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WO2018173149A1 - Gaming device and program - Google Patents

Gaming device and program Download PDF

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Publication number
WO2018173149A1
WO2018173149A1 PCT/JP2017/011436 JP2017011436W WO2018173149A1 WO 2018173149 A1 WO2018173149 A1 WO 2018173149A1 JP 2017011436 W JP2017011436 W JP 2017011436W WO 2018173149 A1 WO2018173149 A1 WO 2018173149A1
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WO
WIPO (PCT)
Prior art keywords
game
progress
player
dice
control unit
Prior art date
Legal status (The legal status 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 status listed.)
Ceased
Application number
PCT/JP2017/011436
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French (fr)
Japanese (ja)
Inventor
太治 菅井
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Sega Sammy Creation Inc
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Sega Sammy Creation Inc
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Filing date
Publication date
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Priority to PCT/JP2017/011436 priority Critical patent/WO2018173149A1/en
Publication of WO2018173149A1 publication Critical patent/WO2018173149A1/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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  • the present invention relates to a game device and a program.
  • CRAPS is a dice game in which two dice are thrown and a bet is made in anticipation of the outcome.
  • game participants players
  • a bet is made in anticipation of the outcome.
  • game participants players
  • One of the reasons why game participants (players) can participate in the game by throwing dice is one of the popular reasons. ing.
  • the player expects the sum of the two dice rolls. As shown in FIG. 9, there are various combinations of the total outcomes. During the game, the dice are repeatedly rolled until a total of “7” is reached, and when the total of “7” is reached, the game is won and lost, and one game (hereinafter also referred to as “round”) ends. The player wins if the total of the outcomes he / she aims at comes before “7”, and loses when “7” comes out first.
  • the player bets chips at an arbitrary place on the table according to the expectation.
  • the first player (shooter) throws two dice and starts the game. If the total of the two dice on the first throw (come-out roll) is “7” and “11”, the shooter wins (natural) at that point, and “2”, “3”, “ If it is "12”, the shooter loses (craps) at that time and the round ends.
  • the numbers are set as the point number, and the process proceeds to the second throw. For example, if the total of the outcomes is “6”, “6” becomes the point number and proceeds to the second throw.
  • the shooter keeps rolling the dice with the 2nd throw, the 3rd throw, the 4th throw ... until the point number or "7" comes out, and if the point number comes out before "7", the shooter wins, the point number If “7” appears before the shooter comes out, the shooter loses.
  • craps is a very popular game because it is a very simple basic rule to bet on whether a shooter wins or loses, but because it is simple, each player has a low payout rate There were many, and the device which raised the interest property of a game was calculated
  • Patent Document 1 when a jackpot (big hit) setting is added to a craps game and a predetermined condition is satisfied, a jackpot is generated, and a high payout is given to the player.
  • the content of improving the interest of the game by giving is disclosed.
  • Patent Document 1 is based on a condition that the probability of occurrence of a jackpot is extremely low (for example, “7”). Since the other numbers “2-6” and “8-12” were all available before the game was released, it was not enough to attract the player's interest, and the game's interest could be sufficiently enhanced. There was no problem.
  • the present invention has been made in view of the above, and an object of the present invention is to provide an unprecedented new craps game sufficient to attract the interest of a player.
  • a game apparatus includes a first progress control unit that controls the progress of a main game of craps that determines a game outcome of a player according to a combination of two dice rolls, and a craps side bet game.
  • a second progress control unit for controlling the progress of the number of times, the second progress control unit determines how many numbers different from the specific number are obtained before the specific number is obtained as the sum of the two dice rolls.
  • a counting unit that counts and a determination unit that gives a player a privilege according to the count value based on the count value by the count unit.
  • a program includes a first progress control function for controlling a progress of a main game of a crap that determines whether a player wins or loses a game according to a combination of two dice rolls; According to the progress of the game, a second progress control function for controlling the progress of the craps side bet game is realized, and the second progress control function is used until a specific number is obtained as a sum of the outcomes of the two dice. And a counting function that counts how many numbers different from the specific number appear, and a determination function that gives a player a privilege according to the count value based on the count value by the count function.
  • FIG. 1 is an external perspective view of a game device according to an embodiment.
  • a game device 100 illustrated in FIG. 1 is a stand-alone game device installed in a casino, an amusement facility, or the like. In the present embodiment, it is assumed that a player plays craps using the game apparatus 100.
  • the game device 100 includes a speaker 101, a display device 102, an operation input device 103, a card reading device 104, a bill insertion device 105, and a ticket payout device 106 in appearance.
  • the speaker 101 is sound output means for outputting voice guidance, sound effects, etc. of the game.
  • the display device 102 is a display unit that displays an image (for example, a still image, a moving image, or a video) for expressing or producing a game.
  • the operation input device 103 includes a plurality of operation buttons, and inputs an instruction from the player to the game device via the operation buttons.
  • the operation input device 103 is not limited to such a configuration, and may be any configuration as long as the player can input an instruction, such as a touch panel or an operation stick.
  • the card reader 104 is a card reader that reads information from cards owned by the player.
  • the bill insertion device 105 is a device that reads inserted bills and tickets.
  • the ticket payout device 106 is ticket output means for paying out a card to the player.
  • the card read by the card reader 104 is a medium in which player game information is stored. For example, points acquired according to the game situation of the player can be additionally stored in the card. The player can obtain various services according to the information stored in the card, but the stored content of the card does not affect the game result.
  • the game apparatus 100 includes a computing device as a control device that controls the game apparatus 100 in an integrated manner.
  • the computing device 200 includes a control unit 201, a storage device 204, an audio processing unit 205, an image processing unit 206, a communication unit 207, and a peripheral device interface as main hardware configurations. 208.
  • the control unit 201 includes a CPU (Central Processing Unit) 202 and a memory 203.
  • the CPU 202 executes a predetermined software program (for example, a game software program) stored in the memory 203, the storage device 204, or the like, thereby controlling processing and operations of other hardware configurations.
  • a predetermined software program for example, a game software program
  • FIG. 2 only shows a main configuration included in the computing device 200, and the computing device 200 also includes other configurations included in a general information processing apparatus.
  • the storage device 204 is composed of a hard disk or the like. Data is read from and written to the storage device 204 by the control unit 201. That is, data such as a software program necessary for processing in the computing device 200 is written in the storage device 204, and further, data as a result of the processing is written.
  • the sound processing unit 205 performs various sound processes under the control of the control unit 201.
  • the image processing unit 206 performs various graphics processing under the control of the control unit 201.
  • the communication unit 207 is an interface that enables communication with a server and other game devices.
  • the peripheral device interface 208 is an interface that enables the computing device 200 to communicate with peripheral devices such as the operation input device 103, the card reading device 104, the bill insertion device 105, and the ticket dispensing device 106.
  • the craps in this embodiment include a main game and a side bet game.
  • the “main game” is a crap similar to the conventional one in which the total of the dice of two dice is predicted and a bet is placed in the betting area according to the prediction.
  • the “side bet game” is an unprecedented craps bonus game for betting in anticipation of the occurrence of a jackpot, which is one of the features of this embodiment.
  • the details will be described later, but the fact that the game characteristic peculiar to craps that the player could't decide the victory or defeat is often not decided only by throwing two dice once (that is, only by the first throw) It is a side betting game.
  • the “jackpot” in the present embodiment represents a chance to obtain a high payout (high payout) that cannot be obtained in the main game. Participation in "JP Challenge Game”) is allowed.
  • the “bet period” shown in FIG. 3 is a period for participating in the main game and / or the side bet game (in other words, betting on a predetermined bet area), which is given before throwing two dice. It is a period.
  • a player who participates in craps sits on the game apparatus 100 and first, (1) whether to participate in both the main game and the side bet game or (2) whether to participate in either the main game or the side bet game. decide.
  • the player operates the operation input device 103 of the game device 100 to thereby display the main game display area and the side bet game displayed on the display device 102. Bets chips according to the bet amount in each of the display areas.
  • FIG. 4 shows a display area for a main game (hereinafter also referred to as “main game display area”) Ba1 and a display area for a side bet game (hereinafter referred to as “side bet game display area”) displayed at the bottom of the display device 102. It is also referred to as “.”
  • FIG. In the main game display area Ba1, like the conventional craps, “PASS LINE”, “COME”, “DON'T PASS”, “DON'T COME”, etc.
  • the bet position is set.
  • the player bets chips according to the bet amount at a predetermined bet position in the main game display area Ba1 by touching the chip button Bc of each chip.
  • the side bet game display area Ba2 is a display area unique to the present embodiment newly provided for the side bet game, and includes a side bet position Ps, a side bet display lamp La, and a jackpot / status display area Bmc. It is out.
  • the side bet position Ps is a bet position for participating in the side bet game.
  • the side bet display lamp La allows the player or the like to visually recognize the progress of the side bet game by turning on / off the lamp.
  • the jackpot status display area Bmc is an area that displays whether the jackpot can be activated or not and the number of challenges of the JP challenge game in association with each other.
  • Game progress period The “game progress period” shown in FIG. 3 is a period during which the main game and the side bet game are advanced. In the main game and the side bet game, two dice are thrown, and the game progresses simultaneously.
  • (A) Main game The game progress of the main game is the same as that of the conventional craps. In other words, if the combination of the two dice rolls matches the player's betting position, the player wins. In this case, the control unit (first progress control unit) 201 pays out chips and the like based on the payout set for each bet position. On the other hand, if the combination of the two dice rolls does not match the player's betting position, the player is “losing”. In this case, the control unit 201 confiscates chips and the like bet on each bet position. When winning or losing is decided in this way, the main game ends.
  • (B) Side bet game The game progress of the side bet game is unique to this embodiment.
  • the next bonus stage i.e., how many numbers can be accumulated
  • the "7" sum of the two dice rolls
  • the number of numbers accumulated until “7” appears is referred to as “collect number” for convenience.
  • the control unit (second progress control unit) 201 changes “4” ⁇ “8”.
  • the corresponding side bet display lamps La are turned on in the order of "" (see FIG. 4).
  • the control unit 201 blinks and displays the skull mark Md (see FIG. 4) superimposed on the number “7”, thereby ending the side bet game. Is visually recognized by the player. In this case, the number of collects is “2”, and the jackpot is not activated.
  • the control unit 201 turns on the line “2-” in the jackpot status display area Bmc in order to inform the player that the number of corrections and the jackpot is not activated.
  • the control unit 201 changes “4” ⁇
  • the corresponding side bet display lamps La are lit in the order of “8” ⁇ “10” ⁇ “2” ⁇ “6” ⁇ “9” ⁇ “12” ⁇ “11” ⁇ “7”.
  • the jackpot is activated.
  • the control unit 201 turns on the line “8 2 Challenge” in the jackpot status display area Bmc in order to inform the player that the number of collects and the jackpot has been activated, and further the number of challenges of the JP challenge game.
  • the “JP challenge game” in the present embodiment is a game in which three dice are thrown and winning or losing is determined according to the combination of the outcomes, and the following four winning combinations are set.
  • ⁇ Winner in JP Challenge Game (from top to bottom) ⁇ First winning role: 1st round (“1 ⁇ 1 ⁇ 1”) ⁇ 2nd winning role ... Other double eyes (“2 ⁇ 2 ⁇ 2” etc.) ⁇ Third winning role ... Straight (“1, 2, 3", etc.) ⁇ The fourth winning combination ... Pair ("1, 1, 3", etc.)
  • FIG. 5 is a diagram illustrating a game screen G displayed on the upper part of the display device 102.
  • display areas B1 to B4 that display the combinations of the first to fourth winning combinations and the payouts in association with each other are provided on the upper portion of the display device 102.
  • the control unit 201 advances the game with the first throw and the second throw using three dice.
  • the game is “losing”, while any of the roles (for example, “other Zoro eyes” (second winning combination)) If established, it will be “winning”, and the player will be awarded a large payout set for this winning combination.
  • FIG. 5 is a diagram illustrating a game screen G displayed on the upper part of the display device 102.
  • display areas B1 to B4 that display the combinations of the first to fourth winning combinations and the payouts in association with each other are provided on the upper portion of the display device 102.
  • the side bet game may continue without the side bet game being ended even if the main game is ended. For example, if “6” comes out in the first throw, “6” is set as the point number in the main game. When the point number “6” comes out in the second throw, the player “wins” and the main game ends. On the other hand, in the side bet game, even if the same number “6” appears in the first and second throws, the game continues until “7” appears. In this case, for example, the control unit 201 automatically throws two dice and continues the side bet game until “7” appears. Instead of the control unit 201 automatically throwing two dice, the player presses the die roll button Bd shown in FIG.
  • FIG. 6 is a block diagram showing a functional configuration of the game apparatus 100 according to the present embodiment.
  • the game apparatus 100 mainly includes a database 410, a progress control unit 420, and a display control unit 430 as functional configurations.
  • the control unit 201 develops a game software program stored in a storage unit such as the storage device 204 in the memory 203 and executes the program (software) included in the game device 100. Realized by cooperation with hardware.
  • the game apparatus 100 has other functions that a general game apparatus has in addition to the functions shown in FIG. 6, but description thereof is omitted here for convenience.
  • the database 410 stores various information such as information necessary for processing executed in the game apparatus 100 and information generated by the processing.
  • the database 410 includes, for example, a control software program for controlling the progress of the craps game, image (for example, still images and moving images) and sound data for expressing or producing the game, and the game in progress. Data related to the state (including parameters) is stored.
  • the progress control unit 420 executes processing for controlling the progress of the main game of craps and the side bet game in accordance with the operation of the game apparatus 100 by the player and the control software program stored in the database 410.
  • the display control unit 430 controls the display device 102 to display images such as still images and moving images for expressing or producing a game.
  • the display control is performed according to instructions from the progress control unit 420 and the player.
  • step S11 the progress control unit 420 executes an initial process for starting a craps game.
  • the initial processing includes setting of two dice used for the game to be started, setting of various other parameters, display of the game start screen on the display device 102, and the like.
  • the progress control unit 420 selects two dice to be used for the game to be started.
  • the progress control unit 420 executes a bet process in response to a bet operation by the player.
  • the progress control unit 420 may bet information on the main game (the presence / absence of a bet, a bet position, a bet amount, etc .; hereinafter, also referred to as “main bet information”) or a side bet game in response to a player's betting operation.
  • Bet information (such as the presence / absence of a bet and the bet amount; hereinafter also referred to as “side bet information”) is stored in the database 410, and the display control unit 430 is controlled to display an image corresponding to the bet operation on the display device 102. To do.
  • step S13 the progress control unit 420 executes a game progress process after the betting period ends.
  • the progress control unit (first progress control unit, second progress control unit) 420 controls the main game and the side bet game to proceed simultaneously.
  • the game progress of the main game of craps that is, general craps
  • the description thereof will be omitted, and the game progress of the characteristic side bet game in this embodiment will be described in detail below.
  • FIG. 8 is a flowchart showing a game process flow of the side bet game executed by the progress control unit 420.
  • the progress control unit 420 throws two dice (step S100), and grasps the total number of the first throw. Then, the progress control unit 420 determines whether or not the first throw (total of the outcomes) is “7” (step S110). For example, when the progress control unit 420 determines that the first throw is “3” and is not “7” (step S110; NO), the total of the dice that have been thrown is the number that has already appeared (the dice) It is determined whether or not (step S115).
  • the progress control unit 420 refers to the memory 203, sends an instruction to the display control unit 430 to turn on the side bet display lamp La corresponding to the appearing number (for example, “3”), and then sends the next throw. Is started (step S130), and it is determined again whether or not "7" is output (step S110). The progress control unit 420 proceeds from step S110 to step S115, and confirms that the same number (for example, “3”) has come out in the second throw following the first throw, the roll of the dice just thrown. The total is determined to be a number that has already appeared (step S115; YES), and the process proceeds to step S130 without incrementing the count value m and starts the next throw.
  • step S115 and the like are provided is that when the sum of the dice rolls is a number that has already appeared, it is not counted as the number of corrections.
  • the progress control unit 420 repeatedly executes a series of processes of Step S110 ⁇ Step S115 ⁇ (Sometimes Step 120 ⁇ Step S125) ⁇ Step S130 ⁇ Step S110 until “7” appears.
  • the progress control unit (counting unit) 420 determines that “7” is output during the execution of a series of processes, it refers to the count value m at that time, and whether the count value m is 7 or more. It is determined whether or not, that is, whether or not the number of collected numbers (collect number) until “7” appears is “7” or more (step S140).
  • the progress control unit (determination unit) 420 determines that the number of collects is “2” and is not greater than “7” (step S140; NO)
  • the progress control unit (determination unit) 420 notifies the player that the jackpot is not activated along with the number of collects. Then, an instruction to light the line “2-” in the jackpot status display area Bmc (see FIG. 4) is sent to the display control unit 430, and the process is terminated.
  • the progress control unit (determination unit, bonus game progress unit) 420 determines that the number of collects is “8” and is “7” or more (step S140; YES), the jackpot is displayed together with the number of collects.
  • an instruction to light the “8 2 Challenge” line in the jackpot status display area Bmc is sent to the display control unit 430.
  • the progression control unit (bonus game progression unit) 420 grasps the number of challenges of the JP challenge game (step S150)
  • the progression control unit (bonus game progression unit) 420 starts the JP challenge game (step S160).
  • the JP challenge game is a game in which three dice are thrown and the winning or losing is determined according to the combination of the dice, and the first winning combination to the fourth winning combination are set as the winning combination.
  • the progression control unit (bonus game progression unit) 420 determines whether or not any winning combination is established within the number of challenges given to the player (step S170). For example, when the number of challenges given to the player is “2”, the progress control unit 420 determines whether a winning combination has been established in the two JP challenge games. If the progress control unit 420 determines that no winning combination has been established within the number of challenges (step S170; NO), the player determines “losing” and ends the process. In this case, the progress control unit 420 may prompt the user to participate in the next game, for example, by displaying a message such as “NEXT CHALLENGE” on the display device 102.
  • the progress control unit 420 determines that any winning combination has been established within the number of challenges (step S170; YES), it grasps the contents of the established winning combination (step S180). Then, the progress control unit 420 acquires from the database 410 a high payout set for the established winning combination, gives it to the player (step S190), and ends the process. As described above, in the present embodiment, the highest payout is set for the first winning combination, and the payout set in the order of the second winning combination, the third winning combination, and the fourth winning combination is low.
  • the highest payout is awarded due to the establishment of the first winning combination, while one pair (“1.1,3”) ”, Etc.), the lowest payout is awarded due to the establishment of the fourth winning combination.
  • the outcome of two dice are aligned with “1 ⁇ 1”
  • the outcome of the third (ie, last) dice will be “1” or the other number “2”. Since “6” determines whether the highest payout or the lowest payout is obtained, the player watches over the dice and confirms the dice roll.
  • the payout of each winning combination (first winning combination to fourth winning combination) of the JP challenge game may be a fixed value, but may be arbitrarily set / changed by a game operator or the like.
  • the payout the number of chips to be paid out may be set, but instead of this, a payout rate may be set, and which method is adopted is arbitrary.
  • the type of each winning combination is not limited to four, but may be one or more.
  • the participation condition for the JP challenge game is that the number of collects is 7 or more, but what conditions are set is arbitrary. For example, by setting the participation condition in the JP challenge game loosely (for example, setting the number of collects to 3 or more, etc.) and making it easier to participate in the JP challenge game, the interest of the game may be further enhanced. Also, the number of challenges of the JP challenge game can be arbitrarily set / changed by the game operator.
  • a game using three dice is exemplified as the JP challenge game, but the present invention is not limited to this.
  • Various games such as card games and roulette games can be adopted.
  • a predetermined payout (privilege) may be given to the player on condition that the number of collects (for example, the number of collects; “4” or more) is reached.
  • the privilege granted to the player is not limited to a dividend, and may be, for example, a service such as a popular game device or television, or an accommodation service of a well-known hotel, and what privilege is granted is arbitrary. Can be set and changed.
  • unit does not simply mean a physical configuration, but includes a case where the function of the “unit” is realized by software. Further, even if the functions of one “unit” or device are realized by two or more physical configurations or devices, the functions of two or more “units” or devices are realized by one physical means or device. May be.
  • the program for realizing the present embodiment described above may be stored in a recording medium. If this recording medium is used, the above-mentioned program can be installed in the computer.
  • the recording medium storing the program may be a non-transitory recording medium.
  • the non-transitory recording medium is not particularly limited, but may be a recording medium such as a CD-ROM.
  • DESCRIPTION OF SYMBOLS 100 ... Game device, 101 ... Speaker, 102 ... Display device, 103 ... Operation input device, 104 ... Card reader, 105 ... Banknote insertion device, 106 ... Ticket payout device, 201 ... Control part, 202 ... CPU, 203 ... Memory 204: Storage device, 205: Audio processing unit, 206: Image processing unit, 207 ... Communication unit, 208 ... Peripheral device interface, 410 ... Database, 420 ... Progress control unit, 430 ... Lottery unit

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Abstract

This gaming device includes: a first progress control unit that controls the progress of a main game of craps in which it is determined whether a player wins or loses the game according to the combination of outcomes of two dice; and a second progress control unit that controls the progress of a side betting game of craps. The second progress control unit includes: a counting unit that counts how many numbers other than 7 are rolled until 7 is rolled as a sum of the two dice; and a determination unit that, on the basis of a counted value of the counting unit, provides a bonus corresponding to the counted value.

Description

ゲーム装置及びプログラムGAME DEVICE AND PROGRAM

 本発明は、ゲーム装置及びプログラムに関する。 The present invention relates to a game device and a program.

 近年、コンピュータを介して、クラップスなどのゲームをプレイすることができるゲーム装置の開発が進められている。クラップス(CRAPS)は、2つのサイコロを投げ、出目を予想して賭けるサイコロゲームであり、ゲームの参加者(プレイヤ)がサイコロを投げてゲームに参加できる点などが人気の理由の1つとなっている。 In recent years, development of game devices capable of playing games such as craps via a computer has been underway. CRAPS is a dice game in which two dice are thrown and a bet is made in anticipation of the outcome. One of the reasons why game participants (players) can participate in the game by throwing dice is one of the popular reasons. ing.

 プレイヤは、2つのサイコロの出目の合計を予想する。図9に示すように、出目の合計の組み合わせは様々である。ゲーム中は、出目の合計「7」が出るまで繰り返しサイコロが振られ、出目の合計「7」が出ると勝敗が決し、1ゲーム(以下、「ラウンド」とも呼ぶ。)が終了する。プレイヤは、自分が狙った出目の合計が、「7」よりも先に出れば勝ちで、先に「7」が出れば負けとなる。 The player expects the sum of the two dice rolls. As shown in FIG. 9, there are various combinations of the total outcomes. During the game, the dice are repeatedly rolled until a total of “7” is reached, and when the total of “7” is reached, the game is won and lost, and one game (hereinafter also referred to as “round”) ends. The player wins if the total of the outcomes he / she aims at comes before “7”, and loses when “7” comes out first.

ゲームの流れをより具体的に説明すると、まず、プレイヤは予想に従い、テーブルの任意の場所にチップをベットする。そして、最初のプレイヤ(シューター)が2つのサイコロを投げ、ゲームを開始する。第1投目(カムアウトロール)の2つのサイコロの出目の合計が「7」、「11」であれば、その時点でシューターの勝ち(ナチュラル)が決し、「2」、「3」、「12」であれば、その時点でシューターの負け(クラップス)が決し、そのラウンドは終了する。一方、その他の数字「4」、「5」、「6」、「8」、「10」が出た場合は、その数字がポイントナンバに設定され、2投目へ進む。例えば、出目の合計が「6」の場合には、「6」がポイントナンバとなって2投目へ進む。シューターは、ポイントナンバ、または「7」が出るまで第2投、第3投、第4投・・・とサイコロを振り続け、「7」の前にポイントナンバが出ればシューターが勝ち、ポイントナンバが出る前に「7」が出ればシューターが負けとなる。 The flow of the game will be described more specifically. First, the player bets chips at an arbitrary place on the table according to the expectation. Then, the first player (shooter) throws two dice and starts the game. If the total of the two dice on the first throw (come-out roll) is “7” and “11”, the shooter wins (natural) at that point, and “2”, “3”, “ If it is "12", the shooter loses (craps) at that time and the round ends. On the other hand, when other numbers “4”, “5”, “6”, “8”, “10” appear, the numbers are set as the point number, and the process proceeds to the second throw. For example, if the total of the outcomes is “6”, “6” becomes the point number and proceeds to the second throw. The shooter keeps rolling the dice with the 2nd throw, the 3rd throw, the 4th throw ... until the point number or "7" comes out, and if the point number comes out before "7", the shooter wins, the point number If “7” appears before the shooter comes out, the shooter loses.

このように、クラップスは、シューターが勝つか負けるかに賭ける極めて単純な基本ルールであるため、非常に人気の高いゲームであるが、単純であるがゆえに、各プレイヤが得られる配当倍率は低いものが多く、ゲームの興趣性を上げるような工夫が求められていた。 In this way, craps is a very popular game because it is a very simple basic rule to bet on whether a shooter wins or loses, but because it is simple, each player has a low payout rate There were many, and the device which raised the interest property of a game was calculated | required.

このような問題に鑑み、例えば特許文献1には、クラップスのゲームにジャックポット(大当たり)の設定を追加し、所定の条件を満たした場合に、ジャックポットを発生させ、高額な配当をプレイヤに与えることで、ゲームの興趣性を向上させる、といった内容が開示されている。   In view of such a problem, for example, in Patent Document 1, when a jackpot (big hit) setting is added to a craps game and a predetermined condition is satisfied, a jackpot is generated, and a high payout is given to the player. The content of improving the interest of the game by giving is disclosed. *

米国特許第5487547号US Pat. No. 5,487,547

 確かに、高額な配当が得られる可能性があることは、クラップスを楽しむプレイヤにとって魅力的ではあるが、特許文献1の開示技術は、ジャックポットの発生確率が極めて低い条件(たとえば、「7」が出る前に、他のナンバ「2~6」及び「8~12」がすべて出揃うなど)であったために、プレイヤの興味を惹きつけるのに十分でなく、ゲームの興趣性を十分に高められない、という問題があった。 Certainly, it is attractive for a player who enjoys craps that there is a possibility that a high payout can be obtained. However, the disclosed technique of Patent Document 1 is based on a condition that the probability of occurrence of a jackpot is extremely low (for example, “7”). Since the other numbers “2-6” and “8-12” were all available before the game was released, it was not enough to attract the player's interest, and the game's interest could be sufficiently enhanced. There was no problem.

 本発明は、上記に鑑みてなされたものであり、その課題は、プレイヤの興味を惹きつけるのに十分な、これまでにない新たなクラップスゲームを提供することを目的とする。 The present invention has been made in view of the above, and an object of the present invention is to provide an unprecedented new craps game sufficient to attract the interest of a player.

 本発明の一態様におけるゲーム装置は、2つのサイコロの出目の組み合わせに応じて、プレイヤのゲームの勝敗を決するクラップスのメインゲームの進行を制御する第1進行制御部と、クラップスのサイドベットゲームの進行を制御する第2進行制御部とを備え、第2進行制御部は、2つのサイコロの出目の合計として特定の数字が出るまでに、特定の数字とは異なる数字がいくつ出るかをカウントするカウント部と、カウント部によるカウント値に基づき、プレイヤにカウント値に応じた特典を付与する判断部とを具備する。 A game apparatus according to an aspect of the present invention includes a first progress control unit that controls the progress of a main game of craps that determines a game outcome of a player according to a combination of two dice rolls, and a craps side bet game. A second progress control unit for controlling the progress of the number of times, the second progress control unit determines how many numbers different from the specific number are obtained before the specific number is obtained as the sum of the two dice rolls. A counting unit that counts and a determination unit that gives a player a privilege according to the count value based on the count value by the count unit.

 本発明の一態様におけるプログラムは、コンピュータに、2つのサイコロの出目の組み合わせに応じて、プレイヤのゲームの勝敗を決するクラップスのメインゲームの進行を制御する第1進行制御機能と、クラップスのメインゲームの進行に応じて、クラップスのサイドベットゲームの進行を制御する第2進行制御機能とを実現させ、第2進行制御機能は、2つのサイコロの出目の合計として特定の数字が出るまでに、特定の数字とは異なる数字がいくつ出るかをカウントするカウント機能と、カウント機能によるカウント値に基づき、プレイヤにカウント値に応じた特典を付与する判断機能とを含む。 According to one aspect of the present invention, a program includes a first progress control function for controlling a progress of a main game of a crap that determines whether a player wins or loses a game according to a combination of two dice rolls; According to the progress of the game, a second progress control function for controlling the progress of the craps side bet game is realized, and the second progress control function is used until a specific number is obtained as a sum of the outcomes of the two dice. And a counting function that counts how many numbers different from the specific number appear, and a determination function that gives a player a privilege according to the count value based on the count value by the count function.

 本発明によれば、プレイヤの興味を惹きつけるのに十分な、これまでにない新たなクラップスゲームを提供することが可能となる。 According to the present invention, it is possible to provide an unprecedented new craps game sufficient to attract the player's interest.

本実施形態におけるゲーム装置の外観斜視図である。It is an external appearance perspective view of the game device in this embodiment. ゲーム装置の主なハードウェア構成を示すブロック図である。It is a block diagram which shows the main hardware structures of a game device. ゲーム装置でプレイ可能なクラップスのゲームの流れを示す概念図である。It is a conceptual diagram which shows the flow of the craps game which can be played with a game device. メインゲーム表示エリア及びサイドベットゲーム表示エリアを例示した図である。It is the figure which illustrated the main game display area and the side bet game display area. ゲーム画面を例示した図である。It is the figure which illustrated the game screen. ゲーム装置の機能構成を示すブロック図である。It is a block diagram which shows the function structure of a game device. クラップスのゲーム進行のために実行される処理のフローを示すフローチャートである。It is a flowchart which shows the flow of the process performed for a craps game progress. サイドベットゲームのゲーム処理のフローを示すフローチャートである。It is a flowchart which shows the flow of the game process of a side bet game. クラップスにおける2つのサイコロの出目の組み合わせを例示した図である。It is the figure which illustrated the combination of the dice of two dice in craps.

 以下、図面を参照して本発明の実施の形態を説明する。ただし、以下に説明する実施形態は、あくまでも例示であり、以下に明示しない種々の変形や技術の適用を排除する意図はない。即ち、本発明は、その趣旨を逸脱しない範囲で種々変形(各実施例を組み合わせる等)して実施することができる。また、以下の図面の記載において、同一または類似の部分には同一または類似の符号を付して表している。図面は模式的なものであり、必ずしも実際の寸法や比率等とは一致しない。図面相互間においても互いの寸法の関係や比率が異なる部分が含まれていることがある。 Hereinafter, embodiments of the present invention will be described with reference to the drawings. However, the embodiment described below is merely an example, and there is no intention to exclude various modifications and technical applications that are not explicitly described below. In other words, the present invention can be implemented with various modifications (combining the embodiments, etc.) without departing from the spirit of the present invention. In the following description of the drawings, the same or similar parts are denoted by the same or similar reference numerals. The drawings are schematic and do not necessarily match actual dimensions and ratios. In some cases, the dimensional relationships and ratios may be different between the drawings.

 以下、本発明の一実施形態におけるゲーム装置及びプログラムを、図面を用いて説明する。 Hereinafter, a game device and a program according to an embodiment of the present invention will be described with reference to the drawings.

1.本実施形態
[ゲーム装置のハードウェア構成例]
 図1は、一実施形態におけるゲーム装置の外観斜視図である。図1に例示するゲーム装置100は、カジノやアミューズメント施設等に設置されるスタンドアロン型のゲーム装置である。本実施形態では、ゲーム装置100を用いてプレイヤがクラップスをプレイする場合を想定する。
1. Embodiment [Hardware configuration example of game device]
FIG. 1 is an external perspective view of a game device according to an embodiment. A game device 100 illustrated in FIG. 1 is a stand-alone game device installed in a casino, an amusement facility, or the like. In the present embodiment, it is assumed that a player plays craps using the game apparatus 100.

 図1に示すように、ゲーム装置100は、外観上、スピーカ101と、表示装置102と、操作入力装置103と、カード読取装置104と、紙幣投入装置105と、チケット払出装置106とを備える。スピーカ101は、ゲームの音声案内や効果音等を出力する音響出力手段である。表示装置102は、ゲームを表現あるいは演出するための画像(例えば、静止画、動画、映像等)を表示する表示手段である。操作入力装置103は、複数の操作ボタンを含んで構成されており、ゲーム装置に対するプレイヤからの指示を当該操作ボタンを介して入力する。なお、操作入力装置103は、このような構成に限定せず、タッチパネルや操作スティックなど、プレイヤが指示を入力可能な構成であれば、どのような構成であっても良い。カード読取装置104は、プレイヤが所有するカードから情報を読み取るカードリーダーである。紙幣投入装置105は、投入された紙幣やチケットを読み取る装置である。チケット払出装置106は、プレイヤにカードを払い出すチケット出力手段である。 As shown in FIG. 1, the game device 100 includes a speaker 101, a display device 102, an operation input device 103, a card reading device 104, a bill insertion device 105, and a ticket payout device 106 in appearance. The speaker 101 is sound output means for outputting voice guidance, sound effects, etc. of the game. The display device 102 is a display unit that displays an image (for example, a still image, a moving image, or a video) for expressing or producing a game. The operation input device 103 includes a plurality of operation buttons, and inputs an instruction from the player to the game device via the operation buttons. The operation input device 103 is not limited to such a configuration, and may be any configuration as long as the player can input an instruction, such as a touch panel or an operation stick. The card reader 104 is a card reader that reads information from cards owned by the player. The bill insertion device 105 is a device that reads inserted bills and tickets. The ticket payout device 106 is ticket output means for paying out a card to the player.

 カード読取装置104により読み取られるカードは、プレイヤの遊技情報が記憶された媒体である。カードには、例えば、プレイヤの遊技状況によって獲得されたポイント等を追加して記憶することができる。プレイヤは、カードに記憶された情報に応じて様々なサービスが得られるが、カードの記憶内容が、遊技結果に影響を与えるものではない。 The card read by the card reader 104 is a medium in which player game information is stored. For example, points acquired according to the game situation of the player can be additionally stored in the card. The player can obtain various services according to the information stored in the card, but the stored content of the card does not affect the game result.

 また、ゲーム装置100は、ゲーム装置100を統括的に制御する制御装置として内部にコンピューティング装置を備える。 In addition, the game apparatus 100 includes a computing device as a control device that controls the game apparatus 100 in an integrated manner.

 図2を参照して、ゲーム装置100の内部に備えるコンピューティング装置200のハードウェア構成の例について説明する。図2に示すように、コンピューティング装置200は、主なハードウェア構成として、制御部201と、記憶装置204と、音声処理部205と、画像処理部206と、通信部207と、周辺装置インタフェース208とを含む。 With reference to FIG. 2, an example of a hardware configuration of the computing device 200 provided in the game device 100 will be described. As shown in FIG. 2, the computing device 200 includes a control unit 201, a storage device 204, an audio processing unit 205, an image processing unit 206, a communication unit 207, and a peripheral device interface as main hardware configurations. 208.

 制御部201は、CPU(Central Processing Unit)202及びメモリ203を含む。コンピューティング装置200は、例えば、CPU202がメモリ203及び記憶装置204等に格納された所定のソフトウェアプログラム(例えば、ゲームソフトウェアプログラム)を実行することにより、他のハードウェア構成の処理及び動作を制御することにより、各種の機能を実現する。すなわち、コンピューティング装置200は、制御部201の制御の下、所定のプログラムを実行することにより、他のハードウェアと協働してゲーム機能を実現する。なお、図2には、コンピューティング装置200が備える主要な構成が示されているにすぎず、コンピューティング装置200は、一般的な情報処理装置が備える他の構成も備える。 The control unit 201 includes a CPU (Central Processing Unit) 202 and a memory 203. In the computing device 200, for example, the CPU 202 executes a predetermined software program (for example, a game software program) stored in the memory 203, the storage device 204, or the like, thereby controlling processing and operations of other hardware configurations. As a result, various functions are realized. That is, the computing device 200 realizes a game function in cooperation with other hardware by executing a predetermined program under the control of the control unit 201. Note that FIG. 2 only shows a main configuration included in the computing device 200, and the computing device 200 also includes other configurations included in a general information processing apparatus.

 記憶装置204は、ハードディスク等により構成される。記憶装置204は、制御部201によりデータ読み出し及び書き込みが行われる。すなわち、記憶装置204には、コンピューティング装置200における処理に必要なソフトウェアプログラムなどのデータが書き込まれており、さらに、当該処理の結果のデータが書き込まれる。音声処理部205は、制御部201の制御の下、各種のサウンド処理を行う。画像処理部206は、制御部201の制御の下、各種のグラフィックス処理を行なう。通信部207は、サーバや他のゲーム装置との通信を可能にするインタフェースである。周辺装置インタフェース208は、コンピューティング装置200が操作入力装置103、カード読取装置104、紙幣投入装置105およびチケット払出装置106等の周辺機器との間の通信を可能にするインタフェースである。 The storage device 204 is composed of a hard disk or the like. Data is read from and written to the storage device 204 by the control unit 201. That is, data such as a software program necessary for processing in the computing device 200 is written in the storage device 204, and further, data as a result of the processing is written. The sound processing unit 205 performs various sound processes under the control of the control unit 201. The image processing unit 206 performs various graphics processing under the control of the control unit 201. The communication unit 207 is an interface that enables communication with a server and other game devices. The peripheral device interface 208 is an interface that enables the computing device 200 to communicate with peripheral devices such as the operation input device 103, the card reading device 104, the bill insertion device 105, and the ticket dispensing device 106.

[ゲームの概要]
 以下、ゲーム装置100を用いたクラップスのゲームの流れについて、図3を参照しながら説明する。図3に示すように、本実施形態におけるクラップスは、メインゲームとサイドベットゲームが存在する。「メインゲーム」は、2つのサイコロの出目の合計を予想し、予想に応じたベットエリアにベットする、従来と同様のクラップスである。一方、「サイドベットゲーム」とは、本実施形態の特徴の一つであるジャックポットの発生を予想してベットする、従来にないクラップスのボーナスゲームである。詳細は後に説明するが、2つのサイコロを1回投げただけでは(すなわち、第1投だけでは)、プレイヤの勝敗が決せられない場合が多いという、クラップス特有のゲーム性を利用したのがサイドベットゲームである。なお、本実施形態における「ジャックポット」は、メインゲームでは得られない高い配当(高配当)が得られるチャンスを表し、ジャックポットの発動により、プレイヤは、後述するジャックポット・チャレンジゲーム(以下、「JPチャレンジゲーム」ともいう。)への参加が認められる。
[Game Overview]
Hereinafter, the flow of a craps game using the game apparatus 100 will be described with reference to FIG. As shown in FIG. 3, the craps in this embodiment include a main game and a side bet game. The “main game” is a crap similar to the conventional one in which the total of the dice of two dice is predicted and a bet is placed in the betting area according to the prediction. On the other hand, the “side bet game” is an unprecedented craps bonus game for betting in anticipation of the occurrence of a jackpot, which is one of the features of this embodiment. The details will be described later, but the fact that the game characteristic peculiar to craps that the player couldn't decide the victory or defeat is often not decided only by throwing two dice once (that is, only by the first throw) It is a side betting game. The “jackpot” in the present embodiment represents a chance to obtain a high payout (high payout) that cannot be obtained in the main game. Participation in "JP Challenge Game") is allowed.

<ベット期間>
 図3に示す「ベット期間」は、メインゲーム及び/又はサイドベットゲームに参加(別言すれば、所定のベットエリアにベット)するための期間であり、2つのサイコロを投げる前に与えられた期間である。クラップスに参加するプレイヤは、ゲーム装置100に着座し、まず、(1)メインゲーム及びサイドベットゲームの両方に参加するのか、(2)メインゲームまたはサイドベットゲームのいずれか一方に参加するのかを決定する。例えば、メインゲーム及びサイドベットゲームの両方に参加する場合、プレイヤは、ゲーム装置100の操作入力装置103を操作することで、表示装置102に表示されるメインゲーム用の表示エリア及びサイドベットゲーム用の表示エリアのそれぞれに、ベット額に応じたチップをベットする。
<Bet period>
The “bet period” shown in FIG. 3 is a period for participating in the main game and / or the side bet game (in other words, betting on a predetermined bet area), which is given before throwing two dice. It is a period. A player who participates in craps sits on the game apparatus 100 and first, (1) whether to participate in both the main game and the side bet game or (2) whether to participate in either the main game or the side bet game. decide. For example, when participating in both the main game and the side bet game, the player operates the operation input device 103 of the game device 100 to thereby display the main game display area and the side bet game displayed on the display device 102. Bets chips according to the bet amount in each of the display areas.

 図4は、表示装置102の下部に表示されるメインゲーム用の表示エリア(以下、「メインゲーム表示エリア」ともいう。)Ba1及びサイドベットゲーム用の表示エリア(以下、「サイドベットゲーム表示エリア」ともいう。)Ba2を例示した図である。
 メインゲーム表示エリアBa1には、従来のクラップスと同様、「パスライン(PASS LINE)」、「カム(COME)」、「ドントパス(DON’T PASS)」、「ドントカム(DON’T COME)」などのベットポジションが設定されている。プレイヤは、各チップのチップボタンBcをタッチ操作するなどして、メインゲーム表示エリアBa1の所定のベットポジションに、ベット額に応じたチップをベットする。
FIG. 4 shows a display area for a main game (hereinafter also referred to as “main game display area”) Ba1 and a display area for a side bet game (hereinafter referred to as “side bet game display area”) displayed at the bottom of the display device 102. It is also referred to as “.” FIG.
In the main game display area Ba1, like the conventional craps, “PASS LINE”, “COME”, “DON'T PASS”, “DON'T COME”, etc. The bet position is set. The player bets chips according to the bet amount at a predetermined bet position in the main game display area Ba1 by touching the chip button Bc of each chip.

 一方、サイドベットゲーム表示エリアBa2には、サイドベットゲーム用に新設された本実施形態に特有の表示エリアであり、サイドベットポジションPs、サイドベット表示ランプLa、ジャックポット・ステータス表示エリアBmcを含んでいる。サイドベットポジションPsは、サイドベットゲームに参加するためのベットポジションである。サイドベット表示ランプLaは、サイドベットゲームの進行状況をランプの点灯/非点灯によってプレイヤ等に視認させるものである。ジャックポット・ステータス表示エリアBmcは、ジャックポットの発動の可否と、JPチャレンジゲームのチャレンジ回数とを対応づけて表示するエリアである。サイドベットゲームに参加を希望するプレイヤは、図4の下部に示される各チップのチップボタンBcをタッチ操作するなどして、サイドベットポジションPsに所定のチップ(例えば、1チップ)をベットする。 On the other hand, the side bet game display area Ba2 is a display area unique to the present embodiment newly provided for the side bet game, and includes a side bet position Ps, a side bet display lamp La, and a jackpot / status display area Bmc. It is out. The side bet position Ps is a bet position for participating in the side bet game. The side bet display lamp La allows the player or the like to visually recognize the progress of the side bet game by turning on / off the lamp. The jackpot status display area Bmc is an area that displays whether the jackpot can be activated or not and the number of challenges of the JP challenge game in association with each other. A player who wishes to participate in the side bet game bets a predetermined chip (for example, one chip) on the side bet position Ps by touching the chip button Bc of each chip shown in the lower part of FIG.

<ゲーム進行期間>
 図3に示す「ゲーム進行期間」は、メインゲーム及びサイドベットゲームをそれぞれ進める期間である。メインゲーム及びサイドベットゲームは、2つのサイコロが投じられることで、ゲームが同時進行していく。
<Game progress period>
The “game progress period” shown in FIG. 3 is a period during which the main game and the side bet game are advanced. In the main game and the side bet game, two dice are thrown, and the game progresses simultaneously.

(A)メインゲーム
メインゲームのゲーム進行は、従来のクラップスと同様である。すなわち、2つのサイコロの出目の組み合わせが、プレイヤのベットポジションに合致していれば、プレイヤが「勝ち」となる。この場合、制御部(第1進行制御部)201は、各ベットポジションに設定されている配当に基づき、チップ等の払い出しを行う。一方、2つのサイコロの出目の組み合わせが、プレイヤのベットポジションに合致していなければ、プレイヤが「負け」となる。この場合、制御部201は、各ベットポジションにベットされたチップ等を没収する。このようにして勝敗が決すると、メインゲームは終了する。
(A) Main game The game progress of the main game is the same as that of the conventional craps. In other words, if the combination of the two dice rolls matches the player's betting position, the player wins. In this case, the control unit (first progress control unit) 201 pays out chips and the like based on the payout set for each bet position. On the other hand, if the combination of the two dice rolls does not match the player's betting position, the player is “losing”. In this case, the control unit 201 confiscates chips and the like bet on each bet position. When winning or losing is decided in this way, the main game ends.

(B)サイドベットゲーム
 サイドベットゲームのゲーム進行は、本実施形態に特有のものである。サイドベットゲームでは、「7」(2つのサイコロの出目の合計)が出るまでに、いくつの数字が出るか(すなわち、何個の数字を溜められるか)によって、次のボーナス・ステージ(すなわち、ジャックポットの発動によるJPチャレンジゲーム)に進めるか否かが決定する。以下では、「7」が出るまでに溜められた数字の個数を、便宜上「コレクト数」と呼ぶ。
(B) Side bet game The game progress of the side bet game is unique to this embodiment. In the side bet game, the next bonus stage (i.e., how many numbers can be accumulated) before the "7" (sum of the two dice rolls) is reached (i.e., how many numbers can be accumulated) It is determined whether or not to proceed to (JP challenge game by activating jackpot). Hereinafter, the number of numbers accumulated until “7” appears is referred to as “collect number” for convenience.

例えば、第1投目(カムアウトロール)で「4」が出た後、第2投目で「8」が出たとすると、制御部(第2進行制御部)201は、「4」→「8」の順番で対応するサイドベット表示ランプLaを点灯する(図4参照)。そして、第3投目で「7」が出ると、制御部201は、「7」の数字に重畳されたドクロマークMd(図4参照)を点滅表示することで、サイドベットゲームが終了したことをプレイヤに視認させる。この場合、コレクト数は“2”であり、ジャックポットは発動されない。制御部201は、コレクト数及びジャックポットが発動されないことをプレイヤに知らせるべく、ジャックポット・ステータス表示エリアBmcの「2  -  」のラインを点灯させる。 For example, if “4” appears in the first throw (come out roll) and then “8” appears in the second throw, the control unit (second progress control unit) 201 changes “4” → “8”. The corresponding side bet display lamps La are turned on in the order of "" (see FIG. 4). When “7” comes out in the third throw, the control unit 201 blinks and displays the skull mark Md (see FIG. 4) superimposed on the number “7”, thereby ending the side bet game. Is visually recognized by the player. In this case, the number of collects is “2”, and the jackpot is not activated. The control unit 201 turns on the line “2-” in the jackpot status display area Bmc in order to inform the player that the number of corrections and the jackpot is not activated.

一方、例えば第1投目に「4」、第2投目に「8」、第3投目に「10」、第4投目に「2」、第5投目に「6」、第6投目に「9」、第7投目に「12」、第8投目に「11」が出て、第9投目に「7」が出たとすると、制御部201は、「4」→「8」→「10」→「2」→「6」→「9」→「12」→「11」→「7」の順番で対応するサイドベット表示ランプLaを点灯する。この場合、コレクト数は“8”であるから、ジャックポットが発動される。制御部201は、コレクト数及びジャックポットが発動されたこと、さらにはJPチャレンジゲームのチャレンジ回数をプレイヤに知らせるべく、ジャックポット・ステータス表示エリアBmcの「8  2Challenge」のラインを点灯させる。 On the other hand, for example, “4” on the first throw, “8” on the second throw, “10” on the third throw, “2” on the fourth throw, “6” on the fifth throw, If “9” is thrown in the throw, “12” is thrown in the seventh throw, “11” is thrown in the eighth throw, and “7” is thrown in the ninth throw, the control unit 201 changes “4” → The corresponding side bet display lamps La are lit in the order of “8” → “10” → “2” → “6” → “9” → “12” → “11” → “7”. In this case, since the number of collects is “8”, the jackpot is activated. The control unit 201 turns on the line “8 2 Challenge” in the jackpot status display area Bmc in order to inform the player that the number of collects and the jackpot has been activated, and further the number of challenges of the JP challenge game.

コレクト数が“7”以上となって、プレイヤにJPチャレンジゲームの参加が認められると、制御部201は、当該プレイヤに与えられたチャレンジ回数に従い、JPチャレンジゲームを進める。本実施形態における「JPチャレンジゲーム」は、3つのサイコロを投げ、出目の組み合わせに応じて勝敗が決するゲームであり、以下に示す4つの当選役が設定されている。
<JPチャレンジゲームにおける当選役(上から配当の高い順)>
・第1当選役・・・1のゾロ目(「1・1・1」)
・第2当選役・・・その他のゾロ目(「2・2・2」など)
・第3当選役・・・ストレート(「1・2・3」など)
・第4当選役・・・ペア(「1・1・3」など)
When the collect number becomes “7” or more and the player is permitted to participate in the JP challenge game, the control unit 201 advances the JP challenge game according to the number of challenges given to the player. The “JP challenge game” in the present embodiment is a game in which three dice are thrown and winning or losing is determined according to the combination of the outcomes, and the following four winning combinations are set.
<Winner in JP Challenge Game (from top to bottom)
・ First winning role: 1st round (“1 ・ 1 ・ 1”)
・ 2nd winning role ... Other double eyes (“2 ・ 2 ・ 2” etc.)
・ Third winning role ... Straight ("1, 2, 3", etc.)
・ The fourth winning combination ... Pair ("1, 1, 3", etc.)

図5は、表示装置102の上部に表示されるゲーム画面Gを例示した図である。
図5に示すように、表示装置102の上部には、第1~第4当選役の出目の組み合わせと配当とを対応づけて表示する表示エリアB1~B4が設けられている。
例えば、プレイヤに与えられたチャレンジ回数が “2”である場合、制御部201は、3つのサイコロを用いて、第1投、第2投とゲームを進める。ここで、2回のJPチャレンジゲームにおいていずれの役も成立しなかった場合には、「負け」となる一方、いずれかの役(例えば、「その他のゾロ目」(第2当選役))が成立すると、「勝ち」となり、この当選役に設定された高額な配当がプレイヤに付与される。図5の例であれば、第1当選役が成立すると、制御部201によって「$1000.00」、が払い出され、第2当選役が成立すると、制御部201によって「$100.00」が払い出され、第3当選役が成立すると、制御部201によって「$10.00」が払い出され、第4当選役が成立すると、制御部201によって「$5.00」が払い出される。このようにしてサイドベットゲームの勝敗が決すると、サイドベットゲームが終了する。
FIG. 5 is a diagram illustrating a game screen G displayed on the upper part of the display device 102.
As shown in FIG. 5, display areas B1 to B4 that display the combinations of the first to fourth winning combinations and the payouts in association with each other are provided on the upper portion of the display device 102.
For example, when the number of challenges given to the player is “2”, the control unit 201 advances the game with the first throw and the second throw using three dice. Here, if none of the roles are established in the two JP challenge games, the game is “losing”, while any of the roles (for example, “other Zoro eyes” (second winning combination)) If established, it will be “winning”, and the player will be awarded a large payout set for this winning combination. In the example of FIG. 5, when the first winning combination is established, “$ 1000.00” is paid out by the control unit 201, and when the second winning combination is established, the control unit 201 establishes “$ 100.00”. When the third winning combination is established, “$ 10.00” is paid out by the control unit 201, and when the fourth winning combination is established, “$ 5.00” is paid out by the control unit 201. When the side bet game is won or lost in this manner, the side bet game ends.

なお、ゲームの進行状況によっては、メインゲームが終了しても、サイドベットゲームは終了せずに、サイドベットゲームが継続していく場合もある。例えば、第1投目で「6」が出たとすると、メインゲームでは、ポイントナンバとして「6」が設定される。第2投目で、ポイントナンバ「6」が出た場合には、プレイヤが「勝ち」となり、メインゲームが終了する。一方、サイドベットゲームでは、第1投目と第2投目で同じ数字「6」が出たとしても、「7」がでるまではゲームが継続する。この場合、例えば、制御部201が自動で2つのサイコロを投げ、「7」が出るまでサイドベットゲームを継続させる。制御部201が自動で2つのサイコロを投げる代わりに、プレイヤが図4に示すダイスロールボタンBdを押下し、制御部201がダイスロールボタンBdの押下操作に応じて2つのサイコロを投げるようにしてもよい。なお、「7」が出た後に次のボーナス・ステージに進んでJPチャレンジゲームが開始される点は、すでに上述したためこれ以上の説明は割愛する。 Depending on the progress of the game, the side bet game may continue without the side bet game being ended even if the main game is ended. For example, if “6” comes out in the first throw, “6” is set as the point number in the main game. When the point number “6” comes out in the second throw, the player “wins” and the main game ends. On the other hand, in the side bet game, even if the same number “6” appears in the first and second throws, the game continues until “7” appears. In this case, for example, the control unit 201 automatically throws two dice and continues the side bet game until “7” appears. Instead of the control unit 201 automatically throwing two dice, the player presses the die roll button Bd shown in FIG. 4, and the control unit 201 throws two dice in response to the pressing operation of the die roll button Bd. Also good. It should be noted that the point that the JP challenge game is started after proceeding to the next bonus stage after “7” is given has already been described above, so further explanation will be omitted.

[ゲーム装置の機能構成例]
 次に、本実施形態のゲーム装置100の機能構成の例を説明する。
[Functional configuration example of game device]
Next, an example of a functional configuration of the game apparatus 100 according to the present embodiment will be described.

 図6は、本実施形態のゲーム装置100の機能構成を示すブロック図である。図6に示すように、ゲーム装置100は、機能構成として主に、データベース410、進行制御部420、及び表示制御部430を備える。これらの機能構成は、例えば、制御部201が、記憶装置204等の記憶部に記憶されたゲームソフトウェアプログラムをメモリ203に展開して実行すること等により、ゲーム装置100が有するプログラム(ソフトウェア)とハードウェアとの協働により実現される。なお、ゲーム装置100は、図6に示す機能以外に、一般的なゲーム装置が有する他の機能を有するが、便宜上、ここでは説明を省略する。 FIG. 6 is a block diagram showing a functional configuration of the game apparatus 100 according to the present embodiment. As shown in FIG. 6, the game apparatus 100 mainly includes a database 410, a progress control unit 420, and a display control unit 430 as functional configurations. For example, the control unit 201 develops a game software program stored in a storage unit such as the storage device 204 in the memory 203 and executes the program (software) included in the game device 100. Realized by cooperation with hardware. Note that the game apparatus 100 has other functions that a general game apparatus has in addition to the functions shown in FIG. 6, but description thereof is omitted here for convenience.

 データベース410は、ゲーム装置100において実行される処理に必要な情報、及び当該処理により生成された情報など、各種情報を記憶する。データベース410は、例えば、クラップスのゲームの進行を制御するための制御ソフトウェアプログラム、ゲームを表現あるいは演出するための画像(例えば、静止画、及び動画等)データ及びサウンドデータ、並びに進行中のゲームの状態に関するデータ(パラメータを含む)等を記憶する。 The database 410 stores various information such as information necessary for processing executed in the game apparatus 100 and information generated by the processing. The database 410 includes, for example, a control software program for controlling the progress of the craps game, image (for example, still images and moving images) and sound data for expressing or producing the game, and the game in progress. Data related to the state (including parameters) is stored.

 進行制御部420は、プレイヤによるゲーム装置100に対する操作、及びデータベース410に記憶された制御ソフトウェアプログラムに従って、クラップスのメインゲーム及びサイドベットゲームの進行を制御する処理を実行する。 The progress control unit 420 executes processing for controlling the progress of the main game of craps and the side bet game in accordance with the operation of the game apparatus 100 by the player and the control software program stored in the database 410.

 表示制御部430は、ゲームを表現あるいは演出するための静止画及び動画等の画像の表示装置102への表示を制御する。当該表示の制御は、進行制御部420及びプレイヤからの指示等に応じて実施される。 The display control unit 430 controls the display device 102 to display images such as still images and moving images for expressing or producing a game. The display control is performed according to instructions from the progress control unit 420 and the player.

[処理フロー]
 次に、図7を参照して、ゲーム装置100においてクラップスのゲーム進行のために実行される処理フローの例を説明する。この処理は、制御部201が、記憶装置204等に記憶されたソフトウェアプログラムをメモリ203に展開して実行すること等により、ゲーム装置100が有するプログラム(ソフトウェア)とハードウェアとの協働により実行される。また、この処理は、ゲーム装置100が、プレイヤからクラップスのゲームのスタート指示を受けたときに開始する。
[Processing flow]
Next, an example of a processing flow executed for the progress of the crap game in the game apparatus 100 will be described with reference to FIG. This processing is executed by the cooperation of the program (software) included in the game apparatus 100 and hardware, for example, by the control unit 201 developing and executing a software program stored in the storage device 204 or the like in the memory 203. Is done. This process is started when the game apparatus 100 receives a craps game start instruction from the player.

 まず、ステップS11において、進行制御部420は、クラップスのゲーム開始のための初期処理を実行する。この初期処理の実行によりベット期間が開始する。初期処理には、開始するゲームに使用される2つのサイコロの設定、その他各種パラメータの設定、及びゲーム開始画面の表示装置102への表示などが含まれる。進行制御部420は、データベース410に記憶されたデータに基づいて、これから開始するゲームに使用する2つのサイコロの選択などを行う。 First, in step S11, the progress control unit 420 executes an initial process for starting a craps game. By executing this initial process, the betting period starts. The initial processing includes setting of two dice used for the game to be started, setting of various other parameters, display of the game start screen on the display device 102, and the like. Based on the data stored in the database 410, the progress control unit 420 selects two dice to be used for the game to be started.

 ステップS12において、進行制御部420は、プレイヤによるベット操作に応じて、ベット処理を実行する。例えば、進行制御部420は、プレイヤのベット操作に応じて、メインゲームに対するベット情報(ベットの有無やベットポジション、ベット量など;以下、「メインベット情報」ともいう。)や、サイドベットゲームに対するベット情報(ベットの有無やベット量など;以下、「サイドベット情報」ともいう。)をデータベース410に記憶し、ベット操作に応じた画像を表示装置102に表示させるように表示制御部430を制御する。 In step S12, the progress control unit 420 executes a bet process in response to a bet operation by the player. For example, the progress control unit 420 may bet information on the main game (the presence / absence of a bet, a bet position, a bet amount, etc .; hereinafter, also referred to as “main bet information”) or a side bet game in response to a player's betting operation. Bet information (such as the presence / absence of a bet and the bet amount; hereinafter also referred to as “side bet information”) is stored in the database 410, and the display control unit 430 is controlled to display an image corresponding to the bet operation on the display device 102. To do.

 ステップS13において、進行制御部420は、ベット期間の終了後、ゲーム進行処理を実行する。ゲーム進行処理においては、進行制御部(第1進行制御部、第2進行制御部)420は、メインゲーム及びサイドベットゲームを同時進行するように制御する。なお、クラップスのメインゲーム(すなわち、一般的なクラップス)のゲーム進行は、従来と同様であるため説明を割愛し、本実施形態において特徴的なサイドベットゲームのゲーム進行について以下に詳しく説明する。 In step S13, the progress control unit 420 executes a game progress process after the betting period ends. In the game progress process, the progress control unit (first progress control unit, second progress control unit) 420 controls the main game and the side bet game to proceed simultaneously. Note that the game progress of the main game of craps (that is, general craps) is the same as the conventional game, so the description thereof will be omitted, and the game progress of the characteristic side bet game in this embodiment will be described in detail below.

 図8は、進行制御部420によって実行されるサイドベットゲームのゲーム処理のフローを示すフローチャートである。
 プレイヤによってダイスロールボタンBdが押下操作されると、進行制御部420は、2つのサイコロを投げ(ステップS100)、第1投目の出目の合計を把握する。そして、進行制御部420は、第1投目(の出目の合計)が「7」であったか否かを判断する(ステップS110)。進行制御部420は、例えば第1投目が「3」であり、「7」でないと判断すると(ステップS110;NO)、今投げたサイコロの出目の合計が、すでに出現した数字(出目の合計)であるか否かを判断する(ステップS115)。今投げたのは第1投目であり、初めて出た数字(例えば「3」)であると判断、すなわち、未だ出現していない数字であると判断すると(ステップS115;NO)、ステップS120に進む。進行制御部420は、ステップS120において、初期値m=0がセットされたカウンタ(図示略)のカウント値mを「1」だけインクリメントし、出現した数字をメモリ203の所定エリアに格納する(ステップS120→ステップS125)。そして、進行制御部420は、メモリ203を参照し、出現した数字(例えば「3」)に対応するサイドベット表示ランプLaを点灯すべき旨の指示を表示制御部430に送った後、次投を開始し(ステップS130)、再び「7」が出たか否かを判断する(ステップS110)。進行制御部420は、ステップS110→ステップS115と進み、第1投目に続いて第2投目も同じ数字(例えば「3」)が出たことを確認すると、今投げたサイコロの出目の合計は、すでに出現した数字であると判断し(ステップS115;YES)、カウント値mをインクリメント等することなく、ステップS130に進み、次投を開始する。なお、ステップS115等を設けたのは、サイコロの出目の合計がすでに出現した数字である場合は、コレクト数としてカウントしないためである。進行制御部420は、「7」が出るまでステップS110→ステップS115→(場合によってはステップ120→ステップS125)→ステップS130→ステップS110の一連の処理を繰り返し実行する。進行制御部(カウント部)420は、一連の処理を実行している間に、「7」が出たと判断すると、当該時点でのカウント値mを参照し、カウント値mが7以上であるか否か、すなわち「7」が出るまでに溜められた数字の個数(コレクト数)が“7”以上であるか否かを判断する(ステップS140)。
FIG. 8 is a flowchart showing a game process flow of the side bet game executed by the progress control unit 420.
When the player presses the die roll button Bd, the progress control unit 420 throws two dice (step S100), and grasps the total number of the first throw. Then, the progress control unit 420 determines whether or not the first throw (total of the outcomes) is “7” (step S110). For example, when the progress control unit 420 determines that the first throw is “3” and is not “7” (step S110; NO), the total of the dice that have been thrown is the number that has already appeared (the dice) It is determined whether or not (step S115). It is the first throw that has just been thrown, and if it is determined that the number is the first number (for example, “3”), that is, if it is determined that the number has not yet appeared (step S115; NO), the process proceeds to step S120. move on. In step S120, the progress control unit 420 increments a count value m of a counter (not shown) in which an initial value m = 0 is set by “1”, and stores the appearing number in a predetermined area of the memory 203 (step S120). S120 → step S125). Then, the progress control unit 420 refers to the memory 203, sends an instruction to the display control unit 430 to turn on the side bet display lamp La corresponding to the appearing number (for example, “3”), and then sends the next throw. Is started (step S130), and it is determined again whether or not "7" is output (step S110). The progress control unit 420 proceeds from step S110 to step S115, and confirms that the same number (for example, “3”) has come out in the second throw following the first throw, the roll of the dice just thrown. The total is determined to be a number that has already appeared (step S115; YES), and the process proceeds to step S130 without incrementing the count value m and starts the next throw. The reason why step S115 and the like are provided is that when the sum of the dice rolls is a number that has already appeared, it is not counted as the number of corrections. The progress control unit 420 repeatedly executes a series of processes of Step S110 → Step S115 → (Sometimes Step 120 → Step S125) → Step S130 → Step S110 until “7” appears. When the progress control unit (counting unit) 420 determines that “7” is output during the execution of a series of processes, it refers to the count value m at that time, and whether the count value m is 7 or more. It is determined whether or not, that is, whether or not the number of collected numbers (collect number) until “7” appears is “7” or more (step S140).

進行制御部(判断部)420は、例えばコレクト数が“2”であり、“7”以上でないと判断すると(ステップS140;NO)、コレクト数とともに、ジャックポットが発動されないことをプレイヤに知らせるべく、ジャックポット・ステータス表示エリアBmcの「2  -  」のラインを点灯(図4参照)すべき旨の指示を表示制御部430に送り、処理を終了する。 For example, when the progress control unit (determination unit) 420 determines that the number of collects is “2” and is not greater than “7” (step S140; NO), the progress control unit (determination unit) 420 notifies the player that the jackpot is not activated along with the number of collects. Then, an instruction to light the line “2-” in the jackpot status display area Bmc (see FIG. 4) is sent to the display control unit 430, and the process is terminated.

一方、進行制御部(判断部、ボーナスゲーム進行部)420は、例えばコレクト数が“8”であり、“7”以上であると判断すると(ステップS140;YES)、コレクト数とともに、ジャックポットが発動されたこと、さらにはJPチャレンジゲームのチャレンジ回数をプレイヤに知らせるべく、ジャックポット・ステータス表示エリアBmcの「8  2Challenge」のラインを点灯すべき旨の指示を表示制御部430に送る。そして、進行制御部(ボーナスゲーム進行部)420は、JPチャレンジゲームのチャレンジ回数を把握すると(ステップS150)、JPチャレンジゲームを開始する(ステップS160)。すでに説明したように、JPチャレンジゲームは、3つのサイコロを投げ、出目の組み合わせに応じて勝敗が決するゲームであり、当選役として第1当選役~第4当選役が設定されている。進行制御部(ボーナスゲーム進行部)420は、当該プレイヤに与えられたチャレンジ回数内でいずれかの当選役が成立したか否かを判断する(ステップS170)。例えば、当該プレイヤに与えられたチャレンジ回数が“2”である場合、進行制御部420は、2回のJPチャレンジゲームにおいて当選役が成立したかを判断する。進行制御部420は、チャレンジ回数内でいずれの当選役も成立していないと判断すると(ステップS170;NO)、当該プレイヤは「負け」と判断し、処理を終了する。この場合、進行制御部420は、例えば「NEXT CHALLENGE」等のメッセージを表示装置102に表示させるなどして、当該ユーザに次のゲームの参加を促すようにしてもよい。 On the other hand, when the progress control unit (determination unit, bonus game progress unit) 420 determines that the number of collects is “8” and is “7” or more (step S140; YES), the jackpot is displayed together with the number of collects. In order to inform the player of the activation, and also the number of challenges of the JP challenge game, an instruction to light the “8 2 Challenge” line in the jackpot status display area Bmc is sent to the display control unit 430. Then, when the progression control unit (bonus game progression unit) 420 grasps the number of challenges of the JP challenge game (step S150), the progression control unit (bonus game progression unit) 420 starts the JP challenge game (step S160). As already described, the JP challenge game is a game in which three dice are thrown and the winning or losing is determined according to the combination of the dice, and the first winning combination to the fourth winning combination are set as the winning combination. The progression control unit (bonus game progression unit) 420 determines whether or not any winning combination is established within the number of challenges given to the player (step S170). For example, when the number of challenges given to the player is “2”, the progress control unit 420 determines whether a winning combination has been established in the two JP challenge games. If the progress control unit 420 determines that no winning combination has been established within the number of challenges (step S170; NO), the player determines “losing” and ends the process. In this case, the progress control unit 420 may prompt the user to participate in the next game, for example, by displaying a message such as “NEXT CHALLENGE” on the display device 102.

 一方、進行制御部420は、チャレンジ回数内でいずれかの当選役が成立したと判断すると(ステップS170;YES)、成立した当選役の内容を把握する(ステップS180)。そして、進行制御部420は、成立した当選役に設定された高額な配当をデータベース410から取得し、プレイヤに付与したうえで(ステップS190)、処理を終了する。すでに説明したように、本実施形態では、第1当選役に最も高い配当が設定され、第2当選役、第3当選役、第4当選役の順で設定される配当は低くなっている。ここで、1のゾロ目(「1・1・1」)が出た場合には、第1当選役の成立により、最も高い配当が付与される一方、1のペア(「1・1・3」など)が出た場合には、第4当選役の成立により、最も低い配当が付与されることになる。したがって、例えば、2つのサイコロの出目が「1・1」と揃った場合には、3つ目(すなわち最後)のサイコロの出目が「1」になるか、それ以外の数字「2」~「6」になるかで、最も高額な配当が得られるか、あるいは最も低い配当になるかが決まるため、プレイヤは、固唾を呑んでサイコロの出目が確定するのを見守ることになる。以上説明したサイドベットゲームをメインゲームに追加することで、従来のクラップスでは得られない興趣性の高いゲームの提供が可能となる。 On the other hand, when the progress control unit 420 determines that any winning combination has been established within the number of challenges (step S170; YES), it grasps the contents of the established winning combination (step S180). Then, the progress control unit 420 acquires from the database 410 a high payout set for the established winning combination, gives it to the player (step S190), and ends the process. As described above, in the present embodiment, the highest payout is set for the first winning combination, and the payout set in the order of the second winning combination, the third winning combination, and the fourth winning combination is low. Here, when the first round (“1.1,1”) is issued, the highest payout is awarded due to the establishment of the first winning combination, while one pair (“1.1,3”) ”, Etc.), the lowest payout is awarded due to the establishment of the fourth winning combination. Thus, for example, if the outcomes of two dice are aligned with “1 · 1”, the outcome of the third (ie, last) dice will be “1” or the other number “2”. Since “6” determines whether the highest payout or the lowest payout is obtained, the player watches over the dice and confirms the dice roll. By adding the side bet game described above to the main game, it is possible to provide a highly interesting game that cannot be obtained by conventional craps.

2.その他
 本発明は、上記の実施形態に限定されるものではなく、本発明の要旨を逸脱しない範囲内において、他の様々な変更を加えて実施することができる。すなわち、上記の実施形態はあらゆる点で単なる例示にすぎず、限定的に解釈されるものではなく、様々な変形例を採用することができる。
2. Others The present invention is not limited to the above-described embodiment, and can be implemented with various other modifications within the scope not departing from the gist of the present invention. In other words, the above-described embodiment is merely an example in all respects, and is not interpreted in a limited manner, and various modifications can be employed.

例えば、JPチャレンジゲームの各当選役(第1当選役~第4当選役)の配当は、固定値としてもよいが、ゲーム運営者等が任意に設定・変更可能としてもよい。また、配当については、チップの払い出し枚数を設定してもよいが、これに替えて配当倍率を設定してもよく、いずれの方法を採用するかは任意である。さらに、各当選役の種類は、4種類に限らず、1種類以上であればよい。 For example, the payout of each winning combination (first winning combination to fourth winning combination) of the JP challenge game may be a fixed value, but may be arbitrarily set / changed by a game operator or the like. As for the payout, the number of chips to be paid out may be set, but instead of this, a payout rate may be set, and which method is adopted is arbitrary. Furthermore, the type of each winning combination is not limited to four, but may be one or more.

 また、本実施形態では、JPチャレンジゲームの参加条件として、コレクト数が7以上であることを条件としたが、いかなる条件を設定するかは任意である。例えば、JPチャレンジゲームへの参加条件を緩く設定(例えば、コレクト数が3以上などに設定)し、JPチャンレジゲームにより参加しやすくすることで、ゲームの興趣性をより高めるようにしてもよい。また、JPチャレンジゲームのチャレンジ回数なども、ゲーム運営者等が任意に設定・変更可能である。 Further, in this embodiment, the participation condition for the JP challenge game is that the number of collects is 7 or more, but what conditions are set is arbitrary. For example, by setting the participation condition in the JP challenge game loosely (for example, setting the number of collects to 3 or more, etc.) and making it easier to participate in the JP challenge game, the interest of the game may be further enhanced. Also, the number of challenges of the JP challenge game can be arbitrarily set / changed by the game operator.

 また、本実施形態では、JPチャレンジゲームとして3つのサイコロを用いたゲームを例示したが、これに限る趣旨ではない。カードゲームやルーレットゲームなど、さまざまなゲームを採用することができる。また、所定のコレクト数(例えば、コレクト数;「4」以上)となったことを条件として所定の配当(特典)をプレイヤに付与してもよい。なお、プレイヤに付与する特典は、配当に限る趣旨ではなく、例えば人気のゲーム装置やテレビなどの物品、あるいは著名ホテルの宿泊サービスなどの役務であってもよく、いかなる特典を付与するかは任意に設定・変更可能である。 In this embodiment, a game using three dice is exemplified as the JP challenge game, but the present invention is not limited to this. Various games such as card games and roulette games can be adopted. Further, a predetermined payout (privilege) may be given to the player on condition that the number of collects (for example, the number of collects; “4” or more) is reached. Note that the privilege granted to the player is not limited to a dividend, and may be, for example, a service such as a popular game device or television, or an accommodation service of a well-known hotel, and what privilege is granted is arbitrary. Can be set and changed.

 なお、本明細書において、「部」とは、単に物理的構成を意味するものではなく、その「部」が有する機能をソフトウェアによって実現する場合も含む。また、1つの「部」や装置が有する機能が2つ以上の物理的構成や装置により実現されても、2つ以上の「部」や装置の機能が1つの物理的手段や装置により実現されてもよい。 In this specification, “unit” does not simply mean a physical configuration, but includes a case where the function of the “unit” is realized by software. Further, even if the functions of one “unit” or device are realized by two or more physical configurations or devices, the functions of two or more “units” or devices are realized by one physical means or device. May be.

 また、以上説明した本実施形態を実現するためのプログラムは、記録媒体に記憶させてもよい。この記録媒体を用いれば、コンピュータに、上記プログラムをインストールすることができる。ここで、上記プログラムを記憶した記録媒体は、非一過性の記録媒体であっても良い。非一過性の記録媒体は特に限定されないが、例えば、CD-ROM等の記録媒体であっても良い。 Further, the program for realizing the present embodiment described above may be stored in a recording medium. If this recording medium is used, the above-mentioned program can be installed in the computer. Here, the recording medium storing the program may be a non-transitory recording medium. The non-transitory recording medium is not particularly limited, but may be a recording medium such as a CD-ROM.

また、本明細書において上述した各処理におけるステップは、処理内容に矛盾を生じたい範囲で任意に順番を平衡し、または並列に実行することができる。 In addition, the steps in each process described above in this specification can be arbitrarily balanced in order or executed in parallel within a range where it is desired to cause a contradiction in the process contents.

100…ゲーム装置、101…スピーカ、102…表示装置、103…操作入力装置、104…カード読取装置、105…紙幣投入装置、106…チケット払出装置、201…制御部、202…CPU、203…メモリ、204…記憶装置、205…音声処理部、206…画像処理部、207…通信部、208…周辺装置インタフェース、410…データベース、420…進行制御部、430…抽選部 DESCRIPTION OF SYMBOLS 100 ... Game device, 101 ... Speaker, 102 ... Display device, 103 ... Operation input device, 104 ... Card reader, 105 ... Banknote insertion device, 106 ... Ticket payout device, 201 ... Control part, 202 ... CPU, 203 ... Memory 204: Storage device, 205: Audio processing unit, 206: Image processing unit, 207 ... Communication unit, 208 ... Peripheral device interface, 410 ... Database, 420 ... Progress control unit, 430 ... Lottery unit

Claims (6)

2つのサイコロの出目の組み合わせに応じて、プレイヤのゲームの勝敗を決するクラップスのメインゲームの進行を制御する第1進行制御部と、前記クラップスのサイドベットゲームの進行を制御する第2進行制御部とを備えたゲーム装置であって、
前記第2進行制御部は、
前記2つのサイコロの出目の合計として特定の数字が出るまでに、該特定の数字とは異なる数字がいくつ出るかをカウントするカウント部と、
前記カウント部によるカウント値に基づき、前記プレイヤにカウント値に応じた特典を付与する判断部と、
を具備するゲーム装置。
A first progress control unit that controls the progress of the main game of the craps that determines whether the player wins or loses the game according to the combination of the two dice rolls, and the second progress control that controls the progress of the side game of the craps. A game device comprising:
The second progress controller is
A count unit that counts how many numbers different from the specific number appear before the specific number comes out as the sum of the dice of the two dice;
Based on the count value by the count unit, a determination unit that gives the player a privilege according to the count value;
A game apparatus comprising:
前記判断部は、前記カウント部によるカウント値に応じてボーナスゲームへの参加を認めるか否かを判断し、
前記ボーナスゲームへの参加が認められた場合には、前記ボーナスゲームの実行結果に応じて、前記ボーナスゲームでの配当を前記プレイヤに付与するボーナスゲーム進行部を具備する、ゲーム装置。
The determination unit determines whether to accept participation in the bonus game according to the count value by the count unit,
A game apparatus, comprising: a bonus game progress unit for giving a dividend in the bonus game to the player according to a result of execution of the bonus game when participation in the bonus game is permitted.
前記プレイヤに認められる前記ボーナスゲームへの参加回数は、前記カウント値に応じて異なる値に設定されており、
前記ボーナスゲーム進行部は、前記プレイヤに認められた前記ボーナスゲームの参加回数内に、当選役が成立したか否かを判断し、前記当選役が成立した場合には、前記当選役に設定された配当を前記プレイヤに付与する、請求項2に記載のゲーム装置。
The number of participations in the bonus game allowed by the player is set to a different value according to the count value,
The bonus game progression unit determines whether or not a winning combination is established within the number of participations of the bonus game permitted by the player. If the winning combination is established, the bonus game progression unit is set as the winning combination. The game device according to claim 2, wherein the player is awarded with a payout.
前記ボーナスゲームには、複数の当選役が設定されており、前記当選役には、それぞれ異なる配当が設定されている、請求項3に記載のゲーム装置。 The game apparatus according to claim 3, wherein a plurality of winning combinations are set in the bonus game, and different payouts are set for the winning combinations. 前記ボーナスゲームは、サイコロの出目に応じて前記当選役が成立したか否かを判断するゲームである、請求項3に記載のゲーム装置。 The game device according to claim 3, wherein the bonus game is a game for determining whether or not the winning combination has been established according to a dice roll.  コンピュータに、2つのサイコロの出目の組み合わせに応じて、プレイヤのゲームの勝敗を決するクラップスのメインゲームの進行を制御する第1進行制御機能と、前記クラップスのメインゲームの進行に応じて、前記クラップスのサイドベットゲームの進行を制御する第2進行制御機能とを実現させるためのプログラムであって、
前記第2進行制御機能は、
前記2つのサイコロの出目の合計として特定の数字が出るまでに、該特定の数字とは異なる数字がいくつ出るかをカウントするカウント機能と、
前記カウント機能によるカウント値に基づき、前記プレイヤにカウント値に応じた特典を付与する判断機能とを含む、プログラム。
According to the combination of the two dice rolls, the computer controls a progress of the main game of the craps that determines the victory or defeat of the game of the player, and according to the progress of the main game of the craps, A program for realizing a second progress control function for controlling the progress of the craps side bet game,
The second progress control function is:
A count function that counts how many numbers different from the specific number appear before the specific number comes out as the sum of the two dice rolls;
And a determination function for granting the player a privilege according to the count value based on the count value obtained by the count function.
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