が変更されなければ、各番号の当選確率は均等であるため 、ルーレット画像における各番号の画像領域の大きさは互いに等しいものとなる。本 実施形態では、 4回目の抽選が終了するまでは当選確率変更処理を行わないので、 1〜4回目の抽選演出では、各番号の画像領域の大きさが互いに等しいルーレット画 像を用いる。ただし、 5回目以後の抽選の際に当選確率変更処理により当選確率が 変更されると、図 9に示すように、当選確率の高い番号の画像領域は広がり、当選確 率の低 、番号の画像領域は狭くなる。 On this main screen, a roulette image having an image area corresponding to the number is displayed even though “1” to “25” are still selected. Therefore, in the first lottery effect, roulette images with image areas corresponding to all numbers “1” to “25” are displayed, and in the second lottery effect, “1” to “25”. A roulette image with an image area corresponding to 24 numbers excluding the number won in the first lottery is displayed, and in the subsequent lottery effects, images corresponding to the numbers excluding the winning number won so far A roulette image with an area is displayed. Here, the difference in the size of the image area of each number in the roulette image on the large display 2 corresponds to the magnitude relationship of the winning probability of each number. If the winning probability is not changed by the winning probability changing process described later, the winning probability of each number is equal, and therefore the size of the image area of each number in the roulette image is equal to each other. In this embodiment, the winning probability changing process is not performed until the fourth lottery is completed, and therefore, in the first to fourth lottery effects, roulette images having the same size of the image areas of the respective numbers are used. However, if the winning probability is changed by the winning probability changing process after the fifth lottery, as shown in Fig. 9, the numbered image area with a high winning probability expands, the winning probability is low, and the numbered image The area becomes narrower.
[0047] また、大型ディスプレイ 2上のルーレット画像における各番号の画像領域の色は、 各番号の配当量に対応している。すなわち、各番号の画像領域の色は、ステーショ ン 10のタツチパネル 11のゲーム画面上に表示された配当量表示欄 1 leの 8つのォ ッズ区分の色に対応している。したがって、プレイヤ一は、大型ディスプレイ 2上のル 一レット画像における各番号の色を見ることで、その番号が次の抽選で当選し、それ によってビンゴが完成した場合に払い出される配当量を容易に把握することができる  [0047] The color of the image area of each number in the roulette image on the large display 2 corresponds to the payout amount of each number. That is, the color of the image area of each number corresponds to the colors of the eight odd divisions of the payout amount display field 1 le displayed on the game screen of the touch panel 11 of the station 10. Therefore, the player can easily determine the payout amount to be paid when the number is won in the next lottery and the bingo is completed by looking at the color of each number in the rulet image on the large display 2. Can grasp
[0048] メイン表示部 104は、ルーレット回転命令を受けると、大型ディスプレイ 2上に表示さ れているルーレット画像のルーレットを回転させて抽選を行っている旨の演出を行う。 その後、ゲーム進行制御部 101は、 RAM7の当選履歴記憶領域に記憶された当選 番号を読み出し、その当選番号が当選した旨の演出表示命令をメイン表示部 104に 出力する。これにより、メイン表示部 104は、図 9に示すように、大型ディスプレイ 2上 に表示されているルーレット画像の中央部分に当選番号に係る番号画像を出現させ る演出を行う。なお、図 9に示す例は「21」が当選番号である場合である。すなわち、 報知部であるメイン表示部 104は、ステーション 10のタツチパネル 11にビンゴカード 画像が表示された後、抽選部 105が当選番号を決定するたびにその当選番号をプ レイヤーへ報知する報知手段として機能する。 [0048] When the main display unit 104 receives the roulette rotation command, the main display unit 104 rotates the roulette of the roulette image displayed on the large display 2 and produces an effect that the lottery is being performed. Thereafter, the game progress control unit 101 reads the winning number stored in the winning history storage area of the RAM 7 and outputs an effect display command indicating that the winning number has been won to the main display unit 104. As a result, the main display unit 104 performs an effect of causing the number image related to the winning number to appear at the center portion of the roulette image displayed on the large display 2 as shown in FIG. In the example shown in FIG. 9, “21” is the winning number. That is, after the bingo card image is displayed on the touch panel 11 of the station 10, the main display unit 104 serving as a notification unit functions as a notification unit that notifies the player of the winning number every time the lottery unit 105 determines the winning number. To do.
[0049] また、 RAM7の当選履歴記憶領域に記憶されている当選番号を読み出したゲーム 進行制御部 101は、ステーション表示部 103に表示命令を出力して、タツチパネル 1 1のゲーム画面上における当選履歴表示欄 l idを更新させるとともに、ビンゴカード 画像中における当該当選番号に対応した番号画像を、丸枠から四角枠に囲まれた 番号に変更する。すなわち、報知部であるステーション表示部 103も、抽選部 105が 当選番号を決定するたびにその当選番号をプレイヤーへ報知する報知手段として機 能する。 [0049] Further, the game progress control unit 101 which has read the winning number stored in the winning history storage area of the RAM 7 outputs a display command to the station display unit 103, and the touch panel 1 The winning history display field on the game screen of 1 is updated, and the number image corresponding to the winning number in the bingo card image is changed from a round frame to a number surrounded by a square frame. That is, the station display unit 103 as a notification unit also functions as a notification unit that notifies the player of the winning number every time the lottery unit 105 determines the winning number.
[0050] 以上のような抽選演出をあと 3回繰り返し行い、 4回目までの抽選演出を行ったら、 ゲーム進行制御部 101は、ビンゴ判定部 107に判定命令を出力する。これにより、ビ ンゴ判定部 107は上述したリーチ判定処理を行う(S4)。このリーチ判定処理におい てリーチが発生したと判定された場合、ビンゴ判定部 107は、ゲーム進行制御部 101 へリーチ発生情報を送り、ゲーム進行制御部 101は、対応する配列情報に対してリ ーチフラグを立てる(S5)。  When the lottery effects as described above are repeated three more times and the lottery effects up to the fourth time are performed, the game progress control unit 101 outputs a determination command to the bingo determination unit 107. Thereby, the bingo determination unit 107 performs the above-described reach determination process (S4). If it is determined that a reach has occurred in the reach determination process, the bingo determination unit 107 sends reach occurrence information to the game progress control unit 101, and the game progress control unit 101 sets the reach flag for the corresponding sequence information. (S5).
[0051] 次に、ゲーム進行制御部 101は、プレイヤーが当選を希望する当選希望番号の当 選確率変更処理を行う(S20)。この当選確率変更処理は、 4回目、 6回目、 8回目、 1 0回目の抽選が終了するたびに行われる。この当選確率変更処理の詳しい説明につ いては後述する。  [0051] Next, the game progress control unit 101 performs a winning probability change process for the winning request number that the player wishes to win (S20). This winning probability changing process is performed every time the fourth, sixth, eighth, and tenth lotteries are completed. A detailed description of the winning probability changing process will be described later.
[0052] 続いて、ゲーム進行制御部 101は、 5回目の抽選を行い、 5つめの当選番号を決定 する(S6)。本実施形態において、 1〜4回目の抽選はカード生成部 102が配列情報 を生成する前に行うが、 5回目以降の抽選はカード生成部 102が配列情報を生成し た後に行う。その後、 5回目の抽選演出を行うが(S7)、 5回目以降の抽選演出は 1〜 4回目の抽選演出と同じように行う。すなわち、 5回目の抽選演出において、ゲーム進 行制御部 101は、メイン表示部 104に対してルーレット回転命令を出力し、メイン表 示部 104は、大型ディスプレイ 2上に表示されているルーレット画像のルーレットを回 転させ、 5回目の抽選を行っている旨の演出を行う。そして、ゲーム進行制御部 101 は、 RAM7の当選履歴記憶領域に記憶された 5回目の抽選による当選番号を読み 出し、その当選番号が当選した旨の演出表示命令をメイン表示部 104に出力する。 これにより、メイン表示部 104は、大型ディスプレイ 2上に表示されているルーレット画 像の中央部分にその当選番号に係る番号画像を出現させる演出を行う。 6回目以降 の抽選演出も同様である。 [0053] その後、ゲーム進行制御部 101は、ビンゴ判定部 107に判定命令を出力し、ビンゴ 判定部 107に上述したビンゴ判定処理を行わせる(S8)。このビンゴ判定処理は、 R AM7の当選履歴記憶領域に記憶されている当選番号 (現時点では 5つの当選番号 )と、 RAM7の配列情報記憶領域に記憶されている配列情報とから、ビンゴが発生し た力否かを判定する。ビンゴが発生したと判定した場合、ビンゴ判定部 107は、ゲー ム進行制御部 101へビンゴ発生情報を送る。これを受けたゲーム進行制御部 101は 、当該 5回目の抽選で当選した当選番号に対応したォッズ区分の配当量の払い出し を命じる払出命令をメダル管理装置 18に対して出力する。払出命令を受けたメダル 管理装置 18は、その払出命令に係る配当量を一時的に記憶しておき、ビンゴゲーム が終了した時点で、その配当量分のクレジットをクレジットデータに加算する処理を行 う(S9)。 [0052] Subsequently, the game progress control unit 101 performs the fifth lottery to determine the fifth winning number (S6). In the present embodiment, the first to fourth lotteries are performed before the card generation unit 102 generates the array information, but the fifth and subsequent lotteries are performed after the card generation unit 102 generates the array information. Thereafter, the fifth lottery effect is performed (S7), but the fifth and subsequent lottery effects are performed in the same manner as the first to fourth lottery effects. That is, in the fifth lottery effect, the game progress control unit 101 outputs a roulette rotation command to the main display unit 104, and the main display unit 104 displays the roulette image displayed on the large display 2. Rotate the roulette to produce the effect that the fifth lottery is being held. Then, the game progress control unit 101 reads the winning number of the fifth lottery stored in the winning history storage area of the RAM 7 and outputs an effect display command indicating that the winning number is won to the main display unit 104. Thereby, the main display unit 104 performs an effect of causing the number image related to the winning number to appear at the center portion of the roulette image displayed on the large display 2. The same is true for the 6th and subsequent lottery effects. Thereafter, the game progress control unit 101 outputs a determination command to the bingo determination unit 107, and causes the bingo determination unit 107 to perform the bingo determination process described above (S8). In this bingo determination process, bingo is generated from the winning numbers (currently five winning numbers) stored in the winning history storage area of RAM7 and the array information stored in the array information storing area of RAM7. It is determined whether or not the power is correct. When it is determined that bingo has occurred, the bingo determination unit 107 sends bingo generation information to the game progress control unit 101. In response to this, the game progress control unit 101 outputs to the medal management device 18 a payout command instructing the payout of the payout amount in the odds category corresponding to the winning number won in the fifth lottery. Upon receiving the payout command, the medal management device 18 temporarily stores the payout amount related to the payout command, and performs processing for adding credits corresponding to the payout amount to the credit data when the bingo game is over. (S9).
また、判定命令を受けたビンゴ判定部 107は、上述したリーチ判定処理も行い(S1 0)、リーチが発生したと判定された場合、対応する配列情報に対してリーチフラグが 立てられる(Sl l)。  The bingo determination unit 107 that has received the determination command also performs the reach determination process described above (S10), and when it is determined that a reach has occurred, a reach flag is set for the corresponding sequence information (Sl l). ).
[0054] 次に、ゲーム進行制御部 101は、ォッズ管理部 108に対してォッズ算出命令を出 力する。これにより、ォッズ管理部 108は、各番号のォッズデータを更新する(S 12)。 具体的には、現在までの抽選で当選していない未当選番号ごとにォッズデータを算 出する。算出したォッズデータは、対応する未当選番号に関係付けて RAM7のォッ ズ記憶領域に記憶する。本実施形態においては、 4回目の抽選が終了したときには 、 21個の未当選番号のすべてについて 30倍の基本ォッズデータを選択する。すな わち、 5回目の抽選でビンゴが成立したときのォッズは 30倍である。そして、後述する 当選確率変更処理においてォッズデータの変更が行われなければ、 5回目以後の 抽選が終了したときには、各未当選番号について現在の基本ォッズデータよりも 1段 低い基本ォッズデータが選択され、これが RAM7のォッズ記憶領域に記憶される。し たがって、後述する当選確率変更処理においてォッズデータの変更が行われなけれ ば、 5回目の抽選が終了したときには現在の基本ォッズデータである 30倍よりも 1段 低い 20倍の基本ォッズデータが 20個の未当選番号のすべてについて一律に選択 し、以後の抽選終了後においても順に 1段低い基本ォッズデータを一律に選択する ことになる。 Next, the game progress control unit 101 outputs an odds calculation command to the odds management unit 108. As a result, the odds management unit 108 updates the odds data of each number (S12). Specifically, odds data is calculated for each winning number that has not been won in the lottery so far. The calculated odds data is stored in the odds storage area of the RAM 7 in association with the corresponding winning number. In the present embodiment, when the fourth lottery is completed, 30 times the basic odds data is selected for all 21 unwinned numbers. In other words, the odds when a bingo is established in the fifth draw is 30 times. If the odds data is not changed in the winning probability change process described later, when the lottery after the fifth round is completed, basic odds data that is one step lower than the current basic odds data is selected for each winning number. Stored in the odds storage area. Therefore, if the odds data is not changed in the winning probability change process described later, when the fifth lottery is completed, 20 basic odds data that is 20 times lower than the current basic odds data of 30 times Select all the unwinned numbers in a uniform manner, and select the basic odds data that is one step lower in order after the subsequent lottery. It will be.
[0055] ここで、ステーション 10のタツチパネル 11上のゲーム画面における配当量表示欄 1 leに表示される配当量は、 4回目、 6回目、 8回目、 10回目の抽選演出が終了したと きに更新される。そして、そのゲーム画面に表示されるビンゴカード画像上において 同一ライン上の 3つの番号が当選番号となるまでは、配当量表示欄 l ieの各色に対 応した領域には基本ォッズデータに対応した配当量が表示される。一方、配当量表 示欄 l ieの更新時にビンゴカード画像上で同一ライン上の 3つ又は 4つの番号が当 選番号となっている場合、配当量表示欄 l ieの各色に対応した領域には現実のォッ ズデータに対応した配当量が表示される。この現実のォッズデータは、以後の 2回の 抽選 (次に配当量表示欄 1 leが更新されるまでに行われる抽選)でビンゴが成立する 確率に基づいてォッズ管理部 108により算出される。具体的には、その更新時にお ける各番号の当選確率 (後述の当選確率変更処理により当選確率データが変更され た場合にはその変更後の当選確率)と、その更新時に当該ステーション 10のタツチ パネル 11に表示されて ヽるビンゴカード画像に対応した配列情報カゝら得られるマトリ タス配列上の番号の配置関係とから算出する。このような処理を行うことで、配当量表 示欄 l ieの更新時に同一ライン上の 3つ又は 4つの番号が当選番号となったビンゴ カード画像を表示するステーション 10のタツチパネル 11では、配当量表示欄 1 le上 に表示されている配当量が基本ォッズデータに基づく配当量から、現実のォッズデ ータに基づく配当量に変更される。その結果、同一ライン上の 3つ又は 4つの番号が 当選番号となった以降は、各ステーション 10のタツチパネル 11にはそれぞれ独自の 配当量が配当量表示欄 l ie上に表示される。すなわち、配当量表示欄 l ie上の色 分けされた各ォッズ区分の数及び色はすべてのステーション 10で共通である力 各 ォッズ区分に表示される配当量が各ステーションで互いに異なることになる。  [0055] Here, the payout amount displayed in the payout amount display field 1 le on the game screen on the touch panel 11 of the station 10 is the same as when the fourth, sixth, eighth and tenth lottery effects are completed. Updated. Until the three numbers on the same line on the bingo card image displayed on the game screen become the winning numbers, the payout amount display field l ie has a payout corresponding to the basic odds data in the area corresponding to each color. The amount is displayed. On the other hand, when the payout amount display field l ie is updated, if three or four numbers on the same line are selected on the bingo card image, the payout amount display field l ie is displayed in the area corresponding to each color. The payout amount corresponding to the actual odds data is displayed. This actual odds data is calculated by the odds management unit 108 based on the probability that a bingo will be established in the subsequent two lotteries (the next lottery performed until the payout amount display field 1 le is updated). Specifically, the winning probability of each number at the time of the update (if the winning probability data is changed by the winning probability changing process described later), the winning probability of the station 10 at the time of the update is updated. It is calculated from the arrangement of numbers on the matrix array obtained from the array information card corresponding to the bingo card image displayed on the panel 11. By performing such processing, the payout amount is displayed on the touch panel 11 of the station 10 that displays the bingo card image in which the winning number is three or four numbers on the same line when the payout amount display field l ie is updated. The dividend amount displayed on the display column 1 le is changed from the dividend amount based on the basic odds data to the dividend amount based on the actual odds data. As a result, after three or four numbers on the same line have been selected, unique payout amounts are displayed on the payout amount display column l ie on the touch panel 11 of each station 10. That is, the number and color of each color-coded odds section on the payout amount display field l ie are the same for all stations 10. The payout amount displayed in each odds section is different for each station.
[0056] このようにしてォッズ管理部 108により各未当選番号のォッズデータを RAM7のォ ッズ記憶領域に記憶したら、ゲーム進行制御部 101は、メイン表示部 104に対してル 一レット変更表示命令を出力する。このルーレット変更表示命令を受けたメイン表示 部 104は、大型ディスプレイ 2上に、現時点の未当選番号(5回目の抽選終了時には 20個の番号)の画像領域をもち、かつ、各画像領域の色が上記 S 12で更新したォッ ズデータに対応した色であるルーレット画像を表示させる(S13)。 [0056] When the odds number management unit 108 stores the odds data of each winning number in the odds storage area of the RAM 7 in this way, the game progress control unit 101 instructs the main display unit 104 to change the rulelet change display. Is output. Upon receiving this roulette change display command, the main display unit 104 has an image area of the current unsuccessful number (20 numbers at the end of the fifth lottery) on the large display 2 and the color of each image area. Updated by S 12 above A roulette image having a color corresponding to the image data is displayed (S13).
[0057] そして、ゲーム進行制御部 101は、現在までに終了した抽選回数力 6回目、 8回 目、 10回目の!/ヽずれ力である力否力を半 IJ断する(S 14)。 6回目、 8回目、 10回目の いずれかであると判断した場合、当選確率変更処理を実行する(S20)。すなわち、 本実施形態では、 4回目、 6回目、 8回目、 10回目の抽選が終了するたびに当選確 率変更処理を行う。一方、 6回目、 8回目、 10回目のいずれかでもないと判断した場 合、ゲーム進行制御部 101は、現在までに終了した抽選回数が 12回に達したか否 かを判断し (S15)、 12回に達していないと判断した場合には当選確率変更処理を 実行せずに次の抽選処理を行う(S6)。一方、 12回に達したと判断した場合にはビン ゴゲームを終了する。 [0057] Then, the game progress control unit 101 cuts off the power of the sixth / eighth / tenth lottery powers that have ended so far by half IJ (S14). If it is determined that it is the sixth, eighth or tenth time, the winning probability changing process is executed (S20). That is, in this embodiment, the winning probability change process is performed every time the fourth, sixth, eighth, and tenth lotteries are completed. On the other hand, if it is determined that it is not the sixth, eighth, or tenth time, the game progress control unit 101 determines whether the number of lotteries that have been completed so far has reached 12 (S15). If it is determined that the number has not reached 12 times, the next lottery process is performed without executing the winning probability changing process (S6). On the other hand, if it is judged that 12 times have been reached, the bingo game is terminated.
[0058] このようにしてビンゴゲームが終了したら、メダル管理装置 18は、ビンゴゲーム中に 払出命令を受けて一時的に記憶しておいた配当量分のクレジットをクレジットデータ に加算する処理を行う。これにより、クレジット表示欄 11cに表示されているクレジット 量が加算後のクレジット量となる。  [0058] When the bingo game ends in this way, the medal management device 18 performs a process of adding credits corresponding to the payout amount temporarily received in response to the payout command during the bingo game to the credit data. . As a result, the credit amount displayed in the credit display column 11c becomes the credit amount after addition.
[0059] 次に、当選確率変更処理について説明する。  Next, the winning probability changing process will be described.
図 10は、当選確率変更処理の流れを示すフローチャートである。  FIG. 10 is a flowchart showing the flow of the winning probability changing process.
本実施形態において、 4回目、 6回目、 8回目、 10回目の抽選が終了したら、ゲー ム進行制御部 101は、ステーション表示部 103に対して、プレイヤーが当選を希望す る番号をタツチすることを促す説明文画像を表示させる表示命令を出力する。これに より、ステーション表示部 103は、図 7に示すように、タツチパネル 11のゲーム画面上 に「欲 、数字をタツチしてくださ!/、」 t 、う説明文画像を表示する。この説明文画像 を見たプレイヤ一は、制限時間内に、タツチパネル 11のゲーム画面上に表示されて いるビンゴ画像における未当選番号の番号画像の中から 1つを選んで、その番号に 触れる。すると、その触れた番号を示す当選希望番号情報が入力制御装置 17から 出力され、その当選希望番号情報はゲーム進行制御部 101に受け付けられる (S21 )。なお、制限時間内に当選希望番号情報を受け付けな力つた場合、そのまま当選 確率変更処理を終了する。  In this embodiment, after the fourth, sixth, eighth, and tenth lotteries are completed, the game progress control unit 101 touches the station display unit 103 with the number that the player desires to win. A display command for displaying an explanatory text image for prompting is output. As a result, the station display unit 103 displays the explanatory text image “That, please touch the numbers! /,” T on the game screen of the touch panel 11 as shown in FIG. The player who sees the explanatory image selects one of the number images of the winning numbers in the bingo image displayed on the game screen of the touch panel 11 and touches the number within the time limit. Then, winning desired number information indicating the touched number is output from the input control device 17, and the winning desired number information is received by the game progress control unit 101 (S21). If the winning number information is not received within the time limit, the winning probability changing process is terminated.
[0060] ゲーム進行制御部 101は、当選希望番号情報を受け付けたら、プレイヤーが当選 を希望する当選希望番号を決定する。そして、当選確率変更部 106に対して当選確 率変更命令を出力する。これにより、当選確率データ変更部である当選確率変更部 106は、当選確率データ変更手段として機能し、その当選確率変更命令に係る当選 希望番号の当選確率が高まるように、 RAM7の当選確率記憶領域に記憶された当 選確率データを変更する(S22)。この変更により、抽選部 105による抽選処理にお いては、所定の乱数範囲における当選希望番号に対応する区分が広がり、残りの未 当選番号の区分は一律に狭くなる。よって、その当選希望番号の当選確率が高まる [0060] When the game progress control unit 101 receives the winning number information, the player wins the game. Determine the winning number you want. Then, a winning probability changing command is output to the winning probability changing unit 106. Thereby, the winning probability changing unit 106, which is the winning probability data changing unit, functions as a winning probability data changing unit, and the winning probability storage area of the RAM 7 is increased so that the winning probability of the winning desired number related to the winning probability changing command is increased. The winning probability data stored in is changed (S22). As a result of this change, in the lottery process by the lottery unit 105, the category corresponding to the winning desired number in a predetermined random number range is expanded, and the remaining unsuccessful number categories are uniformly narrowed. Therefore, the winning probability of the winning wish number increases.
[0061] ここで、本実施形態においては、最大 7人のプレイヤーが同時にビンゴゲームに参 加することができる。よって、複数のステーション 10の入力制御装置 17それぞれから 互いに異なる当選希望番号情報を受け付ける場合がある。この場合でも、ゲーム進 行制御部 101は、各当選希望番号情報についてそれぞれ当選確率変更命令を出 力する。これにより、当選確率変更部 106は、各当選確率変更命令に係る当選希望 番号の当選確率がそれぞれ高まるように、 RAM7の当選確率記憶領域に記憶され た当選確率データを変更する。その結果、抽選部 105による抽選処理においては、 所定の乱数範囲における各当選希望番号に対応する区分がそれぞれ広がり、残り の未当選番号の区分は一律に狭くなる。よって、受け付けた当選希望番号情報が多 い当選希望番号ほど、当選確率が高まることになる。ただし、複数プレイヤーによる 当選希望番号情報を受け付ける場合、 1つの番号に多くのプレイヤーの当選希望番 号情報が集中すると、他の番号に係る当選希望番号情報を受け付けても当該他の 番号の当選確率は下がる場合もある。 [0061] Here, in this embodiment, a maximum of seven players can participate in the bingo game at the same time. Accordingly, there may be cases where different desired winning number information is received from each of the input control devices 17 of the plurality of stations 10. Even in this case, the game progress control unit 101 outputs a winning probability change command for each winning desired number information. Thereby, the winning probability changing unit 106 changes the winning probability data stored in the winning probability storage area of the RAM 7 so that the winning probability of the winning desired number associated with each winning probability changing command is increased. As a result, in the lottery process by the lottery unit 105, the divisions corresponding to each winning number in the predetermined random number range are expanded, and the remaining unwinned numbers are uniformly narrowed. Therefore, the winning probability increases as the number of winning wish numbers received increases. However, when receiving the winning number information from multiple players, if the winning number information of many players is concentrated on one number, the winning probability of the other numbers will be received even if the winning number information related to other numbers is received. May go down.
[0062] また、ゲーム進行制御部 101は、ォッズ管理部 108に対してォッズ算出命令を出力 する。これにより、ォッズ管理部 108は、上記 S22により変更された当選確率データを RAM7の当選確率記憶領域から読み出し、その当選確率データに基づ!/ヽて RAM7 のォッズ記憶領域内のォッズデータを変更する処理を行う(S23)。具体的には、上 記 S22における当選確率データの変更前後で、ペイアウト率がほぼ一定になるように 各未当選番号に割り当てられるォッズデータを変更する。よって、上記 S22における 当選確率データの変更により当選確率が高まった未当選番号のォッズデータが相対 的に低くなるように、各未当選番号のォッズデータを変更する。 Further, the game progress control unit 101 outputs an odds calculation command to the odds management unit 108. As a result, the odds management unit 108 reads the winning probability data changed in S22 from the winning probability storage area of the RAM 7, and changes the odds data in the odds storage area of the RAM 7 based on the winning probability data! Processing is performed (S23). Specifically, the odds data assigned to each winning number is changed so that the payout rate is substantially constant before and after the change of the winning probability data in S22. Therefore, the odds data of the winning numbers whose winning probability has increased due to the change in the winning probability data in S22 above are relative. The odds data for each unsuccessful number is changed so that it becomes lower.
[0063] 続いて、当選確率表示制御部であるゲーム進行制御部 101は、当選確率表示制 御手段として機能し、変更後の当選確率データに基づき、ルーレット画像中における 各未当選番号の画像領域の大きさが変更後の当選確率に対応した大きさになるよう に、かつ、各未当選番号の画像領域の色が変更後のォッズデータに対応した色とな るようにするルーレット変更表示命令を、メイン表示部 104に出力する。これにより、メ イン表示部 104は、当選確率画像表示部及び配当量画像表示部となって当選確率 画像表示手段及び配当量画像表示手段として機能し、各未当選番号の画像領域の 大きさが変更後の当選確率に対応した大きさであり、かつ、各未当選番号の画像領 域の色が変更後のォッズデータに対応した色となったルーレット画像を大型ディスプ レイ 2上に表示する(S24)。  [0063] Subsequently, the game progress control unit 101, which is a winning probability display control unit, functions as a winning probability display control unit, and based on the changed winning probability data, an image area of each unwinned number in the roulette image A roulette change display command is made so that the size of the image area corresponds to the winning probability after the change and the color of the image area of each winning number becomes the color corresponding to the odds data after the change. To the main display unit 104. As a result, the main display unit 104 functions as a winning probability image display unit and a payout amount image display unit as a winning probability image display unit and a payout amount image display unit, and the size of the image area of each winning number is reduced. A roulette image having a size corresponding to the winning probability after the change and the color of the image area of each winning number corresponding to the odds data after the change is displayed on the large display 2 (S24). ).
[0064] 以上のような当選確率変更処理を行うことで、プレイヤ一は、タツチパネル 11に表 示されたビンゴカード画像を見て現時点までの当選番号を確認し、ビンゴを成立させ る上で必要な番号などの自分が当選してほしいと希望する当選希望番号の画像にタ ツチすることで、その当選希望番号の当選確率を高めることができる。  [0064] By performing the winning probability changing process as described above, the player needs to confirm the winning number up to the present by looking at the bingo card image displayed on the touch panel 11 and to establish the bingo. You can increase the winning probability of the desired number by touching the image of the desired number that you want to win.
また、本実施形態においては、ルーレット画像の画像領域の大きさによって各番号 の当選確率を把握できる。そして、プレイヤーが当選を希望するタツチパネル 11上の 当選希望番号画像に触れてその当選希望番号の当選確率が高まると、これに応じて ルーレット画像上における当該当選希望番号の画像領域の大きさが広がる。よって、 プレイヤ一は、自分が当選を希望した番号の当選確率が高まったことを直感的に把 握することができる。また、同時に、ルーレット画像上における当該当選希望番号の 画像領域の色が変化後のォッズデータに応じた色に変化するので、プレイヤ一は変 化後の配当量を直感的に把握することができる。  In the present embodiment, the winning probability of each number can be grasped based on the size of the image area of the roulette image. Then, if the winning probability of the winning number increases by touching the winning number image on the touch panel 11 that the player wishes to win, the size of the image area of the winning number on the roulette image increases accordingly. . Therefore, the player can intuitively grasp that the winning probability of the number he / she wishes to win increases. At the same time, the color of the image area of the desired number for winning on the roulette image changes to a color corresponding to the changed odds data, so that the player can intuitively grasp the changed payout amount.
[0065] また、本実施形態では、プレイヤーが当選を希望した当選希望番号が当選するた びに、タツチパネル 11のゲーム画面左上部に表示されているアタックゲージ表示欄 1 Ifのアタックゲージが増えていき、このアタックゲージが満タンになるとアタック操作が 可能になる。詳しくは、アタックゲージが満タンになると、プレイヤーが当選確率変更 処理の際にタツチパネル 11上の当選希望番号画像をタツチした後、アタックボタン 1 2を押す (アタック操作)と、そのたびにその当選希望番号情報がゲーム進行制御部 1 01に受け付けられる。すなわち、 1回の当選確率変更処理の間に、 1つのステーショ ン 10から同じ番号について複数の当選希望番号情報がゲーム進行制御部 101に受 け付けられる。これにより、アタック操作が可能になったプレイヤ一は、当選確率変更 処理の際にアタックボタン 12を押すことで、自分が当選を希望する当選希望番号の 当選確率を大きく高めることができる。ただし、アタックゲージが満タンになるという条 件以外にも、このようなアタック操作を行うための条件を追加してもよい。例えば、当 該ステーション 10のタツチパネル 11に表示されて!、るビンゴカード画像に対応した 配列情報に対してリーチフラグが立って 、ると 、う条件を追加してもよ 、。 [0065] Also, in this embodiment, the attack gauge in the attack gauge display field 1 If displayed at the upper left of the game screen of the touch panel 11 increases each time the winning desired number desired by the player wins. When the attack gauge is full, the attack operation becomes possible. Specifically, when the attack gauge is full, the player touches the winning number image on the touch panel 11 during the winning probability change process, and then the attack button 1 Each time 2 is pressed (attack operation), the winning desired number information is accepted by the game progress control unit 101. That is, during one winning probability change process, a plurality of winning desired number information for the same number is received by the game progress control unit 101 from one station 10. Thus, the player who has made the attack operation can greatly increase the winning probability of the winning number that he / she wishes to win by pressing the attack button 12 during the winning probability changing process. However, in addition to the condition that the attack gauge becomes full, a condition for performing such an attack operation may be added. For example, if a reach flag is set for the arrangement information corresponding to the bingo card image displayed on the touch panel 11 of the station 10, a condition may be added.
[0066] 本実施形態では、 4回目、 6回目、 8回目、 10回目の抽選が終了した際に、プレイ ヤーがタツチパネル 11上の当選希望番号に触れると、その当選希望番号情報が入 力制御装置 17から出力されてゲーム進行制御部 101に受け付けられ、その当選希 望番号の当選確率が高まる。この変更後の当選確率は、次の当選確率変更処理が 行われるまでは維持される力 次の当選確率変更処理が行われる際にはリセットされ る。すなわち、例えば 4回目の抽選終了の際に当選希望番号の当選確率を高めた場 合、 5回目と 6回目の抽選においてはその当選希望番号の当選確率は高い状態で 抽選が行われるが、 6回目の抽選終了の際にすベての未当選番号の当選確率は均 一にリセットされる。 6回目、 8回目、 10回目の抽選終了の際に当選希望番号の当選 確率を高めた場合も同様である。  [0066] In this embodiment, when the fourth, sixth, eighth, and tenth lotteries are completed, if the player touches the desired winning number on the touch panel 11, the desired winning number information is input controlled. It is output from the device 17 and received by the game progress control unit 101, and the winning probability of the winning desired number is increased. The winning probability after this change is maintained until the next winning probability change process is performed. When the next winning probability changing process is performed, it is reset. That is, for example, if the winning probability of the desired number is increased at the end of the fourth lottery, the lottery will be held with the winning probability of the desired number being high in the fifth and sixth lotteries. At the end of the second lottery, the winning probabilities for all unwinned numbers will be reset uniformly. The same applies if the winning probability of the desired number is increased at the end of the 6th, 8th and 10th lotteries.
[0067] 図 11は、アタック処理の流れを示すフローチャートである。  FIG. 11 is a flowchart showing the flow of attack processing.
このアタック処理は、 4回目以降の各抽選の終了後に開始する。当選確率が高めら れている状態の当選希望番号が抽選により当選すると(S31)、ゲーム進行制御部 1 01は、 RAM7のアタックゲージ記憶領域に記憶されて 、るアタックゲージデータを所 定量だけ増力 tlさせる処理を行う(S32)。また、ゲーム進行制御部 101は、ステーショ ン表示部 103に表示命令を出力して、タツチパネル 11のゲーム画面上におけるァタ ックゲージ表示欄 1 Ifのアタックゲージを増加させる。  This attack process will begin after the end of each lottery. When the winning wish number with a high probability of winning is won by lottery (S31), the game progress control unit 101 stores the attack gauge data stored in the attack gauge storage area of RAM7 by a certain amount. The process of making tl is performed (S32). In addition, the game progress control unit 101 outputs a display command to the station display unit 103 to increase the attack gauge in the attack gauge display field 1 If on the game screen of the touch panel 11.
[0068] その後、 4回目、 6回目、 8回目、 10回目の抽選終了の際、すなわち、当選確率変 更処理の開始条件が満たされているとき(S33)、ゲーム進行制御部 101は、 RAM7 のアタックゲージ記憶領域に記憶されて 、るアタックゲージデータが規定量 (満タン) に達している力否かを判断する(S34)。満タンでないと判断した場合には、上述した 通常の当選確率変更処理により当選希望番号の当選確率を高めることができる(S2 0)。一方、満タンであると判断した場合には、ゲーム進行制御部 101は、対応するス テーシヨン 10におけるアタック操作を許可する(S35)。具体的には、ゲーム進行制御 部 101は、ステーション表示部 103に対して、プレイヤーが当選を希望する番号をタ ツチし、その後にアタックボタン 12を押すことを促す説明文画像を表示させる表示命 令を出力する。これにより、ステーション表示部 103は、タツチパネル 11のゲーム画 面上にその旨の説明文画像を表示する。この説明文画像を見たプレイヤ一は、制限 時間内に(S38)、タツチパネル 11のゲーム画面上に表示されているビンゴ画像にお ける未当選番号の番号画像の中から 1つを選んでその番号に触れた後、アタックボタ ン 12を好きなだけ押す (S36)。すると、その触れた番号を示す当選希望番号情報が アタックボタン 12を押した回数だけ入力制御装置 17から出力され (S37)、これらの 当選希望番号情報がゲーム進行制御部 101に受け付けられる。 [0068] Thereafter, at the end of the fourth, sixth, eighth, and tenth lottery, that is, when the start condition of the winning probability changing process is satisfied (S33), the game progress control unit 101 uses the RAM7 It is determined whether or not the force is stored in the attack gauge storage area and the attack gauge data has reached a specified amount (full tank) (S34). If it is determined that the tank is not full, the winning probability of the winning desired number can be increased by the normal winning probability changing process described above (S20). On the other hand, if it is determined that the tank is full, the game progress control unit 101 permits an attack operation in the corresponding station 10 (S35). Specifically, the game progress control unit 101 touches the station display unit 103 with a display command for displaying a description image that prompts the player to touch the number that the player wishes to win and then press the attack button 12. Output the command. As a result, the station display unit 103 displays an explanatory text image to that effect on the game screen of the touch panel 11. The player who sees the explanatory image selects one of the number images of the winning numbers in the bingo image displayed on the game screen of the touch panel 11 within the time limit (S38). After touching the number, press attack button 12 as many times as you like (S36). Then, the winning desired number information indicating the touched number is output from the input control device 17 as many times as the attack button 12 is pressed (S37), and these winning desired number information is received by the game progress control unit 101.
[0069] これらの当選希望番号情報を受け付けた変動量決定部であるゲーム進行制御部 1 01は、変動量決定手段として機能し、当選希望番号情報を出力した数が多いほどそ の出力元のステーションでプレイするプレイヤーが希望する当選希望番号の当選確 率の上昇量が大きくなるという所定の変動量決定条件に従って、その当選希望番号 の当選確率の上昇量を決定し、当選確率変更部 106が、その上昇量分だけその当 選希望番号の当選確率が上昇するように、当選確率データを変更する。本実施形態 では、通常の当選確率変更処理では 1つのステーション 10から 1つの当選希望番号 情報しか出力できないが、アタック操作を行えば 1つのステーション 10から同じ当選 希望番号について複数の当選希望番号情報を出力することができる。よって、ァタツ ク処理によれば、通常の当選確率変更処理の場合に比べて当選希望番号の当選確 率を大幅に上昇させることができる。  [0069] The game progress control unit 101, which is a variation determining unit that has received the winning desired number information, functions as a variation determining means. The winning probability change unit 106 determines the amount of increase in the winning probability of the winning desired number according to a predetermined variation amount determining condition that the amount of increase in the winning probability of the winning number desired by the player who plays at the station increases. Then, the winning probability data is changed so that the winning probability of the winning desired number increases by the increase amount. In this embodiment, in the normal winning probability change process, only one winning desired number information can be output from one station 10. However, if an attack operation is performed, a plurality of winning desired number information for the same winning desired number is obtained from one station 10. Can be output. Therefore, according to the attack process, the winning probability of the winning desired number can be significantly increased as compared with the normal winning probability changing process.
[0070] なお、本実施形態では、アタック処理時においてアタックボタン 12を押すと当選希 望番号の当選確率が高まるだけである力 そのアタックボタン 12を押したときに追カロ ベットするようにしてもよい。一般に、ベットするクレジット量が多いほど多くのクレジット を失うリスクが高まる。よって、この場合には、当選希望番号の当選確率を高めるほど 、多くのクレジットを失うリスクが高まるので、単に当選希望番号の当選確率を高める だけの場合に比べて良好なゲームバランスが得られる。 [0070] In the present embodiment, when the attack button 12 is pressed during the attack process, the winning probability of the winning desired number is only increased. When the attack button 12 is pressed, an additional bet is made. Good. Generally, the more credits you bet, the more credits The risk of losing is increased. Therefore, in this case, the higher the winning probability of the winning desired number, the higher the risk of losing more credits. Therefore, a better game balance can be obtained compared to simply increasing the winning probability of the winning desired number.
また、以上で説明したアタック操作は、 4回目、 6回目、 8回目、 10回目の抽選が終 了した際に行うことが可能である力 ステーション 10のタツチパネル 11上にビンゴ力 ード画像が表示されてから 1回目の抽選で決定した当選番号が報知される前に行う よう〖こしてもよい。 1回目の当選番号が報知される前であってもビンゴカード画像を見 たプレイヤ一は、ビンゴ成立に有利な位置又は自分の好みの位置に配置された番号 の当選を希望する場合があるからである。  In addition, the attack operation described above can be performed when the 4th, 6th, 8th, and 10th lottery ends. The bingo force image is displayed on the touch panel 11 of the station 10. It may be done before the winning number determined in the first lottery is announced. Even before the first winning number is notified, the player who has seen the bingo card image may wish to win the number placed at a position advantageous for bingo formation or at his favorite position. It is.
[0071] また、ビンゴゲーム開始時にベットしたベット量の多いプレイヤーが当選を希望する 当選希望番号ほどその当選確率が高まるようにしてもよい。この場合も、多くのクレジ ットを失うリスクが高いプレイヤーほど当選希望番号の当選確率を高めることができる ので、単に当選希望番号の当選確率を高めるだけの場合に比べて良好なゲームバ ランスが得られる。 [0071] In addition, a player who has a larger bet amount at the start of the bingo game may wish to win, and the winning probability may be increased. In this case as well, a player who has a higher risk of losing many credits can increase the winning probability of the winning number, so a better game balance can be obtained compared to simply increasing the winning probability of the winning number. It is done.
また、 1つの当選希望番号情報により当選確率を高められる度合が、その当選希望 番号情報の送信元のステーション 10に対応した配列情報についてリーチフラグが立 つている力否かによって変わるようにしてもよい。この場合、リーチになったプレイヤー ほど当選希望番号の当選確率を高めることができる。したがって、リーチ状態にあると きとそうでないときとで、当選希望番号の当選確率についてプレイヤーの優劣が異な り、ゲーム性が向上する。  In addition, the degree to which the winning probability can be increased by one winning desired number information may be changed depending on whether or not the reach flag is set for the arrangement information corresponding to the station 10 that is the source of the winning desired number information. . In this case, the more likely the player to reach, the higher the winning probability of the desired number. Therefore, the player's superiority or inferiority in the winning probability of the winning desired number is different between when the player is in the reach state and when it is not.
[0072] 次に、本発明の特徴部分である、ビンゴカード生成表示処理について説明する。 Next, the bingo card generation / display process, which is a characteristic part of the present invention, will be described.
図 1は、本実施形態におけるビンゴカード生成表示処理の流れを示すフローチヤ一 トである。  FIG. 1 is a flowchart showing the flow of bingo card generation / display processing in the present embodiment.
本実施形態においては、 1〜4回目の抽選を実行した後(S2)、ゲーム進行制御部 101は、カード生成部 102へカード生成命令を出力する。これにより、カード生成部 1 02は、配列決定プログラムを実行し、まず、 RAM7のペイアウト率記憶領域に記憶さ れて 、るペイアウト率データと、 RAM7の設定ペイアウト率記憶領域に記憶されて ヽ る設定ペイアウト率データとを読み出す。ペイアウト率データは、所定期間内に受け 付けたクレジットの総量と、その所定期間内に払い出した配当の総量との比率である ペイアウト率を示すものである。この所定期間は、適宜設定することができ、例えば 1 週間や 1ヶ月という一定期間に設定してもよいし、本ビンゴゲーム機を設置して力 現 在までに設定してもよい。このペイアウト率データの記憶処理は、ゲーム進行制御部In the present embodiment, after executing the first to fourth lotteries (S2), the game progress control unit 101 outputs a card generation command to the card generation unit 102. As a result, the card generation unit 102 executes the sequence determination program, and is first stored in the payout rate storage area of the RAM 7 and stored in the payout rate storage area of the RAM 7. Read the set payout rate data. Payout rate data is received within a specified period. It shows the payout rate, which is the ratio of the total amount of credits attached to the total amount of dividends paid out within the predetermined period. This predetermined period can be set as appropriate. For example, the predetermined period may be set to a certain period such as one week or one month, or may be set up to the present by installing this bingo game machine. This payout rate data storage process is performed by the game progress control unit.
101がメダル管理装置 18と協働して行う。また、 RAM7の設定ペイアウト率記憶領域 に記憶されて ヽる設定ペイアウト率データは、目標とするペイアウト率 (設定ペイアウト 率)を示すものであり、一般には 90%程度に設定される。そして、ペイアウト率データ 及び設定ペイアウト率データを読み出したカード生成部 102は、これらのデータがそ れぞれ示すペイアウト率及び設定ペイアウト率を比較する(S41)。 101 in cooperation with the medal management device 18. The set payout rate data stored in the set payout rate storage area of the RAM 7 indicates a target payout rate (set payout rate), and is generally set to about 90%. Then, the card generation unit 102 that has read the payout rate data and the set payout rate data compares the payout rate and the set payout rate indicated by these data (S41).
[0073] カード生成部 102は、この比較結果に基づいて、 1〜4回目の抽選で選択された 4 つの事前当選番号を、 5 X 5のマトリクス配列上の位置に割り当てる。具体的に説明 すると、本実施形態では、 4つの事前当選番号の配置を示す何通りかの配置パター ンが予め ROM8に記憶されている。これらの配置パターンは、本実施形態ではビン ゴ発生確率に応じて 2段階に分類される。すなわち、ビンゴ発生確率は 4つの事前当 選番号の配置によって数学的に算出することができるので、算出されるビンゴ発生確 率に応じ、配置パターンは、ビンゴ発生確率が相対的に高い高ビンゴ確率配置パタ ーンと、ビンゴ発生確率が相対的に低 、低ビンゴ確率配置パターンの 2段階に分類 される。一例を挙げれば、高ビンゴ確率配置パターンは、マトリクス配列上において 縦方向、横方向及び斜め方向のいずれ力 1つのライン上に 4つの事前当選番号が 3 以上配置されるパターンとし、低ビンゴ確率配置パターンは、マトリクス配列上におい て縦方向、横方向及び斜め方向の 1つのライン上に 4つの事前当選番号が 2つ以上 配置されな 、パターンとする。  Based on the comparison result, the card generation unit 102 assigns the four pre-winning numbers selected in the first to fourth lotteries to the positions on the 5 × 5 matrix array. More specifically, in the present embodiment, several arrangement patterns indicating the arrangement of the four pre-winning numbers are stored in the ROM 8 in advance. In the present embodiment, these arrangement patterns are classified into two stages according to the bingo occurrence probability. In other words, since the bingo occurrence probability can be mathematically calculated by the arrangement of the four pre-winning numbers, the arrangement pattern has a high bingo probability with a relatively high bingo occurrence probability according to the calculated bingo occurrence probability. The pattern is classified into two stages: the placement pattern and the bingo occurrence probability, which is relatively low. For example, the high bingo probability placement pattern is a pattern in which four or more pre-winning numbers are placed on one line in the vertical, horizontal, and diagonal directions on the matrix array, and a low bingo probability placement pattern. The pattern shall be a pattern in which two or more pre-winning numbers are not arranged on one line in the vertical, horizontal and diagonal directions on the matrix array.
また、各分類にはそれぞれ数通りの配置パターンが属している。本実施形態では、 各分類にそれぞれ 6通りの配置パターンが属しているので、合計 12通りの配置パタ ーンが ROM8に記憶されている。なお、分類の数や各分類に属する配置パターンの 数などは任意に設定することができる。  In addition, several arrangement patterns belong to each classification. In the present embodiment, since six arrangement patterns belong to each classification, a total of twelve arrangement patterns are stored in ROM8. The number of classifications and the number of layout patterns belonging to each classification can be set arbitrarily.
[0074] カード生成部 102は、上記 S41の比較の結果、ペイアウト率が設定ペイアウト率以 上であると判断した場合、ビンゴ発生確率が低 、低ビンゴ確率配置パターンに分類 される 6つの配置パターンの選定確率を高くする処理を行う(S42)。具体的には、低 ビンゴ確率配置パターンに分類される 6つの配置パターンの方力 高ビンゴ確率配 置パターンに分類される 6つの配置パターンによりも選定確率が高い選定確率デー タを RAM7の選定確率記憶領域に記憶する。一方、上記 S41の比較の結果、ペイ アウト率が設定ペイアウト率未満であると判断した場合、カード生成部 102は、ビンゴ 発生確率が高い高ビンゴ確率配置パターンに分類される 6つの配置パターンの選定 確率を高くする処理を行う(S43)。具体的には、高ビンゴ確率配置パターンに分類さ れる 6つの配置パターンの方力 低ビンゴ確率配置パターンに分類される 6つの配置 パターンによりも選定確率が高い選定確率データを RAM7の選定確率記憶領域に 記憶する。そして、カード生成部 102は、 RAM7の選定確率記憶領域に記憶されて いる選定確率データが示す各配置パターンの選定確率に従った選定を抽選により 行う。この抽選の方法は、抽選部 105で行う抽選方法と同様である。そして、この抽選 により、 12個の配置パターンの中力 所定数の配置パターンが選定される(S44)。 配置パターンの選定数は、ベットを受け付けたステーション 10のタツチパネル 11に表 示されるビンゴカード画像の数と同じである。 [0074] If the card generation unit 102 determines that the payout rate is equal to or higher than the set payout rate as a result of the comparison in S41, the card generation unit 102 classifies the bingo occurrence probability as low and a low bingo probability arrangement pattern. The process of increasing the selection probability of the six arrangement patterns to be performed is performed (S42). Specifically, the power of six placement patterns classified as low bingo probability placement patterns Selection probability data that has a high selection probability even with six placement patterns classified as high bingo probability placement patterns Store in the storage area. On the other hand, if it is determined that the payout rate is less than the set payout rate as a result of the comparison in S41, the card generation unit 102 selects six arrangement patterns classified into high bingo probability arrangement patterns with a high bingo occurrence probability. Processing for increasing the probability is performed (S43). Specifically, the power of six placement patterns classified as high bingo probability placement patterns Selection probability storage area in RAM7 that has a selection probability that is higher than the six placement patterns classified as low bingo probability placement patterns Remember me. Then, the card generation unit 102 performs selection according to the selection probability of each arrangement pattern indicated by the selection probability data stored in the selection probability storage area of the RAM 7 by lottery. The lottery method is the same as the lottery method performed by the lottery unit 105. Then, by this lottery, a predetermined number of medium arrangement patterns of 12 arrangement patterns are selected (S44). The number of arrangement patterns selected is the same as the number of bingo card images displayed on the touch panel 11 of the station 10 that accepted the bet.
[0075] なお、本実施形態では、ペイアウト率が設定ペイアウト率以上である場合にも高ビン ゴ確率配置パターンに分類される配置パターンが選定されることがあり、逆にペイァ ゥト率が設定ペイアウト率未満である場合にも低ビンゴ確率配置パターンに分類され る配置パターンが選定されることがある。これは、ペイアウト率が設定ペイアウト率以 上である時期にはビンゴが出やすくなり、ペイアウト率が設定ペイアウト率未満である 時期にはビンゴが出に《なると 、う、ビンゴが出やすさの時期的なムラを抑制するた めである。もちろん、配置パターンの選定方法は上述したものに限らず、例えばペイ アウト率が設定ペイアウト率以上である場合には低ビンゴ確率配置パターンに分類さ れる配置パターンの中力 選定するようにし、ペイアウト率が設定ペイアウト率未満で ある場合には高ビンゴ確率配置パターンに分類される配置パターンの中力 選定す るようにしてもよい。この場合、ペイアウト率のコントロールが容易となり、ペイアウト率 を容易に設定ペイアウト率に近づけることができる。  [0075] In this embodiment, even when the payout rate is equal to or higher than the set payout rate, an arrangement pattern classified as a high bingo probability arrangement pattern may be selected, and conversely, the payout rate is set. Even if the payout rate is less than that, a placement pattern classified as a low bingo probability placement pattern may be selected. This is because bingo is likely to occur when the payout rate is greater than or equal to the set payout rate, and bingo is likely to occur when the payout rate is less than the set payout rate. This is to suppress general unevenness. Of course, the arrangement pattern selection method is not limited to that described above. For example, when the payout rate is equal to or higher than the set payout rate, the medium pattern of the arrangement pattern classified as the low bingo probability arrangement pattern is selected and the payout rate is selected. If is less than the set payout rate, it may be possible to select the medium power of the arrangement pattern classified as the high bingo probability arrangement pattern. In this case, the payout rate can be easily controlled, and the payout rate can be easily brought close to the set payout rate.
[0076] このようにして配置パターンを選定したら、カード生成部 102は、その配置パターン が示す 4つの位置に、 1〜4回目の抽選で選択された 4つの事前当選番号を割り当て る(S45)。そして、これらの事前当選番号以外の番号であって互いに異なる番号を、 この 4つの位置以外の位置にそれぞれランダムに割り当てる(S46)。これにより、選 定された配置パターンが示す 4つの位置にそれぞれ事前当選番号が割り当てられた マトリクス配列が決まり、カード生成部 102は、そのマトリクス配列を示す配列情報を 生成し (S47)、生成した配列情報を RAM7の配列情報記憶領域に記憶する。これ により、 RAM7の配列情報記憶領域には、配置パターンの選定数すなわちベットを 受け付けたステーション 10のタツチパネル 11に表示されるビンゴカード画像の数と同 じ数の配列情報が記憶される。 [0076] When the arrangement pattern is selected in this way, the card generation unit 102 determines the arrangement pattern. The four pre-winning numbers selected in the first to fourth lotteries are assigned to the four positions indicated by (S45). Then, numbers other than these pre-winning numbers but different from each other are randomly assigned to positions other than these four positions (S46). As a result, the matrix arrangement in which the pre-winning numbers are assigned to the four positions indicated by the selected arrangement pattern is determined, and the card generation unit 102 generates the arrangement information indicating the matrix arrangement (S47). The sequence information is stored in the sequence information storage area of the RAM 7. As a result, the arrangement information storage area of the RAM 7 stores the same number of arrangement information as the arrangement pattern selection number, that is, the number of bingo card images displayed on the touch panel 11 of the station 10 that has accepted a bet.
[0077] カード生成部 102が配列情報を生成したら、ゲーム進行制御部 101は、配列情報 を RAM7の配列情報記憶領域力 読み出し、その配列情報に基づくカード表示命 令をステーション表示部 103へ出力する。これにより、当該プレイヤーがメダルを投入 したステーション 10のタツチパネル 11上に、「1」〜「25」の番号画像が 5 X 5のマトリ タス状に配列されたビンゴカード画像が 2つ表示される (S48)。  When card generation unit 102 generates the sequence information, game progress control unit 101 reads the sequence information from the sequence information storage area of RAM 7 and outputs a card display instruction based on the sequence information to station display unit 103. . As a result, two bingo card images are displayed on the touch panel 11 of the station 10 where the player has inserted medals, with number images 1 to 25 arranged in a 5 x 5 matrix. S48).
なお、本実施形態では、 1つのステーション 10のタツチパネル 11に 2つのビンゴ力 ード画像を表示する場合について説明するが、 1つのビンゴカード画像を表示したり 、 3つ以上のビンゴカード画像を表示したりするようにしてもよい。ビンゴカード生成表 示処理の詳しい内容にっ ヽては後述する。  In the present embodiment, a case where two bingo force image images are displayed on the touch panel 11 of one station 10 will be described. However, one bingo card image is displayed, or three or more bingo card images are displayed. You may make it. The detailed contents of the bingo card generation display process will be described later.
[0078] 以上のように、本実施形態では、一ビンゴゲーム期間内に 12回の抽選を行い、そ の抽選により選択した当選番号が RAM7の当選番号記憶領域に記憶される。そして 、この当選番号記憶領域に記憶されている複数の当選番号に基づき、ビンゴが成立 した力否かを判定し、ビンゴが成立すれば配当を払い出す。このようなビンゴゲーム においては、ビンゴの成立しやすさ又は成立しにくさを決める決定要素は、マトリクス 配列上における当選番号の配置である。そして、本実施形態では、 12回の抽選のう ちの 1〜4回目の抽選については配列情報生成前に行い、配列情報生成前に選択 した事前当選番号(1〜4回目の抽選で選択した番号)に基づいてマトリクス配列を決 定して配列情報を生成する。また、その事前当選番号については 100%の確率で当 選対象となり、 RAM7の当選番号記憶領域に記憶される。このように、 100%の確率 で当選対象となる事前当選対象に基づいて配列情報を生成することから、本実施形 態によれば、一ビンゴゲーム期間内における 1〜4回目の抽選による当選番号の配 置をコントロールすることが可能である。すなわち、ビンゴの成立しやすさ又は成立し にくさを決める決定要素をコントロールすることが可能である。その結果、ビンゴが成 立したときに払い出す配当をコントロールすることができるので、上述したようにペイァ ゥト率を設定ペイアウト率に近づけることができる。 As described above, in the present embodiment, the lottery is performed 12 times within one bingo game period, and the winning number selected by the lottery is stored in the winning number storage area of the RAM 7. Then, based on a plurality of winning numbers stored in the winning number storage area, it is determined whether or not a bingo is established, and if a bingo is established, a payout is paid out. In such a bingo game, the decisive factor that determines the likelihood or difficulty of establishing a bingo is the arrangement of winning numbers on the matrix array. In this embodiment, the 1st to 4th lottery of the 12 lottery is performed before the generation of the sequence information, and the pre-winning number selected before the generation of the sequence information (the number selected in the 1st to 4th lottery). ) To determine the matrix array and generate array information. The pre-winning number is subject to winning with a 100% probability and is stored in the winning number storage area of RAM7. Thus, 100% probability Since the sequence information is generated based on the pre-winning target to be won in this embodiment, according to the present embodiment, the arrangement of the winning numbers in the first to fourth lotteries within one bingo game period can be controlled. Is possible. In other words, it is possible to control the determinants that determine the likelihood or difficulty of establishing a bingo. As a result, it is possible to control the payout to be paid when bingo is established, so that the payout rate can be brought close to the set payout rate as described above.
[0079] 〔変形例〕 [0079] [Modification]
次に、上記実施形態の一変形例について説明する。  Next, a modification of the above embodiment will be described.
本変形例では、上記実施形態と同様にカード生成部 102が配列情報を生成する前 に 4つの事前当選番号を選定する処理を行うが、この選定処理で選定された事前当 選番号が必ずしも当選番号にはならない。詳しくは、本変形例では、 1〜12回目の 抽選は配列情報生成後に行うが、 1〜4回目の各抽選においてはそれぞれ 4つの事 前当選番号のうちの 1つの当選確率が非常に高い当選確率データを用いて抽選を 行う。以下、具体的に説明する。  In this modified example, the card generation unit 102 performs processing for selecting four pre-winning numbers before generating the array information, as in the above embodiment. However, the pre-winning numbers selected in this selection processing are not necessarily selected. It will not be a number. Specifically, in this modification, the 1st to 12th lotteries are performed after the sequence information is generated, but in each of the 1st to 4th lotteries, each of the 4 pre-winning numbers has a very high winning probability. A lottery is performed using probability data. This will be specifically described below.
[0080] 図 12は、本変形例におけるビンゴゲームの流れを示すフローチャートである。  FIG. 12 is a flowchart showing the flow of the bingo game in the present modification.
本変形例においては、上記実施形態と同様にベット受付をした後(Sl)、 4つの事 前当選番号の選定処理を行う(S51)。具体的には、ゲーム進行制御部 101は、抽選 部 105に 1回目の選定命令を出力し、抽選部 105は、 RAM7の当選確率記憶領域 に記憶された当選確率データにより決まる各番号の当選確率に従ってコンピュータ 抽選を行い、 4つの事前当選番号 (事前当選対象)を決定する。このときの当選確率 データは、 25個の番号の当選確率が均等であるものである。  In this modified example, after accepting a bet as in the above embodiment (Sl), a selection process of four pre-winning numbers is performed (S51). Specifically, the game progress control unit 101 outputs a first selection command to the lottery unit 105, and the lottery unit 105 wins the winning probability of each number determined by the winning probability data stored in the winning probability storage area of the RAM7. Follow the computer lottery to determine the four pre-win numbers (pre-winners). The winning probability data at this time is that the winning probabilities of 25 numbers are equal.
[0081] このようにして 4つの事前当選番号を選定したら、次に、ゲーム進行制御部 101は、 これらの 4つの事前当選番号を用いて、上記実施形態と同様にビンゴカード生成表 示処理を行う(S40)。これにより、これらの 4つの事前当選番号がペイアウト率に応じ て配置された配列情報が生成され、その配列情報に基づくビンゴカード画像カ^テ ーシヨン 10のタツチパネル 11に表示される。  [0081] Once the four pre-winning numbers have been selected in this way, the game progress control unit 101 then uses these four pre-winning numbers to perform a bingo card generation display process as in the above embodiment. Perform (S40). Thereby, arrangement information in which these four pre-winning numbers are arranged according to the payout rate is generated and displayed on the touch panel 11 of the bingo card image category 10 based on the arrangement information.
[0082] 次に、ゲーム進行制御部 101は、 4つの事前当選番号のうちの 1つである第 1事前 当選番号の当選確率が非常に高く(本変形例では 95%とする。)、 4つの事前当選 番号を除く 21個の番号の当選確率が均等である当選確率データを、当選確率変更 部 106に生成させる(S52)。よって、本変形例では、他の 3つの事前当選番号の当 選確率は 0%である。具体的には、ゲーム進行制御部 101は、 1回目の抽選用の当 選確率データ生成命令を出力する。これにより、当選確率変更部 106は、その命令 に従い、上述したように第 1事前当選番号の当選確率が 95%に設定された 1回目の 抽選用の当選確率データを生成し、その当選確率データを RAM7の当選確率記憶 領域に記憶する。その後、ゲーム進行制御部 101は、抽選部 105に 1回目の抽選開 始命令を出力し、抽選部 105は、 RAM7の当選確率記憶領域に記憶された当選確 率データにより決まる各番号の当選確率に従ってコンピュータ抽選を行い、当選番 号を決定する(S53)。この 1回目の抽選では、第 1事前当選番号が 95%の確率で当 選番号になるので、第 1事前当選番号は 95%の確率で当選番号として RAM7の当 選番号記憶領域に記憶される。また、当選番号の決定後、上記実施形態と同様に抽 選演出も行う(S53)。 [0082] Next, the game progress control unit 101 has a very high winning probability of the first pre-winning number, which is one of the four pre-winning numbers (95% in this variation). Pre-win The winning probability changing unit 106 is made to generate winning probability data in which the winning probabilities of the 21 numbers excluding the numbers are equal (S52). Therefore, in this modification, the winning probability of the other three pre-winning numbers is 0%. Specifically, the game progress control unit 101 outputs a winning probability data generation command for the first lottery. Accordingly, the winning probability changing unit 106 generates the winning probability data for the first lottery in which the winning probability of the first pre-winning number is set to 95% as described above according to the command, and the winning probability data Is stored in the winning probability storage area of RAM7. Thereafter, the game progress control unit 101 outputs a first lottery start instruction to the lottery unit 105, and the lottery unit 105 wins the winning probability of each number determined by the winning probability data stored in the winning probability storage area of the RAM7. The computer lottery is performed according to the above, and the winning number is determined (S53). In the first lottery, the first pre-winning number becomes a winning number with a 95% probability, so the first pre-winning number is stored as a winning number in the winning number storage area of RAM7 with a 95% probability. . In addition, after the winning number is determined, a lottery effect is also performed as in the above embodiment (S53).
[0083] 次に、ゲーム進行制御部 101は、 2回目の抽選用の当選確率データを生成する(S 54)。本変形例でも、 2回目以降の抽選ではそれまでに当選した当選番号を除く未 当選番号の中から当選番号を選択する。よって、 2回目の抽選用の当選確率データ を生成する際には、第 1事前当選番号を除く 3つの事前当選番号のうちの 1つである 第 2事前当選番号の当選確率が非常に高く(本変形例では 95%とする。)、 1回目の 抽選で当選した当選番号を除く残りの番号の当選確率が均等である当選確率デー タを、当選確率変更部 106に生成させ、その当選確率データを RAM7の当選確率 記憶領域に記憶させる。その後、ゲーム進行制御部 101は、抽選部 105に 2回目の 抽選開始命令を出力し、抽選部 105は、 RAM7の当選確率記憶領域に記憶された 当選確率データにより決まる各番号の当選確率に従ってコンピュータ抽選を行い、 当選番号を決定する(S55)。この 2回目の抽選では、第 2事前当選番号が 95%の確 率で当選番号になるので、第 2事前当選番号は 95%の確率で当選番号として RAM 7の当選番号記憶領域に記憶される。また、当選番号の決定後、上記実施形態と同 様に抽選演出も行う(S55)。  Next, the game progress control unit 101 generates winning probability data for the second lottery (S 54). Even in this variation, in the second and subsequent lottery, a winning number is selected from among the winning numbers excluding the winning numbers that have been won so far. Therefore, when generating the winning probability data for the second lottery, the winning probability of the second pre-winning number, which is one of the three pre-winning numbers excluding the first pre-winning number, is very high ( In this variation, the winning probability is 95%.) The winning probability change unit 106 generates winning probability data in which the winning probability of the remaining numbers other than the winning number won in the first lottery is equal, and the winning probability The data is stored in the winning probability storage area of RAM7. Thereafter, the game progress control unit 101 outputs a second lottery start instruction to the lottery unit 105, and the lottery unit 105 performs computer processing according to the winning probabilities of the respective numbers determined by the winning probability data stored in the winning probability storage area of the RAM7. A lottery will be conducted to determine the winning number (S55). In the second lottery, the second pre-winning number becomes a winning number with a probability of 95%, so the second pre-winning number is stored as a winning number in the winning number storage area of RAM 7 with a probability of 95%. . In addition, after the winning number is determined, a lottery effect is also performed as in the above embodiment (S55).
[0084] 次に、ゲーム進行制御部 101は、 3回目の抽選用の当選確率データを生成する(S 56)。具体的には、 3回目の抽選用の当選確率データを生成する際には、第 1事前 当選番号及び第 2事前当選番号を除く 2つの事前当選番号のうちの 1つである第 3 事前当選番号の当選確率が非常に高く(本変形例では 95%とする。)、 1回目及び 2 回目の抽選で当選した 2つの当選番号を除く残りの番号の当選確率が均等である当 選確率データを、当選確率変更部 106に生成させ、その当選確率データを RAM7 の当選確率記憶領域に記憶させる。その後、ゲーム進行制御部 101は、抽選部 105 に 3回目の抽選開始命令を出力し、抽選部 105は、 RAM7の当選確率記憶領域に 記憶された当選確率データにより決まる各番号の当選確率に従つてコンピュータ抽 選を行い、当選番号を決定する(S57)。この 3回目の抽選では、第 3事前当選番号 が 95 %の確率で当選番号になるので、第 3事前当選番号は 95 %の確率で当選番 号として RAM7の当選番号記憶領域に記憶される。また、当選番号の決定後、上記 実施形態と同様に抽選演出も行う(S57)。 [0084] Next, the game progress control unit 101 generates winning probability data for the third lottery (S 56). Specifically, when generating the winning probability data for the third lottery, the third pre-winning is one of the two pre-winning numbers excluding the first pre-winning number and the second pre-winning number. Winning probability data with very high winning probabilities (95% in this variation), and the remaining winning numbers except for the two winning numbers won in the first and second lotteries are equal. Is generated in the winning probability changing unit 106, and the winning probability data is stored in the winning probability storage area of the RAM 7. Thereafter, the game progress control unit 101 outputs a third lottery start instruction to the lottery unit 105, and the lottery unit 105 follows the winning probability of each number determined by the winning probability data stored in the winning probability storage area of the RAM7. Then, a computer lottery is performed and a winning number is determined (S57). In the third lottery, the third pre-winning number becomes a winning number with a probability of 95%, so the third pre-winning number is stored in the winning number storage area of the RAM 7 with a 95% probability. Further, after the winning number is determined, a lottery effect is also performed as in the above embodiment (S57).
[0085] 次に、ゲーム進行制御部 101は、 4回目の抽選用の当選確率データを生成する(S 58)。具体的には、 4回目の抽選用の当選確率データを生成する際には、残りの事 前当選番号である第 4事前当選番号の当選確率が非常に高く(本変形例では 95% とする。)、 1〜3回目の抽選で当選した 3つの当選番号を除く残りの番号の当選確率 が均等である当選確率データを、当選確率変更部 106に生成させ、その当選確率 データを RAM7の当選確率記憶領域に記憶させる。その後、ゲーム進行制御部 10 1は、抽選部 105に 4回目の抽選開始命令を出力し、抽選部 105は、 RAM7の当選 確率記憶領域に記憶された当選確率データにより決まる各番号の当選確率に従つ てコンピュータ抽選を行い、当選番号を決定する(S59)。この 4回目の抽選では、第 4事前当選番号が 95 %の確率で当選番号になるので、第 4事前当選番号は 95 %の 確率で当選番号として RAM7の当選番号記憶領域に記憶される。また、当選番号の 決定後、上記実施形態と同様に抽選演出も行う(S59)。  Next, the game progress control unit 101 generates winning probability data for the fourth lottery (S 58). Specifically, when generating the winning probability data for the fourth lottery, the winning probability of the fourth pre-winning number, which is the remaining pre-winning number, is very high (95% in this variation). ), Let the winning probability change unit 106 generate winning probability data with the same winning probability for the remaining numbers excluding the three winning numbers won in the first to third lottery, and win the winning probability data in RAM7 Store in the probability storage area. Thereafter, the game progress control unit 101 outputs a fourth lottery start instruction to the lottery unit 105, and the lottery unit 105 determines the winning probability of each number determined by the winning probability data stored in the winning probability storage area of the RAM7. Accordingly, a computer lottery is performed to determine a winning number (S59). In the fourth lottery, the fourth pre-winning number becomes a winning number with a probability of 95%, so the fourth pre-winning number is stored as a winning number in the winning number storage area of the RAM 7 with a probability of 95%. In addition, after the winning number is determined, a lottery effect is also performed as in the above embodiment (S59).
[0086] 以上のようにして 1〜4回目の抽選及び演出を終えたら。その後の処理は上記実施 形態と同様である(S4〜S15、 S20)。  [0086] Once the first to fourth lotteries and productions have been completed as described above. The subsequent processing is the same as that in the above embodiment (S4 to S15, S20).
[0087] 本変形例によれば、 4つの事前当選番号に基づ 、て配列情報を生成しても、その 事前当選番号が必ずしも当選番号になるとは限らない。したがって、ペイアウト率のコ ントロール精度は、上記実施形態に比べて多少劣ることになるが、ペイアウト率を十 分にコントロールすることはできる。 [0087] According to this modification, even if the sequence information is generated based on the four pre-winning numbers, the pre-winning numbers are not necessarily the winning numbers. Therefore, the payout rate Although the control accuracy is somewhat inferior to the above embodiment, the payout rate can be controlled sufficiently.
[0088] なお、上述した説明では、ペイアウト率を調整する目的で、事前当選番号に基づき 配列情報を生成する場合を例に挙げたが、他の目的を達成するために事前当選番 号に基づき配列情報を生成するようにしてもよい。例えば、特定の時間帯 (午前中等 )にビンゴが揃いやすくすることを目的にその時間帯だけビンゴが揃いやすい配列情 報を生成するようにしてもよい。また、例えば、各プレイヤーごとの個別ペイアウト率の 履歴をとつてお 、て個別ペイアウト率が低 、プレイヤーに対してはビンゴが揃 、やす V、配列情報を生成するようにしてもよ!、。  [0088] In the above description, for the purpose of adjusting the payout rate, the case where the sequence information is generated based on the pre-winning number is taken as an example. However, in order to achieve other purposes, the pre-winning number is used. Sequence information may be generated. For example, for the purpose of making it easy for bingo to be arranged in a specific time zone (such as in the morning), arrangement information in which bingo is easily arranged only in that time zone may be generated. In addition, for example, it may be possible to generate a history of individual payout rates for each player, so that individual payout rates are low, bingo is arranged for players, easy V, and arrangement information is generated!
また、上述した説明では、当選確率変更処理によりプレイヤーが当選を希望する当 選希望番号の当選確率を変更し得るビンゴゲームを例に挙げた力 このような当選 確率変更処理を行わない一般的なビンゴゲームにも同様に適用できる。  Also, in the above description, the power given as an example of a bingo game that can change the winning probability of the winning desired number that the player wants to win by the winning probability changing process. In general, such a winning probability changing process is not performed. The same applies to bingo games.
また、上述した説明では、 1〜4回目の抽選において所定の確率で当選番号になる 事前当選番号に基づいて配列情報を生成する場合について説明したが、事前当選 番号が所定の確率で当選番号になる抽選回は、どの回であってもよい。したがって、 例えば、 3〜8回目の抽選において所定の確率で当選番号になる事前当選番号に 基づ 、て配列情報を生成するようにしてもよ!、し、すべての抽選にぉ 、て所定の確 率で当選番号になる事前当選番号に基づいて配列情報を生成するようにしてもよい In the above description, the case where the sequence information is generated based on the pre-winning number that becomes the winning number with a predetermined probability in the first to fourth lottery is explained. However, the pre-winning number is converted into the winning number with the predetermined probability. The lottery times may be any number of times. Therefore, for example, sequence information may be generated based on a pre-winning number that becomes a winning number with a predetermined probability in the 3rd to 8th lottery! Sequence information may be generated based on a pre-winning number that becomes a winning number with a probability.
。また、事前当選番号の当選確率が設定されてさえいれば特に何回目の抽選と決め ることなぐ最初力 その事前当選番号が当選するまで全抽選で当選確率が事前当 選番号に設定された抽選を行っても良い。 . In addition, as long as the winning probability of the pre-winning number is set, it is the first power to determine the number of lotteries in particular. Until the pre-winning number wins, the lottery with the winning probability set to the pre-winning number May be performed.
[0089] また、上述した説明では、本発明を業務用ゲーム装置としてのメダルゲーム機であ るビンゴゲーム機に適用した場合を例に挙げて説明したが、ビンゴゲーム機だけでな ぐ一ゲーム期間内に所定回数の選択を行って複数の当選対象を選択し、生成した 配列情報が示す選択対象配列上における当該複数の当選対象の配列が特定配列 であるか否かを判定するゲームを実行可能なゲーム装置であれば、家庭用ゲーム機 や硬貨用ゲーム機などの他のゲーム装置にも同様に適用することができる。 Further, in the above description, the case where the present invention is applied to a bingo game machine that is a medal game machine as an arcade game apparatus has been described as an example. However, one game is not limited to a bingo game machine. Select a plurality of selection targets within a period and select a plurality of winning targets, and execute a game to determine whether or not the plurality of winning target sequences on the selection target sequence indicated by the generated sequence information is a specific sequence As long as it is a possible game device, it can be similarly applied to other game devices such as a home game machine and a coin game machine.
また、上述した説明では、最大 7人のプレイヤーが同時に参加できる複数人参加型 のゲーム装置を例に挙げて説明した力 1人だけでプレイするゲーム装置であっても 同様である。 In the above description, a multi-participation type in which up to seven players can participate simultaneously. The same applies to a game device that is played with only one person as described with reference to the above game device.
また、上述したビンゴゲーム機を複数台ネットワークを介して接続し、複数台のビン ゴゲーム機で同じ抽選結果を用いるビンゴゲームを行うことも可能である。  It is also possible to connect the above-described bingo game machines via a network and perform a bingo game using the same lottery result with a plurality of bingo game machines.
また、上述したいずれの抽選も、当選確率データにより決まる各番号の当選確率に 従った抽選プログラムを実行することにより当選番号を決定するというコンピュータ抽 選であるが、抽選物体を移動させてその抽選物体の移動結果に基づいて当選対象 を決定すると 、う物理抽選などの他の抽選方式であってもよ 、。  Each of the lotteries described above is a computer lottery in which a winning number is determined by executing a lottery program according to the winning probability of each number determined by the winning probability data. If the winning object is determined based on the movement result of the object, other lottery methods such as physical lottery may be used.
また、上述したビンゴゲーム機が備える構成の一部を、プレイヤーが保持するデー タ通信機能を備えた携帯電話機等の通信端末に設けてもよい。なお、この場合には 、ビンゴゲーム機には、当該通信端末との間でネットワークを介してデータ通信を行う ための通信手段としての通信部を設ける必要がある。  Further, a part of the configuration of the bingo game machine described above may be provided in a communication terminal such as a mobile phone having a data communication function held by the player. In this case, the bingo game machine needs to be provided with a communication unit as a communication means for performing data communication with the communication terminal via the network.
具体例を挙げると、上述した大型ディスプレイ 2に表示されるルーレット画像(当選 確率画像)を当該通信端末の表示手段としての表示部に表示させる例が挙げられる 。この例においては、そのルーレット画像を通信端末の表示部に表示させるためのデ ータを上記通信部からネットワークを介してその通信端末に送信するようにする。そし て、当選確率変更部 106が当選確率データを変更したときには、通信端末の表示部 に表示されているルーレット画像をその変更後の当選確率データに従ったものに変 更するためのデータを、上記通信部力 ネットワークを介してその携帯通信端末に送 信するよう〖こする。これにより、プレイヤ一は、大型ディスプレイ 2を見なくても、 自分が 保持する通信端末の表示部を見ることでルーレット画像を確認することができる。な お、大型ディスプレイ 2に表示されるすべての画像を当該通信端末の表示部に表示 させるようにすれば、大型ディスプレイ 2を設ける必要がなくなる。  As a specific example, there is an example in which the roulette image (winning probability image) displayed on the large display 2 described above is displayed on the display unit as the display means of the communication terminal. In this example, data for displaying the roulette image on the display unit of the communication terminal is transmitted from the communication unit to the communication terminal via the network. Then, when the winning probability changing unit 106 changes the winning probability data, the data for changing the roulette image displayed on the display unit of the communication terminal to the one according to the changed winning probability data, Send data to the mobile communication terminal via the above communication network. Thus, the player can check the roulette image by looking at the display unit of the communication terminal held by the player without looking at the large display 2. If all the images displayed on the large display 2 are displayed on the display unit of the communication terminal, the large display 2 need not be provided.
他の具体例としては、プレイヤーが当選を希望する番号を選択する操作をステーシ ヨン 10のタツチパネル 11ではなぐ通信端末の操作手段としての操作部を用いて行 う例が挙げられる。この例においては、例えば通信端末の操作部をプレイヤーが操 作して自分が当選を希望する番号を選択したときに通信端末から当選希望番号情 報を送信するようにする。そして、この当選希望番号情報を上記通信部が受信したら 、ゲーム進行制御部 101は、受信した当選希望番号情報に基づいてプレイヤーが当 選を希望する当選希望番号を決定するようにする。 As another specific example, there is an example in which an operation unit as an operation unit of the communication terminal is used in which the player selects an number desired to be won by the touch panel 11 of the station 10. In this example, for example, when the player operates the operation unit of the communication terminal and selects the number that he / she wishes to win, the communication terminal transmits the desired number information. And if this communication section receives this winning number information, The game progress control unit 101 determines the winning desired number that the player desires to win based on the received winning desired number information.
更に他の具体例としては、ステーション 10に備わっている構成をすベて通信端末 にもたせる例も挙げられる。この場合、プレイヤ一は、ステーション 10を用いなくても、 自分の保持する通信端末を用いてプレイすることができる。ただし、この場合には、メ ダル投入口 13やメダル受取口 14などのメダルの受け渡しに関する機構にっ ヽては 通信端末にもたせることが困難なので、メダルを用いずにクレジットデータによりベット や配当払い出しを行うようにする。  As another specific example, there is an example in which all the configurations provided in the station 10 can be provided to the communication terminal. In this case, the player can play using the communication terminal held by the player without using the station 10. However, in this case, the medal delivery mechanism such as the medallion slot 13 and the medal receiving slot 14 is difficult to give to communication terminals, so bets and dividends can be paid out using credit data without using medals. To do.

Claims

請求の範囲 The scope of the claims
[1] ゲーム装置であって、  [1] A game device,
複数の選択対象の中から当選対象を選択する当選対象選択部と、  A winning selection unit for selecting a winning target from a plurality of selection targets;
一ゲーム期間内に該当選対象選択部を用いて所定回数の選択を行うゲームの進 行を制御するゲーム制御部と、  A game control unit that controls the progress of a game in which a predetermined number of selections are made using the corresponding selection target selection unit within one game period;
該複数の選択対象の一部又は全部を用いた選択対象配列を示す配列情報を生成 する配列情報生成部と、  A sequence information generation unit that generates sequence information indicating a selection target sequence using a part or all of the plurality of selection targets;
該配列情報生成部により生成された配列情報が示す選択対象配列に含まれる各 選択対象にそれぞれ対応した複数の選択対象画像を該配列情報に基づいて配列し た配列画像を表示する配列画像表示部と、  An array image display unit that displays an array image in which a plurality of selection target images respectively corresponding to the selection targets included in the selection target array indicated by the array information generated by the array information generation unit are arrayed based on the array information When,
該ーゲームの期間内に該当選対象選択部が選択した当選対象を記憶する当選対 象記憶部と、  A winning target storage unit for storing a winning target selected by the selection target selecting unit during the game period;
該当選対象記憶部に記憶されている複数の当選対象に基づき、該配列情報が示 す選択対象配列上における該複数の当選対象の配列が特定配列であるか否かを判 定する判定部とを有し、  A determination unit for determining whether or not the plurality of winning target sequences on the selection target sequence indicated by the sequence information is a specific sequence based on the plurality of winning targets stored in the corresponding selection target storage unit; Have
上記当選対象選択部は、上記一ゲーム期間内に行う上記所定回数の選択のうち の一部又は全部の選択を、上記配列情報生成部による配列情報生成前に行い、 該配列情報生成部は、該当選対象選択部が配列情報生成前に選択した事前当選 対象に基づ!/ヽて上記選択対象配列を決定して、決定した選択対象配列を示す配列 情報を生成し、  The selection target selection unit performs part or all of the predetermined number of selections performed within the one game period before generating the sequence information by the sequence information generation unit, and the sequence information generation unit includes: Based on the pre-selection target selected by the corresponding selection target selection unit before generating the sequence information, determine the selection target sequence, generate sequence information indicating the determined selection target sequence,
上記当選対象記憶部は、該事前当選対象を所定の確率で当選対象として記憶す るゲーム装置。  The game device in which the winning object storage unit stores the pre-winning object as a winning object with a predetermined probability.
[2] 請求項 1のゲーム装置において、  [2] The game device of claim 1,
上記当選対象記憶部が上記事前当選対象を当選対象として記憶するときの上記 所定の確率は 100%であるゲーム装置。  The game device in which the predetermined probability when the winning object storage unit stores the pre-winning object as a winning object is 100%.
[3] 請求項 1のゲーム装置において、 [3] The game device of claim 1,
上記当選対象選択部は、上記一ゲーム期間内に行う上記所定回数の選択のうち の一部の選択を配列情報生成前に行うものであって、少なくとも配列情報生成後に 行う選択については抽選により当選対象を選択するものであるゲーム装置。 The selection target selection unit performs a selection of the predetermined number of selections performed within the one game period before generating the sequence information, and at least after generating the sequence information. A game device that selects a winning object by lottery for selection to be performed.
[4] 請求項 2のゲーム装置において、  [4] The game device of claim 2,
上記当選対象選択部は、上記一ゲーム期間内に行う上記所定回数の選択のうち の一部の選択を配列情報生成前に行うものであって、少なくとも配列情報生成後に 行う選択については抽選により当選対象を選択するものであるゲーム装置。  The selection target selection unit performs a part of the predetermined number of selections performed within the one game period before the generation of the sequence information, and at least a selection performed after the generation of the sequence information is selected by lottery. A game device that selects a target.
[5] 請求項 3のゲーム装置において、 [5] The game device of claim 3,
上記当選対象選択部は、上記一ゲーム期間内に行う上記所定回数の選択のうち の一部の選択を配列情報生成前に行うものであり、  The selection target selection unit performs a selection of the predetermined number of selections performed within the one game period before generating the sequence information.
上記当選対象選択部が配列情報生成後に行う抽選では、配列情報生成前に選択 した事前当選対象のうち当選対象として上記当選対象記憶部に記憶されたものを上 記複数の選択対象から除 ヽた選択対象の中から当選対象を選択するゲーム装置。  In the lottery performed after the sequence information is generated by the winning target selection unit, among the pre-winning targets selected before generating the sequence information, those stored in the winning target storage unit as the winning targets are excluded from the plurality of selection targets. A game device that selects a winning target from among the selection targets.
[6] 請求項 4のゲーム装置において、 [6] The game device of claim 4,
上記当選対象選択部は、上記一ゲーム期間内に行う上記所定回数の選択のうち の一部の選択を配列情報生成前に行うものであり、  The selection target selection unit performs a selection of the predetermined number of selections performed within the one game period before generating the sequence information.
上記当選対象選択部が配列情報生成後に行う抽選では、配列情報生成前に選択 した事前当選対象のうち当選対象として上記当選対象記憶部に記憶されたものを上 記複数の選択対象から除 ヽた選択対象の中から当選対象を選択するゲーム装置。  In the lottery performed after the sequence information is generated by the winning target selection unit, among the pre-winning targets selected before generating the sequence information, those stored in the winning target storage unit as the winning targets are excluded from the plurality of selection targets. A game device that selects a winning target from among the selection targets.
[7] 請求項 1、 2、 3、 4、 5又は 6のゲーム装置において、 [7] In the game device of claim 1, 2, 3, 4, 5 or 6,
上記配列画像表示部が上記配列画像を表示した後に上記当選対象記憶部に記 憶されている当選対象を報知する報知部を有するゲーム装置。  A game device having a notifying unit for notifying a winning object stored in the winning object storing unit after the array image displaying unit displays the array image.
[8] 請求項 7のゲーム装置において、 [8] The game device of claim 7,
上記当選対象選択部は、上記一ゲーム期間内に行う上記所定回数の選択のうち の一部の選択を配列情報生成前に行うものであり、  The selection target selection unit performs a selection of the predetermined number of selections performed within the one game period before generating the sequence information.
上記報知部は、上記事前選択対象のうち当選対象として上記当選対象記憶部に 記憶されたものと、該当選対象選択部が配列情報生成後に選択した当選対象とを、 略同一の報知態様により報知するゲーム装置。  The notification unit notifies the selection target stored in the selection target storage unit as the selection target among the selection targets and the selection target selected by the selection target selection unit after generating the sequence information in substantially the same notification mode. Game device to play.
[9] 請求項 1のゲーム装置において、  [9] The game device of claim 1,
ベット対象のベットを受け付けるベット受付部と、 配当を払い出す配当払出部とを有し、 A bet reception unit for receiving bets to bet; A dividend payout section for paying dividends,
上記ゲーム制御部は、上記判定部が上記特定配列であると判定したとき、該ベット 受付部が受け付けたベット対象の量に応じた量の配当を該配当払出部に払い出さ せる制御を行うゲーム装置。  When the determination unit determines that the specific arrangement is the specific arrangement, the game control unit performs control to pay out the dividend corresponding to the bet amount received by the bet receiving unit to the dividend paying unit .
[10] 請求項 9のゲーム装置において、  [10] The game device of claim 9,
所定期間内に上記ベット受付部が受け付けたベット対象の量と該配当払出部が払 い出した配当の量との比率であるペイアウト率を示すペイアウト率データを記憶する ペイアウト率記憶部を有し、  A payout rate storage unit for storing payout rate data indicating a payout rate, which is a ratio between the bet amount received by the bet receiving unit within a predetermined period and the amount of dividends paid out by the dividend paying unit; ,
上記配列情報生成部は、該ペイアウト率記憶部に記憶されて 、るペイアウト率デー タの示すペイアウト率が所定の設定ペイアウト率に近づくように、上記当選対象選択 部が配列情報生成前に選択した事前当選対象に基づいて上記選択対象配列を決 定するゲーム装置。  The sequence information generating unit is stored in the payout rate storage unit and is selected by the selection target selection unit before generating the sequence information so that the payout rate indicated by the payout rate data approaches a predetermined set payout rate. A game device that determines the selection target array based on a pre-winning target.
[11] 請求項 1のゲーム装置において、 [11] The game device of claim 1,
上記配列画像表示部は、上記配列情報に基づ!、て上記複数の選択対象画像をマ トリタス状に配列した配列画像を表示し、  The array image display unit displays an array image in which the plurality of selection target images are arranged in a matrix based on the array information.
上記判定部は、該配列画像上における縦方向、横方向及び斜め方向の少なくとも 1つのライン上に当選対象に対応した選択対象画像が並ぶときの配列を上記特定配 列として判定を行うゲーム装置。  The determination device is a game device that determines an array when the selection target images corresponding to the winning target are arranged on at least one line in the vertical direction, the horizontal direction, and the diagonal direction on the array image as the specific array.
PCT/JP2006/321482 2005-10-31 2006-10-27 Game machine WO2007052549A1 (en)

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