Game information display system
The gaming information display system addresses the challenge of communicating ball payouts by using central and island composite images to enhance player engagement and motivation in gaming arcades.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- DAIKOKU DENKI KK
- Filing Date
- 2022-10-11
- Publication Date
- 2026-06-12
AI Technical Summary
Existing gaming machines in arcades, such as pachinko and slot machines, struggle to effectively communicate ball payouts to players due to the enclosed nature of the machines, making it difficult to maintain player engagement and motivation.
A gaming information display system is implemented, comprising multiple gaming islands with island aisles and a central aisle, utilizing central and island composite images displayed near entrances to convey the payout status of machines, including jackpot animations, to attract players and inform them of high-value machines.
The system effectively communicates large payouts and machine statuses to players, enhancing player engagement and motivation by clearly displaying the payout situation of each machine, thereby increasing the appeal of the gaming arcade.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming information display system.
Background Art
[0002] In a gaming arcade where pachinko machines or slot machines are installed, it is important to appeal the ball payout situation in order to enhance the gaming motivation of players. However, in so-called enclosed gaming machines or gaming machines equipped with individual counters, since balls or medals do not exist at the player's hand, there has been a situation where it is difficult to appeal the ball payout situation itself. Considering such a situation, a display device configured to synthetically display an image showing the ball payout on an image of an actual gaming machine has been proposed (for example, refer to Patent Document 1 below).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Although the above display device that synthetically displays an image showing the ball payout enables the ball payout situation of each gaming machine to be confirmed, it is still insufficient in terms of appealing the ball payout situation to many players staying at various places in the gaming arcade.
[0005] In view of the above circumstances, the present invention provides a gaming information display system capable of effectively appealing the ball payout situation to players staying in the gaming arcade.
Means for Solving the Problems
[0006] The game information display system of the present invention is a system for amusement halls where multiple gaming islands, each equipped with multiple gaming machines, island aisles running along each gaming island, and a central aisle connecting each island aisle are provided on the floor. In this game information display system, island composite images are created based on island images showing the state of each gaming island, and a central composite image is created based on a central image showing the state of the amusement hall, including the central aisle.
[0007] In the game information display system of the present invention, an island composite image is displayed near the entrance of each island aisle, and a central composite image is displayed near the entrance of the central aisle. The island composite image is a composite image of an island image and individual game value images that show the magnitude of the game value of each game machine on the game island. The central composite image is a composite image of a central image and a specific game value image that shows the magnitude of the game value of a specific game machine whose game value has reached a predetermined standard value.
[0008] According to the game information display system of the present invention, it is possible to appeal to players about large payouts near the entrance of the central aisle and to inform them of the gaming island in which the gaming machine is installed. Furthermore, it is possible to clearly appeal to players about the payout status of each gaming machine installed facing the island aisle near the entrance of the island aisle.
[0009] As described above, the game information display system of the present invention is a system with excellent characteristics that can effectively appeal to players staying in the game hall about their winnings. [Brief explanation of the drawing]
[0010] [Figure 1] A diagram showing the floor plan of the gaming area. [Figure 2] Configuration diagram of the game information display system. [Figure 3] A front view showing the combination of a gaming machine and a scoring device. [Figure 4] A block diagram showing the electrical configuration of the gaming machine and the scoring device. [Figure 5] An explanatory diagram illustrating the game data managed by the game management server. [Figure 6] An explanatory diagram illustrating the ball box image setting data managed by the image management server. [Figure 7] An explanatory diagram illustrating the central composite image setting data managed by the image management server. [Figure 8] An explanatory diagram illustrating a composite image of an island. [Figure 9] An explanatory diagram illustrating a centrally composited image. [Modes for carrying out the invention]
[0011] Embodiments of the present invention will be specifically described using the following examples. (Example 1) This example is a game information display system 1 that effectively appeals to players in the gaming hall about their payout status by displaying a composite image showing the payout status. This will be explained with reference to Figures 1 to 9.
[0012] On floor 5 of the amusement arcade, as shown in Figures 1 and 2, amusement machines 2 such as pachinko machines and slot machines are arranged in a row to form a game island 510. On floor 5, multiple island aisles 515 facing each other are provided in parallel, and a central aisle 51 is provided connecting each island aisle 515. Players who enter the amusement arcade can enter the central aisle 51 from the entrance 50, then branch off from the central aisle 51 to enter one of the island aisles 515 and find a game machine 2 to play.
[0013] In the game information display system 1 of this example, as shown in Figures 1 and 2, a central camera 141 and a central aisle display device 131 are installed at the entrance to the central aisle 51 that extends from the entrance gate 50 towards floor 5. Furthermore, an island camera 143 and an island display device 133 are installed at the entrance to the island aisle 515 from the central aisle 51.
[0014] Each gaming machine 2 installed on the gaming island 510 is individually installed with a score processing device 4 having a function of awarding (lending function) game balls, which are game values necessary for the game, a game information display device 3, and the like. In the game arcade, relay devices 106 connected to the in-venue network 101 are installed one by one for every two gaming machines. The score processing device 4 and the game information display device 3 are connected to the in-venue network 101 via the relay device 106. The gaming machine 2 is connected to the in-venue network 101 via the score processing device 4 and the relay device 106.
[0015] In the game arcade, a management space (not shown) filled by the game arcade manager is provided. In the management space, a game management server 12 for managing the operation status of various devices in the game arcade including the gaming machine 2, an image management server 14 for managing the captured images of the central camera 141 and the island camera 143, and the like are installed. The game management server 12, the image management server 14, the central camera 141, the island camera 143, the central passage display device 131, and the in-island display device 133 are all connected to the in-venue network 101.
[0016] The game management server 12 is a server device for managing the operation status of the gaming machines 2 and various peripheral devices in the game arcade. The game management server 12 has functions such as aggregating and managing the game data of each gaming machine 2, accumulating, storing, and managing the score points owned by the player as game values, and the like.
[0017] The image management server 14 is a server device that manages the captured images received from the cameras 141 and 143 in the game arcade and controls the display images of the central passage display device 131 and the in-island display device 133.
[0018] The central camera 141 is an example of a central imaging means for imaging the state of the game arcade including the central passage 51. The central camera 141 is installed suspended from the ceiling at a position where it is possible to image the entire central passage 51 from the entrance of the central passage 51. The central image, which is the captured image of the central camera 141, is transmitted to the image management server 14 at any time. The central passage display device 131 is suspended from the ceiling near the entrance of the central passage 51 so that it can be visually recognized by the entering players. The central passage display device 131 displays a central composite image, which will be described later, received from the image management server 14.
[0019] The island camera 143 is an example of an in-island imaging means for imaging the state of the gaming island 510 including the island passage 515. The island camera 143 is suspended from the ceiling at a position where it can image the entire island passage 515 from the entrance of the island passage 515. The in-island image, which is the captured image of the island camera 143, is transmitted to the image management server 14 at any time. The in-island display device 133 is suspended from the ceiling near the entrance of each island passage 515. The in-island display device 133 displays an in-island composite image, which will be described later, received from the image management server 14.
[0020] Next, after explaining the configurations and basic operations of the gaming machine 2 and the score processing device 4, the game management server 12 and the image management server 14 will be described. Subsequently, the contents of the images (in-island composite image, central composite image) displayed by the in-island display device 133 and the central passage display device 131 will be described.
[0021] (Configuration of the gaming machine and the score processing device) In this example, a pachinko gaming machine (Figs. 2 and 3) in which a game is played by shooting a game ball, which is a game medium, is exemplified as the gaming machine 2. The gaming machine 2 of this example can shoot a game ball by consuming game points representing game value, and can receive the grant of game value by adding points corresponding to winning to the game points. It is a so-called enclosed gaming machine. The gaming machine 2 executes a jackpot lottery in response to winning at the start port, and when a predetermined jackpot condition is satisfied in response to winning, a jackpot state (jackpot) occurs. It is a so-called seven machine. The gaming states of the gaming machine 2 include a normal state, a probability variation state, and a jackpot state. The probability variation state is an advantageous gaming state in which the winning probability of a jackpot lottery or the like is higher than that in the normal state.
[0022] The gaming machine 2 has a roughly circular game board 230 into which game balls are launched. Decorative lamp sections 236 are arranged on both sides of the upper part of the game board 230, and a speaker 231 is located in the lower part of the game board 230, in the left corner as viewed from the player's side. Inside the upper left part of the game board 230, there is a launching device 349 for launching game balls (not shown in Figure 3; see Figure 4).
[0023] Below the game board 230, an information display unit 250 is provided. From the player's perspective, an operating handle 235 for launching game balls onto the game board 230 is erected to the lower right of the information display unit 250.
[0024] The information display unit 250 is a display unit for displaying various game data such as the number of playable points and the number of jackpots. The display screen of the information display unit 250 is a touch panel with a stacked touch sensor sheet 251 (see Figure 4), and is touch-operable. Various operation buttons are displayed on the information display unit 250. These operation buttons include counting buttons and display buttons. The counting buttons are operation buttons for converting the number of playable points stored by the game machine 2 into the number of balls held. The display buttons are operation buttons for switching the content displayed by the information display unit 250.
[0025] On the game board 230, a display device 29 including an LCD display unit 290 is at the center, and a special symbol start port 21 of the electric chute type, a regular symbol start port 24 of the pass-through type, and an open / close type large prize port 260 are arranged around it. At the bottom of the game board 230, an out hole 238 is opened to collect game balls that have flowed down without entering a prize. The special symbol start port 21 is the start port that triggers the jackpot lottery. The regular symbol start port 24 is the start port that triggers the regular symbol lottery. When the regular symbol lottery is won, the special symbol start port 21 is opened. The success or failure of the jackpot lottery and the regular symbol lottery are announced by the display device 29.
[0026] The liquid crystal display unit 290 has the functions of a special symbol display unit that shows whether the jackpot lottery, which is a special symbol lottery, is successful or not, and a general symbol display unit that shows whether the general symbol lottery is successful or not. As a special symbol display unit, the liquid crystal display unit 290 displays whether the jackpot lottery is successful or not by, for example, a combination of multiple symbols. As a general symbol display unit, the liquid crystal display unit 290 displays whether the general symbol lottery is successful or not by, for example, a circle (○) or a cross (×).
[0027] Next, the electrical configuration of the gaming machine 2 will be explained using Figure 4. The gaming machine 2 is composed of a main control unit 20. The main control unit 20 is a circuit that includes a CPU (Central Processing Unit), memory elements such as ROM (Read Only Memory) and RAM (Random Access Memory), and I / O (Input / Output) which forms the input / output interface.
[0028] In addition to the above configuration, the main control unit 20 is electrically connected to the following: an amplifier 231A that drives the speaker 231 and an effects control unit 31 that controls the decorative lamp unit 236, a display control unit 32 that controls the liquid crystal display unit 290, prize ball detection sensors 351-353, a special feature start solenoid 362 that opens the special feature start opening 21, a large prize opening solenoid 364 that opens the large prize opening 260, a power supply circuit unit 37 that supplies operating power, and so on. As for the prize ball detection sensors, as shown in Figure 4, there is a special feature prize sensor 351 that detects prize balls entering the special feature start opening 21, a general feature prize sensor 352 that detects prize balls entering the general feature start opening 24, and a large prize sensor 353 that detects prize balls entering the large prize opening 260. Furthermore, the main control unit 20 is connected to an I / F unit 38 that serves as a communication interface with the scoring processing unit 4. The content of the information or data transmitted and received between the main control unit 20 and the scoring processing unit 4 will be explained after the configuration of the scoring processing unit 4 is described.
[0029] Next, the scoring processing device 4 (Figures 2 and 3) is a device that enables gameplay on the corresponding gaming machine 2, subject to conditions such as acceptance of a gaming card 460, such as a membership card 461. The scoring processing device 4 is connected to the in-house network 101 via a relay device 106 and can send and receive signals and information with the game management server 12.
[0030] The front panel of the scoring device 4 is equipped with status lamps 41, a banknote slot 42, a camera unit 47, a touch panel 43, operation buttons 441-443, a card slot 46 for game cards 460, and the like. The touch panel 43 is a display screen configured to allow touch operation by layering a touch sensor sheet 431 onto the display screen of the display unit 430 (Figure 4). Operation buttons include a lending button 441 for receiving the game value necessary for playing the game, a replay button 442 for receiving the payout of stored tokens, and a return button 443 for requesting the return of game cards.
[0031] As shown in Figure 4, the scoring processing device 4 is electrically configured around a control unit 40 equipped with a CPU, ROM / RAM, I / O, etc. In addition to the above configuration, the control unit 40 is electrically connected to a banknote processing unit 421 that performs banknote acceptance processing, a card processing unit 465 that performs various processing related to game cards 460, and other components. The card processing unit 465 has the function of reading and writing recorded information on game cards 460, as well as the function of sucking in and ejecting game cards 460. Furthermore, an I / F unit 48, which serves as a communication interface with the game machine 2, is connected to the control unit 40.
[0032] (Basic operation of gaming machines and scoring devices) When the gaming machine 2 receives the number of playable points from the scoring device 4, it becomes able to launch that number of game balls. Subsequently, when the number of playable points reaches zero during gameplay, it becomes impossible to launch any more game balls. In the game played on gaming machine 2, the number of playable points is reduced by the number of balls launched, and the number of balls awarded for winning is added to the playable points.
[0033] The game score of the gaming machine 2 can be converted into the number of balls stored in the scoring device 4 by touching the counting button displayed on the information display unit 250 (counting operation). The gaming machine 2 transmits all or part of the game score to the scoring device 4 in response to the counting operation, and the game score is deducted. A short press of the counting button adds one ball at a time to the number of balls, while a long press converts all balls at once to the number of balls and resets the game score to zero.
[0034] In the game machine 2, the player can launch game balls from the launching device 349 by operating the operating handle 235. When a launched game ball enters the special symbol start opening 21, a jackpot lottery (special symbol lottery) is performed, and the special symbol changes on the display device 29 begin. If the jackpot lottery is won, the jackpot is announced by the stopping display of the jackpot symbols, and the player can then enter the jackpot state.
[0035] In a jackpot state, the large prize slot 260 is opened for a set number of times, which significantly increases the chance of winning. Also, when a game ball enters the regular symbol start slot 24, a regular symbol lottery is performed, and the regular symbol changes begin on the display device 29. If the regular symbol lottery is won, the electric tuner type special symbol start slot 21 is opened, and the chance of winning increases dramatically.
[0036] In the game of Gaming Machine 2, predetermined points are awarded for each winning entry into each prize slot. As described above, there are three game states: normal state, probability variation state, and jackpot state. After a jackpot ends, there is a 70% chance of transitioning to the probability variation state and a 30% chance of transitioning back to the normal state. The probability variation state is a game state in which the probability of winning in the special symbol lottery and the regular symbol lottery is higher than in the normal state.
[0037] In addition, in the gaming machine 2, various types of game data (number of jackpots, number of special symbol draws, etc.) can be displayed on the information display unit 250 in response to touch operations (information display operations) on the display buttons displayed on the information display unit 250.
[0038] The scoring device 4 receives operational information (machine data, described later) representing the progress of the game from the corresponding gaming machine 2, aggregates and stores the game data, and transmits it to the gaming management server 12 as needed. The scoring device 4 also transmits the player's deposit balance and score to the gaming management server 12 as needed. The scoring device 4 receives and stores various setting information (gaming machine number, model name, score unit price (point unit price), type, etc.) from the gaming management server 12.
[0039] When a banknote is inserted, the scoring device 4 adds it to the deposit balance and stores it. The upper limit of the deposit balance is set to, for example, 10,000 yen. When a general card is inserted, the scoring device 4 verifies the card information stored in the game management server 12 based on the card ID, and if the verification result is OK, it reads and displays the deposit balance and the number of points held. When a member card 461 is inserted, the scoring device 4 reads and displays the deposit balance from the member card 461 and reads and displays the number of points held from the game management server 12, subject to authentication by PIN.
[0040] When the disbursement button 441 is operated, the scoring device 4 converts a fixed amount (1000 yen) into game points (250 points) and sends it to the gaming machine 2. Also, when the replay button 442 is operated, it converts the current points into game points in increments of 250 points and sends it to the gaming machine 2. The scoring device 4 stores and displays the current points and game points. The scoring device 4 receives addition and subtraction information from the gaming machine 2 and updates the stored game points.
[0041] When the return button 443 is pressed while the member card 461 has not been accepted but at least one of the deposit balance and points is present, the scoring device 4 records the deposit balance and points on a general card and issues it, and also sends the issuance information to the game management server 12. The scoring device 4 has a maximum of 10 general cards stored internally. On the other hand, when the member card 461 is being accepted and is returned, the scoring device 4 records only the deposit balance on the member card 461 and sends the issuance information to the game management server 12. The game points are not recorded on the game card 460, but remain on the game machine.
[0042] The scoring processing device 4 is equipped with a camera unit 47 as described above, and the camera unit 47 is incorporated so that it can capture images of the players. The scoring processing device 4 uses this camera unit 47 to capture images of the players at regular time intervals, such as every 3 seconds, and transmits the images to the game management server 12.
[0043] The following signals, for example, are transmitted and received between the gaming machine 2 and the scoring processing device 4. (1) Status confirmation request signal: A request signal for machine data, which is a status confirmation response. The scoring processing device 4 transmits this to the gaming machine 2 every 200 milliseconds. (2) Machine data: Status confirmation response that the gaming machine 2 sends back to the scoring processing device 4 in response to the status confirmation request signal. The breakdown of the machine data is as described below. (3) Card insertion notification: Notification from the scoring device 4 that the game card 460 has been received. (4) Card insertion response: The response of the gaming machine 2 to the card insertion notification. (5) Counting request signal: A signal transmitted by the gaming machine 2 when the counting button is pressed on the gaming machine side. The counting request signal is a signal that requests the counting of 1 point from the game points stored by the gaming machine 2.
[0044] The machine data transmitted by the gaming machine 2 to the scoring processing device 4 is information that includes multiple game data such as outs, safes, and the number of jackpots. This machine data is associated with the player's member ID, the identification information of the sending scoring processing device 4 (for example, the machine number of the corresponding gaming machine 2), etc. The machine data includes, for example, the following data and information. In the following explanation, the machine data transmitted by the gaming machine 2 to the scoring processing device 4 will be referred to as operational information.
[0045] (1) Outs (count): Indicates the consumption value (use value, play value, outs) in units of one ball since the last data transmission. (2) Safe (Count): Indicates the prize value (safe) awarded in units of 1 ball, based on the number of wins since the last data transmission. (3) S Prize (Number of Times): Indicates the number of starting prizes (S prizes) since the last data transmission, in units of one. (4) Start (Count): Indicates the start (number of symbol changes, number of mechanism activations, unit play) of the special feature (special display section) that is activated (changed) by S wins since the last data transmission. It is counted when it is confirmed, but it may also be counted when it starts. (5) Jackpot (Number of times): Indicates the number of jackpots that have occurred since the last data transmission, in units of one. It is counted when a high-mode effect occurs, but it is also acceptable to count it when it ends. (6) Jackpot Flag (Status): When data is transmitted, if a jackpot state is in progress, it will be displayed as ON; otherwise, it will be displayed as OFF. The period from when it is ON until it is OFF can be identified as a jackpot state.
[0046] (Game management server) The game management server 12 (Figure 2) is a computer device for centrally managing the operating status of various machines within the gaming hall. The game management server 12 consists of a PC monitor such as an LCD display, output means such as a printer (not shown), a main unit for performing various calculations, and input means such as a keyboard and a mouse (not shown). The main unit has communication means for sending and receiving various signals or information, and storage means such as a hard disk drive. The game management server 12 generates, stores, and manages game data for each gaming machine 2 based on the operating information (machine data) received from the gaming machines 2.
[0047] The game management server 12 in this example has the following functions, for example. (1) Operation information acquisition means: means for acquiring operation information of each gaming machine 2. The operation information acquisition means acquires operation information of each gaming machine 2 from the corresponding scoring processing device 4 at regular intervals. (2) Aggregation means: A means for aggregating various game data showing the operating status of each gaming machine 2, as well as game data for each player, based on the operational information acquired by the operational information acquisition means. (3) Means for determining game value: Means for determining the amount of game value (number of points) that a player has acquired in each game machine 2. (4) Game data storage means: means for storing game data for each game machine and individual game data for each member. (5) Game Value Memory Means: Means for accumulating and storing game value (scores) acquired by a player through playing the game.
[0048] The game management server 12 stores game data for each game machine 2 in real time, for example, as shown in Figure 5. The machine number in the figure is the identification information for game machine 2. Sales points are the number of points awarded to the player in accordance with the payment of consideration. Launch points are the number of points consumed in accordance with the launch of balls, with 1 point per ball. Awarded points are the number of points awarded to the player in accordance with the ball's entry into a winning spot. The current score is (sales points + awarded points - launch points). In addition to the game data for each game machine 2 stored and managed by the game management server 12, there are other pieces of data such as the number of draws and the number of jackpots.
[0049] (Image management server) The image management server 14 (Figure 2) is a computer device for managing images captured by cameras 141 and 143, and images displayed by display devices 131 and 133. The image management server 14 consists of a PC monitor such as a liquid crystal display, output means such as a printer (not shown), a main unit for performing various calculations, and input means such as a keyboard and a mouse (not shown). The main unit has communication means for sending and receiving various signals or information, and storage means such as a hard disk drive.
[0050] The image management server 14 has the following functions: (1) Means for acquiring captured images: Means for receiving captured images from cameras installed in the amusement area, such as the central camera 141 and island cameras 143, in real time. (2) Image storage means: Means for storing image data such as ball box images and various performance images. The ball box image is an image of the ball box that holds the balls. For example, four types of ball box image data are stored, corresponding to the number of balls held: 1 / 4, 2 / 4, 3 / 4, and 4 / 4. The ball box image is a real photograph taken in advance. (3) Image setting data storage means: Means for storing setting data for each image. Setting data includes setting data for selecting the type of ball box image to be composited on the island image (image of the island passage 515), and setting data that serves as a criterion for whether or not to display the ball box image separately on the central image (image of the central passage 51). The contents of the setting data will be explained later with examples from Figures 6 and 7. (4) Island composite image creation means: A means for creating an island composite image by combining an island image of the gaming island 510 and an image of the game value of each machine. The island image is an image captured by the island camera 143, which is an island imaging means that captures the appearance of each gaming island 510, including each island passage 515. The image of the game value of each machine is an image that shows the number of points (an example of the size of the game value) of each gaming machine 2 on the gaming island 510. In this example, an image of a ball box used to store the balls is used as an example of the image of the game value of each machine. (5) Central composite image creation means: Means for creating a central composite image by combining the central image captured by the central camera 141 and the specific game value image. The specific game value image is an image showing the number of points held by a specific game machine whose points (an example of the magnitude of the game value) have reached a predetermined standard value. (6) Composite image output means: Means for outputting the composite image to the display devices 131 and 133. The island composite image is output to the island display device 133, which is an island composite image display means that displays the island composite image near the entrance of each island passage 515. The central composite image is output to the central passage display device 131, which is a central composite image display means that displays the central composite image near the entrance of the central passage 51.
[0051] The image management server 14, which serves as a means of storing image setting data, stores the ball box image setting data shown in Figure 6, the central composite image setting data shown in Figure 7, and the like. The ball box image setting data in Figure 6 is setting data for selecting the type of ball box image to be composited with the island image or the central image. The ball box image is an image of a ball box that can hold approximately 2000 balls. In this example, four types of ball box image data (jpg data) with ball capacity levels of 1 / 4, 2 / 4, 3 / 4, and 4 / 4 are prepared. Then, as setting data for these four types of ball box image data (1 / 4, 2 / 4, 3 / 4, and 4 / 4), the number of balls (points held) corresponding to 500 balls or more, 1000 balls or more, 1500 balls or more, and 2000 balls or more are stored.
[0052] According to the ball box image setting data in Figure 6, the composite ball box image can be switched every time the number of balls increases by 500. In this ball box image setting data, 500 balls is the setting value for updating the ball box image. When the number of balls exceeds 2500, two or more ball boxes will be displayed stacked in the composite image of the island. However, the maximum number of stacks is 5. Therefore, when the number of balls exceeds 10500, the number of parallel stacks will be 2 or more.
[0053] The central composite image setting data in Figure 7 is the setting data that determines whether or not to display the ball box image as a separate stack on the captured image of the central aisle 51. In this example, as shown in the figure, 20,500 balls are set as the number of balls (an example of a predetermined standard value; setting data) required to composite and display the ball box image as a separate stack in the central composite image. Note that this 20,500 balls is the number of balls that results in a parallel number of stacks of 3. In the central composite image, when the parallel number reaches 3 or more, the stacked ball boxes will be composited and displayed as a separate stack.
[0054] (Composite image of the island) The island composite image (Figure 8) is an image created by combining the island image, which is an image captured by the island camera 143, with images of ball boxes and various performance images. In the island composite image, the images of ball boxes and various performance images are displayed in correspondence with each game machine 2 in the island image. In the island composite image, the images of ball boxes 61 (an example of game value images for each machine) are displayed according to the number of points held by each game machine 2. The image management server 14, which is used as a means of creating the island composite image, acquires data on the number of points held by each game machine 2 at one-second intervals and updates and displays the island composite image.
[0055] The composite ball box image 61 is stored in advance as image data. The type, number of layers, and number of parallel stacks of the composite ball box image 61 are determined according to the ball box image setting data exemplified in Figure 6. As described above, the maximum number of layers of stacked ball box images 61 is 5. If the number of balls exceeds the number of balls that would be stacked in 5 layers (10,500 balls), the number of parallel stacks will be 2 or more. In addition, for gaming machines 2 with a number of balls that exceeds a predetermined value, a ball count display 65 showing the number of balls in increments of 1,000 is compositely displayed.
[0056] As described above, in the ball box image setting data (Figure 6), the 500 balls at which ball box image 61 changes is the update setting value for ball box image 61. In the island composite image, each time the number of balls increases by 500, the update setting value, a visual effect image (decorative image) in which ball box image 61 lights up is composited and displayed for 1 second (ball count increase effect).
[0057] While a jackpot is occurring on game machine 2 within the island's composite image, various jackpot animation images (decorative images) are superimposed and displayed. The jackpot animation images are superimposed and displayed in a position corresponding to game machine 2 so that they can be seen in conjunction with game machine 2 during the jackpot. For example, during a jackpot, a roughly circular jackpot animation image 63 is superimposed and displayed so that it appears to float on the game board surface 230 of the corresponding game machine 2 (jackpot animation). The jackpot animation image 63 is an animation image in which the word "BONUS" is displayed superimposed on a pattern resembling the surface of a record. Furthermore, during a jackpot, a machine number display 630 indicating the machine number of game machine 2 is displayed.
[0058] (Central composite image) The central composite image (Figure 9) is an image in which ball box images 66 are superimposed on the central image, which is an image captured by the central camera 141, in a separate stack. These separate stack ball box images 66 are superimposed and displayed corresponding to the island aisle 515 where the corresponding gaming machine 2 is located. As explained with reference to the central composite image setting data in Figure 7, the separate stack ball box images 66 in the central composite image are superimposed and displayed corresponding to gaming machines 2 with a point count of 20,500 balls or more and a parallel number of ball box images of 3 or more. In the central composite image, callout displays 661 for displaying the machine name, machine number, and point count (number of balls) are superimposed and combined with the separate stack ball box images 66.
[0059] The game information display system 1, configured as described above, is a system for a game hall where multiple game islands 510 on which multiple game machines 2 are installed, island aisles 515 along each game island 510, and a central aisle 51 connecting each island aisle 515 are provided on the floor 5.
[0060] This game information display system 1 is comprised of an island camera 143 (island imaging means) that captures images of the game island 510, including the island aisle 515, as an island image, and a central camera 141 (central imaging means) that captures images of the inside of the game hall, including the central aisle 51, as a central image.
[0061] In the game information display system 1 of this example, island composite images are displayed near the entrance of each island aisle 515, and a central composite image is displayed near the entrance of the central aisle 51. The island composite image is a composite image of an island image taken by an island camera 143 and individual game value images that show the magnitude of the game value (number of points) of each game machine 2 on the game island 510. The central composite image is a composite image of a central image taken by a central camera 141 and a specific game value image that shows the magnitude of the game value (number of points) of a specific game machine whose game value has reached a predetermined standard value.
[0062] According to the game information display system 1 in this example, it is possible to appeal to players near the entrance of the central aisle 51 with a large payout and to notify them of the gaming island 510 in which the gaming machine 2 is installed. Furthermore, it is possible to clearly appeal to players near the entrance of each island aisle 515 with the payout status of each gaming machine installed on that gaming island 510.
[0063] Thus, the game information display system 1 in this example is a system with excellent characteristics that can effectively appeal to players staying in the game hall about their winnings.
[0064] In this example, for gaming machine 2, which is currently hitting a jackpot, a composite image of the gaming area is created by adding a jackpot animation image (indicated as 63 in Figure 8; decorative image) that indicates that a jackpot is in progress. This composite image of the gaming area effectively appeals to visiting players, stimulating their desire to play.
[0065] Alternatively, the following configurations may be adopted instead of, or in addition to, the configuration in this example. Furthermore, the following configurations may be combined as appropriate. In this example, ceiling-mounted installation is shown as an example of the installation method for the central aisle display device 131 and the island display device 133. The installation method of these display devices is not limited to this example. The same applies to the installation location; it is not limited to the configuration in this example and can be changed as appropriate. The central aisle display device 131 can be installed in various locations and in various ways in the central aisle 51 as appropriate, and may be placed on the floor as well as suspended from the ceiling. Similarly, the island display device 133 may be placed on the floor or embedded in the wall at the end of the gaming island 510.
[0066] The island's composite image can display various types of information. For example, information such as available machines, players taking a break, players being called, employees being called, and gaming machines malfunctioning can be received from the gaming management server 12 and displayed. This information can be useful not only for players but also for employees.
[0067] When displaying a separate ball box image 66 (see Figure 9) superimposed on the central composite image, it is also good to superimpose text such as "Separately Stacking" on the island image. That is, in the island composite image of a gaming island 510 where a specific gaming machine related to the separate ball box image 66 (an example of a specific gaming value image) has occurred, it is also good to display information indicating that the separate ball box image 66 is being superimposed on the central composite image. By superimposing information indicating that the separate ball box image 66 is being superimposed, corresponding to a specific gaming machine, the location of gaming machine 2 with a large payout can be clearly highlighted.
[0068] In this example, an image management server 14, independent of the game management server 12, is shown as a dedicated server device for handling images. The image management server 14 may be dedicated to image management, or the game management server 12 may also be used as an image management server. Furthermore, the image management server may be installed within the game hall, as in this example, or it may be a cloud server accessible via public communication lines such as the internet.
[0069] While the image management server 14 is configured to create island-wide composite images and central composite images, it is also possible to configure the system so that island-wide display devices 133 and central aisle display devices 131 create the composite images. In this example, an image of a ball box containing game balls is used as an example of a game value image, but the game value image is not limited to the ball box image in this example. The game value image can be any image that represents the amount of game value that the player has acquired. For example, it could be an image of game tokens contained in a box instead of game balls. Or it could be an image of banknotes or gold bars piled up.
[0070] In this example, a so-called sealed-type pachinko game machine is used as an example of a game machine. However, the game machine is not limited to sealed-type pachinko game machines. It may also be a pachinko game machine that actually dispenses balls according to the winning combination. In this case, it is advisable to add a ball counting function to the scoring device. It may also be a pachislot game machine, and in that case as well, it may be a system that does not dispense medals according to the winning combination, or a system that dispenses medals. Furthermore, it may also be an arrangement ball game machine, a jankyu game machine, etc.
[0071] Although specific examples of the present invention have been described in detail as shown in the examples above, these examples only disclose an example of the technology covered by the claims. Needless to say, the claims should not be interpreted restrictively based on the configuration or numerical values of the specific examples. The claims encompass technologies obtained by various modifications, changes, or combinations of the above examples using prior art or the knowledge of those skilled in the art. [Explanation of Symbols]
[0072] 1. Game Information Display System 12. Game management server (means for acquiring operational information, means for aggregating data, means for identifying game value, means for storing game data, means for storing game value) 131 Central aisle display device (central composite image display means) 133 Island-based display device (means for displaying composite images within the island) 14. Image management server (means for acquiring captured images, means for storing images, means for storing image setting data, means for creating island-wide composite images, means for creating central composite images, means for outputting composite images) 141 Central camera (central imaging means) 143 Island Camera (Method of Imaging within the Island) 2 Gaming machines 3. Game Information Display Device 4. Score Processing Device 5 floors 50 entrance 51 Central aisle 510 Amusement Island 515 Island Passage 61 images of ball boxes (images showing the play value of each machine) 63 Jackpot animation images 630 Machine number display 65 Points display 66. Image of a separate stack of balls (Image of specific game value)
Claims
1. In a gaming information display system for a gaming hall where multiple gaming islands, each containing multiple gaming machines, island aisles along each island, and a central aisle connecting each island aisle are provided on the floor, Island imaging means for capturing images of each gaming island, including the aforementioned island passages, A central imaging means for capturing images of the inside of the game hall, including the central aisle, A means for identifying the magnitude of the game value obtained by a player in each gaming machine, Island composite image creation means for creating an island composite image by combining an island image of the gaming island captured by the island imaging means and an image of the game value of each gaming machine installed on the gaming island, which shows the magnitude of the game value of each gaming machine. A central composite image creation means creates a central composite image by combining a central image captured by the central imaging means and a specific game value image that shows the game value of a specific game machine whose game value has reached a predetermined standard value. Near the entrance to each of the aforementioned island passages, there is an island composite image display means for displaying the island composite image created by the island composite image creation means, A game information display system characterized by comprising a central composite image display means for displaying the central composite image created by the central composite image creation means near the entrance of the central passage.
2. The game information display system according to claim 1, characterized in that the island composite image creation means creates an island composite image by combining a jackpot animation image indicating that a jackpot is in progress for a game machine where a jackpot has occurred.
3. The island composite image creation means is characterized in that it composites and displays information indicating that the specific game value image is composited and displayed in the central composite image of the game island where the specific game machine is located.