System for game halls
The system manages gaming machine RAM clearing through a management device that tracks and compares clear information signals, addressing internal fraud and ensuring fair gameplay by accurately initializing RAM, thus preventing financial losses.
Patent Information
- Application Number
- JP2023112275
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-07
- Publication Date
- 2025-01-20
AI Technical Summary
Existing game hall systems face risks of internal improprieties due to inconsistent or fraudulent RAM clearing of gaming machines, leading to unfair advantages for players and financial losses for the game center.
A system is implemented to manage gaming machines that can execute RAM clearing, utilizing a management device to track and compare first and second clear information signals to ensure appropriate RAM initialization, identifying machines that should or should not have their RAM cleared, and managing the RAM clear status for each machine.
The system effectively identifies and manages RAM clearing status, reducing the risk of internal fraud and ensuring fair gameplay by accurately determining whether RAM has been appropriately initialized, thereby preventing financial losses and maintaining game center integrity.
Smart Images

Figure 2025009341000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a system for an amusement park. [Background technology]
[0002] Gaming parlors manage various types of gaming information based on gaming signals output from gaming machines, but in the past, as in Patent Document 1, gaming machines that needed to have their RAM cleared (initialized) were identified using the gaming information, and the RAM of those gaming machines was cleared when the parlor closed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-158567 Summary of the Invention [Problem to be solved by the invention]
[0004] However, because the RAM of a gaming machine is cleared by an employee of the gaming parlor, there is a risk of oversight of the operation or the occurrence of internal fraud, as described below. Here, we will explain internal fraud. First, if a gaming machine that is in an advantageous state for a player at closing time is allowed to be played when the parlor reopens, the player will gain an unfair advantage, resulting in losses for the gaming parlor. In this case, advantageous states include, as known in the art, special states, states immediately after a special state, or states that are likely to cause a ceiling state in consideration of the so-called ceiling function (for example, a large number of games played since the last jackpot).
[0005] To prevent losses to gaming parlors such as those mentioned above, gaming machines that require RAM clearing are identified as in the publicly known cases, and then employees or other personnel are tasked with clearing the RAM. However, internal fraud is anticipated, such as the personnel failing to clear the RAM against the intentions of the gaming parlor and instead providing information about the gaming machine to an acquaintance and having them play the machine. Also, some gaming machines offer an advantage by clearing the RAM, such as so-called C-time, and many gaming parlors do not clear the RAM of such machines daily, but rather systematically. However, as mentioned above, there are also cases of internal fraud in which personnel intentionally clear the RAM, and this point may also need to be taken into consideration.
[0006] The present invention has been made in consideration of the above-mentioned circumstances, and its purpose is to provide an amusement arcade system that can properly manage whether or not the RAM of a gaming machine that should or should not have the RAM cleared has been cleared. [Means for solving the problem]
[0007] The present invention is a system for an amusement facility that manages gaming machines capable of performing RAM clearing to initialize the gaming state, and is equipped with a first clear information acquisition means (e.g., management device 6, etc.) that acquires first clear information (e.g., ``R plan'' shown in Figure 4) that can identify gaming machines that should have their RAM cleared based on at least one of operational input by an employee of the amusement facility, gaming information (e.g., number of games to be initialized, outs, payout rate, etc.), and a predetermined lottery (e.g., a lottery for one business day), a second clear information acquisition means (e.g., management device 6, etc.) that acquires second clear information (e.g., ``R input'' shown in Figure 4) that can identify gaming machines whose RAM has been cleared based on a signal input from the gaming machine accompanying a RAM clear operation by an employee of the amusement facility (e.g., a data item of ``RAM clear'' from gaming machine 1), and a clear information management means (e.g., management device 6, etc.) that manages the first clear information and the second clear information so that they can be compared.
[0008] According to the above-mentioned configuration, the first clear information that can identify the gaming machine whose RAM should be cleared and the second clear information that can identify the gaming machine whose RAM has been cleared by a signal input from the gaming machine in response to a RAM clear operation by an amusement facility employee are managed in a comparative manner, so that it becomes possible to appropriately manage whether or not the RAM of a gaming machine whose RAM should or should not be cleared has been cleared. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a schematic diagram showing the overall configuration of an amusement park system according to one embodiment; [Figure 2] Front view of the gaming machine [Figure 3] Front view of the gaming device [Figure 4] Diagram showing clear management [Figure 5] Figure showing an example of data collection by model [Figure 6] RAM clear history DETAILED DESCRIPTION OF THE INVENTION
[0010] An embodiment will be described below with reference to the drawings. FIG. 1 is a schematic diagram showing the overall configuration of an amusement facility system. A large number of gaming machines 1 are installed in an amusement facility, and gaming devices 2 and information display devices 3 are installed in one-to-one correspondence with the gaming machines 1. Each gaming machine 1 is connected to its corresponding gaming device 2, and two gaming devices 2 and two information display devices 3 are connected to relay devices 4, which are connected via a LAN 5 to a management device 6 (corresponding to a first clear information acquisition means, a second clear information acquisition means, a clear information management means, a comparison means, a notification means, a suppression means, and a history information management means). The management device 6 receives game information indicating the game status of each gaming machine 1 and manages the game information for each gaming machine 1. In this case, the game information for each gaming machine 1 is received by the management device 6 from the gaming machine 1 via the gaming device 2 and the relay device 4 in that order. Meanwhile, various setting information for each gaming device 2 set in the management device 6 is received by the gaming device 2 from the management device 6 via the relay device 4.
[0011] The gaming facility is also equipped with a prize exchange terminal (hereinafter referred to as POS) 7 and a payment machine (not shown), which are connected to the management device 6 via LAN 5. The POS 7 has a touch-panel LCD display, a card slot into which an IC card 10 (see FIG. 3) such as a membership card 10a or a general card 10b is inserted, and a numeric keypad for authentication processing. When the IC card 10 is inserted into the card slot, the POS 7 executes a prize exchange process based on the game value of the balls and saved balls identified by the inserted IC card 10. When executing the prize exchange process, the POS 7 identifies the earned value that can be exchanged for prizes by, for example, reading the balls and medals acquired by the general player from the general card 10b, or by identifying the member player from the membership card 10a and obtaining the saved balls and medals that the member player has deposited at the gaming facility online from the management device 6.
[0012] The settlement machine has a card insertion slot into which an IC card 10 is inserted, a bill insertion slot into which bills are inserted, a return slot into which bills and coins are returned, etc. When an IC card 10 is inserted into the card insertion slot, the settlement machine returns, from the return slot, bills and coins corresponding to the deposit balance (monetary value, hereinafter sometimes referred to as the balance) specified by the inserted IC card 10. Furthermore, when a bill is inserted into the bill insertion slot, the settlement machine adds the inserted amount to the balance recorded on the IC card 10.
[0013] Recording media used in gaming parlors include a membership card 10a and a general card 10b. Both of these IC cards 10a and 10b are IC cards 10 that have built-in IC chips (not shown) that can identify game values and balances. The membership card 10a is a membership recording medium for a pre-registered member player, and records a member ID (member identification information) that can identify the card 10a of the member player. The general card 10b is a general recording medium for an unspecified number of general players, and records a general ID (general identification information) that can identify each individual card 10b.
[0014] The management device 6 is installed in, for example, an office or the like within the gaming facility. Although detailed illustration is omitted, the management device 6 is equipped with a control unit mainly consisting of a microcomputer having a CPU and storage units such as ROM and RAM, and the control unit is connected to a keyboard 8 operated by the gaming facility manager, a monitor 9, a printer (not shown), etc. The management device 6 inputs game signals output from the gaming machines (gaming machine 1, gaming device 2, etc.) and manages game information for each gaming machine 1, personal data for each member player, and the operating status of gaming machine 1, gaming device 2, etc. The management device 6 also manages the operating status of each device within the gaming facility, including the above-mentioned POS 7 and payment machines.
[0015] The gaming machine 1 is a so-called sealed-type pachinko machine. The gaming machine 1 is a management gaming machine that stores and manages the balance, held balls, and saved balls owned by the player, and supplies the internal pachinko balls to a launching device and launches them onto the board, provided that the stored game balls remain. When the player wins and acquires game balls, the game balls are added to the data as acquired balls (acquired points) without being paid out, and the gaming machine mainly manages the increase and decrease of the game balls.
[0016] In the gaming machine 1, the gaming value acquired by the player through play, namely, the gaming balls (gaming points) that are primarily managed on the gaming machine 1 side, is also referred to as gaming machine value (gaming machine acquired value), and the held balls (held points) that are primarily managed on the gaming device 2 side are also referred to as device value (device acquired value). Also, the gaming value acquired by the player, including the held balls (held points) that are the sum of the gaming machine value and device value (the sum of the gaming balls and held balls), is also referred to as acquired value.
[0017] As shown in Figure 2, the gaming machine 1 has a board 11 from which pachinko balls are shot, an operating handle 12 that constitutes the shooting device, a balance display unit 13 that displays the balance, a counting button 14 for converting game balls into held balls, and a game ball display unit 15 that displays the number of game balls. The board 11 has a normal map display unit 16, a normal map reserve display unit 17, a special map display unit 18, a normal map winning slot 19, general winning slots 20 and 21, a first reserve number display unit 22, a second reserve number display unit 23, a first start slot 24, a second start slot 25, and a special winning slot 26. In addition, a decorative panel 27 is provided below the counting button 14 and the game ball display unit 15.
[0018] The gaming machine 1 operates as follows. (1) The first starting slot 24 is a winning slot (a so-called center winning slot) whose winning rate does not fluctuate, and the second starting slot 25 is a winning slot (a so-called electric chute) whose winning rate fluctuates. A jackpot lottery is held according to the winning (start winning) at each starting slot 24, 25, and the result of the lottery is announced by a pattern change (unit game) performed on the special symbol display unit 18, and a jackpot is awarded according to the result of the change.
[0019] (2) If a start win occurs during a pattern change, the pattern changes are cumulatively reserved up to a predetermined reserved upper limit (for example, 4 each), and the reserved pattern changes will start after the pattern change ends. Note that if a start win occurs when the number of reserved pattern changes (reserved number) is at the upper limit, the pattern change will not be reserved.
[0020] (3) The probability of winning the jackpot lottery (jackpot probability) is 1 / 320 in the normal game state (normal state, normal), and is set to increase to 1 / 70 in the probability variable state (probability variable state, probability variable), and the probability variable rate, which is the percentage of jackpots that become probability variable after a jackpot (probability variable jackpot), is 66%.
[0021] (4) When a jackpot occurs, the large prize slot 26 is opened for the corresponding round (R). The maximum number of prizes per round is 10, and the maximum opening period is 30 seconds. When either the maximum number of prizes or the maximum opening period is reached, 1R ends. The corresponding round is also drawn in the same way as the jackpot lottery, and the distribution rate is 60% for 2R and 40% for 16R when the first starting slot 24 is won, but 10% for 2R and 90% for 16R when the second starting slot 25 is won. The priority for consuming reserved symbol changes corresponding to winning is set higher for the second starting slot 25 than for the first starting slot 24.
[0022] (5) During the probability variation, the probability of winning increases and the time-saving state (time-saving) is entered, which increases the winning rate of the second starting port 25. Also, if a jackpot that is not a probability variation jackpot (normal jackpot) occurs, the time-saving state becomes non-probability variation (single time-saving) after the jackpot, and the time-saving state continues until the pattern changes for a predetermined number of time-saving times (for example, 100 times) or a jackpot occurs, and if the pattern changes for the number of time-saving times without a jackpot occurring, the state returns to the normal state.
[0023] (6) When the normal symbol (normal symbol) that changes depending on the winning of the normal symbol winning hole 19 is a winning symbol, the second starting hole 25 enters an open state with a higher winning rate than in the normal state. In this case, the period for one normal symbol to change is 30 seconds in the normal state and 3 seconds in the time-saving state. Also, the opening period is 0.3 seconds in the normal state and 5 seconds in the time-saving state. In other words, in the time-saving state, the normal symbol change period is shorter than in the normal state, but the opening period is longer, making it easier for the second starting hole 25 to enter the open state, and the winning rate of the second starting hole 25 is higher.
[0024] (7) If a winning ball enters starting slots 24 and 25, a time-saving lottery (with a 1 / 30 chance of winning) can be held separately from the jackpot lottery. If a winning ball is entered, a sudden time-saving lottery (a sudden time-saving lottery) can be triggered, which shortens the time until the pattern changes 50 times (70%), 100 times (20%), or 400 times (10%). The sudden time-saving lottery does not result in a probability change, but rather in a standalone time-saving lottery. In addition to the sudden time-saving lottery, gaming machines other than those listed above, such as gaming machines with multiple jackpot probabilities that can be changed by setting, and so-called type 1 / 2 hybrid machines that can generate jackpots by entering specific winning slots in addition to the jackpot lottery, may also be managed.
[0025] (8) When a player wins, there is a substantial actual time reduction and a formal slight time reduction, and when a player wins, they are divided into a predetermined ratio (for example, 20% for the former and 80% for the latter). The actual time reduction is the same as the time reduction after a big win, but the slight time reduction shortens the normal fluctuation time, but the opening period remains short and is equivalent to the state without the time reduction, so the player not only does not benefit from the winning rate, but also does not receive the benefit because there is no sudden lottery.
[0026] (9) Time C is a normal state, but is a game state in which the sudden time lottery is performed, and continues until a jackpot or sudden time occurs. It may also be set to continue until a predetermined number of symbol changes have occurred, which may be a fixed number (e.g., 32 times), or may be allocated to the number of symbol changes that will cause the sudden time reduction. In this case, the predetermined number of symbol changes may be set to a number that cannot be consumed in one business day (e.g., 10,000 times), and may continue until a jackpot or sudden time occurs.
[0027] (10) In this embodiment, the following three conditions are given as examples of conditions for C-time: when a jackpot or time-saving feature ends and the game returns to normal; when the gaming machine 1's RAM is cleared (initialized); and when a sudden time-saving feature, including the above-mentioned minute time-saving feature, ends. In this case, for example, the number of symbol changes when a sudden time-saving feature occurs may be configured differently for the number of allocation candidates, or some of them may be set to a fixed value while the others are allocated as described above, or the probability of winning the time-saving feature lottery may be set to 1 / 30 for some of them and 1 / 100 for others. However, in this embodiment, the latter is given as an example for simplicity. Of course, other conditions may also be used as conditions for C-time.
[0028] (11) In the case of such gaming machines, the only game states are jackpot, probability variation, actual time reduction (including after the jackpot), minute time reduction, and C time. However, since minute time reduction does not improve the probability of a jackpot like probability variation, and does not benefit from the winning rate like actual time reduction, for convenience, not only C time but also minute time reduction will be included in the normal state. Furthermore, if an upper limit on the number of symbol changes that C time continues is set, the state after that upper limit becomes the original normal state (for example, the sudden time lottery becomes 1 / 200), so C time and minute time reduction may be further included in the normal state. Furthermore, in the following explanation, when sudden time or time reduction is referred to without any particular distinction, it refers to sudden time that becomes actual time reduction.
[0029] (12) It also has a so-called ceiling function. That is, if a jackpot does not occur until the ceiling number of symbol changes (for example, 1000 times) after a jackpot, the single time-saving ceiling time-saving (Ten-time) will occur until a predetermined number of symbol changes (for example, 700 times) are made or a jackpot occurs. If a jackpot does not occur even after the predetermined number of symbol changes, it will enter C-time, but from then on, Ten-time will not occur even if the ceiling number of symbol changes is reached again until a jackpot occurs.
[0030] The gaming machine 1 outputs the following data items as the game progresses, such as when the player shoots balls into the starting holes 24, 25 and when starting winnings occur. "Out" = A data item that indicates the consumed (used, entered) value (out) in units of one point since the last time data was sent. "Safe" = A data item that indicates the winning value (safe) awarded in units of 1 point according to winning since the last time data was sent. "S Winning (Number of Times)" = A data item that indicates the number of initial winnings (S winnings) since the last time data was sent, in units of one.
[0031] "Start (number of times)" = A data item indicating the start (number of symbol changes, number of symbol operations, number of unit plays) of the special symbol (special symbol display unit 18) that operates (changes) due to S winning since the last data transmission. It is counted at the time of confirmation, but it may also be counted at the time of start.
[0032] "Jackpot (number of times)" = A data item that indicates the number of jackpots that have occurred since the last data transmission in units of one. It is counted when it occurs, but it can also be counted when it ends. "Jackpot (state)" = A data item that indicates whether the state is on if a jackpot is occurring at the time of data transmission, or whether the state is off if no jackpot is occurring. The period from when it turns on to when it turns off is determined as the jackpot.
[0033] "Sweet state (state)" = A data item that indicates that at the time of data transmission, if a special state (sweet state) or a jackpot state is occurring, it is on, and if not, it is off. The period from when it turns on to when it turns off is identified as sweet state or jackpot. For example, if sweet state (state) is on, if the jackpot (state) is on, it is identified as a jackpot, and if the jackpot (state) is off, it is identified as sweet state. Also, sweet state corresponds to special states such as the time-saving and probability change states mentioned above. During a jackpot, sweet state does not necessarily have to be on. Furthermore, if both the jackpot (state) and sweet state (state) are off, it is identified as a normal state. A state in sweet state or during a jackpot is considered to be in special prize state. It is not on during a slight time-saving state.
[0034] "RAM Clear" = A data item that turns on when the RAM is cleared. In this case, RAM clearing is performed while the store is closed, but since the power to the system may be turned off, the data item remains on until the system receives a signal, not just at the time the RAM is cleared. Note that RAM clearing in a gaming machine can be performed, for example, by operating the corresponding switch on the main board on the back of the gaming machine 1, but it can also be performed by inputting a signal from the management device 6. Note that RAM clearing is a process for initializing the gaming state, but it also includes initialization of the gaming state in the narrow sense, such as initialization only for generating C-time or initialization only for initializing the number of symbol variations that are the target of the ceiling symbol variation number.
[0035] The above-mentioned data items are transmitted as identifiable data signals, such as telegrams, from the gaming machine 1 to the gaming device 2 at regular intervals (for example, every 200 milliseconds) as cumulative data (updated data) from the previous transmission, and fraudulent information other than the above-mentioned data items is also output.
[0036] As shown in Figure 3, the gaming device 2 has a status LED 28 that indicates the gaming status of the gaming machine 1 and the status of the gaming device 2, a bill insertion slot 29 into which bills are inserted, a camera 30 that photographs the upper body including the face of the player (only the protective cover is shown in Figure 3), a touch panel type LCD display unit 31 that accepts operation inputs from the player and displays various gaming data described below, a payout button (give button) 32 that accepts payout operations (give operations), a loan button 33 for accepting loan operations, a call button 34 that accepts operations to call an employee of the gaming facility, a contactless mobile terminal reader 35 that can read mobile IDs, a remote control receiver 37 that receives signals from an employee remote control 36 (see Figure 1) carried and operated by an employee, a return button 38 that accepts return operations, a card insertion slot 39 into which the IC card 10 is inserted, a USB connector 40 to which a USB cable can be attached and detached, etc.
[0037] The mobile ID read by the mobile terminal reader 35 is, for example, an ID assigned to an IC chip built into a FeliCa (registered trademark) mobile phone (hereinafter referred to as a "mobile terminal") (not shown), and is a unique ID for identifying the mobile terminal. In other words, the mobile ID corresponds to member identification information that can identify the mobile terminal (membership recording medium) owned by the member player. The mobile terminal reader 35 is not only built into the gaming device 2, but also into the POS 7.
[0038] The gaming device 2 operates as follows. (1) When banknotes are accepted (currency acceptance process), the amount of the deposit is added to the balance and displayed on both the gaming machine 1 and the gaming device 2, and when the lending button 33 is operated (lending operation, granting operation) while there is a balance, one lending unit (for example, 125 balls) is converted into game balls (amount of value granted) as lending balls (lending points) (lending process, value granting process), and the amount of value according to the gaming rate (hereinafter referred to as the rate) is deducted from the balance. Note that currency can be accepted in an amount corresponding to multiple value granting processes (for example, up to 10,000 yen).
[0039] (2) The system manages the balls in hand, and although the balls in hand cannot be used directly for games, a conversion process (a compensation granting process, a replay process) is performed to convert the balls in hand for one payout unit into game balls (conversion points) in response to the operation of the payout button 32 (a replay operation, a granting operation, a payout operation). In this case, a conversion rate may be separately set, but in this embodiment, it is set to 1:1 (the same applies to the counting process below).
[0040] (3) When the number of game balls in the gaming machine 1 increases in response to play, a counting process is performed to convert the game balls into owned balls in response to the operation of the counting button 14 of the gaming machine 1 (counting operation). In this case, one ball is converted per operation, but if the operation is continued, the conversion becomes possible continuously and at an accelerated rate. In this way, the game balls and owned balls are updated, and when a return operation (issuance operation) is performed by operating the return button 38 while there are remaining balance or owned balls in the gaming device 2, the balance or owned balls are associated with the general card 10b and issued (issuance process). Note that a partial issuance process is also possible, in which only a portion of the owned balls or the remaining balance is issued.
[0041] (4) For the issuing process, an issuing condition is set according to the gaming balls in the gaming machine 1, and in this embodiment, the issuing condition is met and the issuing process becomes possible when the gaming balls reach a predetermined number "0" or less. Therefore, communication (including information such as "out" or "safe") is performed with the gaming machine 1 at regular intervals (for example, every 300 ms), and when the gaming balls reach "0" due to use in a game or counting process, this is notified to the gaming device 2, and the issuing process is permitted when the issuing condition is met. It is possible to update the gaming balls by including gaming ball information that can identify the gaming balls in the data item sent from the gaming machine 1, thereby identifying that the issuing condition has been met, but other identification methods may be used, such as providing a separate data item indicating that the gaming balls have reached "0" or outputting a separate signal.
[0042] (5) The balls that can be identified by the issued general card 10b can be exchanged for prizes at the POS 7, and the balance can be settled for currency at the settlement machine. Incidentally, while cash can be exemplified as monetary value, including currency accepted by the gaming device 2, monetary value other than cash, such as electronic money or credit card payments, can also be accepted or settled. Furthermore, while the example has been given in which the issuance process is performed by associating the balls and balance with the general card 10b, it is of course also possible to perform the issuance process by associating them with other recording media, such as the membership card 10a or the player's mobile terminal.
[0043] (6) Through serial communication with the relay device 4, the management device 6 can identify various information such as currency acceptance processing, value granting processing, balance, held balls, loaned balls, converted balls, deposit amount, counted balls (counting points), loaned balls, sales amount that is the value of loaned balls, and recording medium acceptance and issuance processing, but this can also be identified by a pulse signal (for example, one pulse for every 1,000 yen deposited, one pulse for every 100 yen sold, etc.). Note that communication with the gaming machine 1 may be direct communication between the gaming machine 1 and gaming device 2 without going through the relay device 4, or communication may be via the relay device 4.
[0044] (7) The remote control receiver 37 receives commands from the employee remote control 36 and executes various processes according to the command contents.
[0045] As explained in "Problem to be Solved by the Invention," there is a concern about internal fraud in which a person in charge intentionally clears or does not clear the RAM, so it is necessary to properly manage whether or not the RAM has been cleared for gaming machines 1 in which the RAM should or should not be cleared, and in this embodiment, whether or not the RAM has been cleared is managed using the configuration shown below.
[0046] We will now explain possible internal frauds that may occur in gaming facilities. Examples of possible internal frauds include internal fraud targeting C-time, internal fraud targeting Ten-ji, and internal fraud targeting a small number of initial games.
[0047] (1) Internal fraud targeting C-time C Time occurs not only after a jackpot ends, but also after RAM is cleared. When C Time occurs, a sudden lottery is held, which is advantageous for the player. For example, gaming facilities may intentionally clear RAM to cause C Time when they want to increase business at opening time, but RAM clearing is not performed if there is no such intention. In other words, a possible internal fraud would be clearing RAM even though RAM clearing has not been instructed to cause C Time (RAM should not be cleared). In this case, it is possible that multiple gaming machines 1 may be targeted, taking into account the possibility of losing the sudden lottery.
[0048] (2) Internal fraud targeting Tenji A "Tenji" occurs when no jackpot occurs after a jackpot until the ceiling symbol variation number is reached. Many gaming parlors clear the RAM of gaming machines 1 whose symbol variation number after a jackpot (initialized number of games) is close to the ceiling symbol variation number at the time of closing, taking into account the "Tenji" at the time of opening. In other words, the internal fraud that is expected is internal fraud in which the RAM is not cleared even when the initialized number of games is close to the ceiling symbol variation number and is subject to RAM clearing (even though RAM should be cleared).
[0049] (3) Internal fraud targeting a small number of initialized games In particular, targeting slot machines, gaming machines 1 with a small number of games to be initialized, such as those with a higher probability of winning the AT lottery after a jackpot (bonus), are subject to RAM clearing. In other words, the internal fraud that is expected is internal fraud in which the RAM is not cleared even if the number of games to be initialized is small and the machine is subject to RAM clearing (even though the RAM should be cleared).
[0050] The above three are just examples, and for example, if the store closes during a jackpot, RAM will be cleared, but other internal fraud such as not clearing the RAM is also assumed, and there are gaming machines 1 for which all internal fraud is assumed, and gaming machines 1 for which only some internal fraud is assumed. As mentioned above, after adjusting whether or not to clear the RAM, a player may inform an acquaintance of the situation and share the profit with them, or it is also possible to sell information indicating whether or not the RAM was cleared via, for example, a social networking service (SNS).
[0051] The management device 6 manages the RAM clear status for each machine number in the same way as other game information, as shown in Fig. 4. The items in the clear management shown in Fig. 4 are as follows. "R plan" = indicates information (corresponding to the first clear information) as to whether or not the gaming facility specified by the operation input or the like is a gaming machine 1 for which RAM clearing is to be performed. "R input" = indicates information (corresponding to second clear information) as to whether the gaming machine 1 specified by the gaming information specified by the data item "RAM clear" has had its RAM cleared. As explained above, "out" indicates the gaming value consumed in the gaming machine 1. "Initialization S" = The start explained by the data item "Start", and indicates the start after the preset initialization conditions are met (for example, a jackpot or the end of a special state, or RAM clearing, etc.).
[0052] "Payout rate" = Indicates the ratio (payout rate, award rate) of safe (game value awarded in response to winning on gaming machine 1 as explained in the data item "safe") to out. "Sales amount" = Indicates the monetary value that is used in exchange for the gaming value (number of balls loaned, value awarded) awarded at the corresponding gaming device 2, which can be identified by the gaming signal transmitted from the gaming device 2. "Price per ball" = Indicates the ratio of sales amount to out.
[0053] In the clear management shown in Figure 4, a gaming machine 1 with "R Scheduled" set to "Yes" indicates a gaming machine 1 that is scheduled to be reset and have its RAM cleared due to operational input by an amusement arcade employee, or, for example, because the number of initialization games has reached a standard value, and other gaming machines 1 are set to "No." In this embodiment, an example is given of identification by operation input of "R planned," but as described above, identification may be made without operation input, for example by comparing the number of games to be initialized with a reference value, or RAM clear candidate machines may be identified based on the results of comparing game information (for example, initialization S indicating the number of games to be initialized in Figure 4) with a reference value (for example, "700") (for example, if the reference value in Figure 4 is reached, an identification output is made in yellow, for example (in Figure 4, for example, a yellow identification output is shown by a dot), in the example of Figure 4, machine numbers "1" and "2" correspond to this), and an employee of the gaming facility may refer to the identification result and identify the gaming machine 1 for which RAM clear is scheduled by operation input, or the gaming machine 1 for which RAM clear is scheduled to be performed may be determined by a lottery (predetermined lottery) on one business day without comparing game information with a reference value (in this case, it is desirable to set in advance the number of gaming machines that are eligible to win), and so on. Identification may be made in any way.
[0054] There are various uses for comparing with game information, such as clearing the RAM to prevent a drop in operation if the out or payout rate does not reach the standard value (corresponding to internal fraud targeting C time as described above in (1)), or clearing the RAM to clear the advantageous state after a jackpot if the initialization S does not reach the standard value (corresponding to internal fraud targeting a small number of initialization games as described above in (3)).Therefore, when comparing game information with a standard value, it is desirable to be able to set how to compare on a machine-by-machine basis.
[0055] A gaming machine 1 with "R input" set to "Yes" indicates a gaming machine 1 that has been identified as having cleared its RAM by the "RAM clear" data item output from the gaming machine 1, and other gaming machines 1 are set to "No."
[0056] Here, the management device 6 outputs an identification when the results of "R Schedule" and "R Input" differ. That is, for example, in the case of machine number "2," where "R Schedule" is "Yes" but "R Input" is "No," and the gaming parlor should clear the RAM, but the RAM has not actually been cleared (the first clear information indicates that the RAM should be cleared, but the second clear information indicates that the RAM has not been cleared), the management device 6 outputs an identification in blue, for example (in FIG. 4, for example, blue identification output is shown by vertical hatching). Conversely, in the case of machine number "3," where "R Schedule" is "No" but "R Input" is "Yes," and the gaming parlor should not clear the RAM, but the RAM has actually been cleared (the first clear information indicates that the RAM did not need to be cleared, but the second clear information indicates that the RAM has been cleared), the management device 6 outputs an identification in red, for example (in FIG. 4, for example, red identification output is shown by horizontal hatching). In addition, in Figure 4, all items such as machine number, R schedule, and R input are subject to identification output, but it is also possible to subject only some items to identification output, for example, to subject only machine number to identification output.
[0057] As mentioned above, what is considered important varies depending on the model, so it is desirable to be able to set such an identification method for each model. For example, it is desirable to unify the color to red when responding to internal fraud and blue when responding to errors such as missing input or settings.
[0058] Depending on the gaming facility, this type of processing may be considered annoying, so it may be possible to determine whether or not to perform this processing by setting, and since there are some models that do not require this processing (for example, in so-called A-type slot machines, clearing the RAM has almost no effect on the player's advantage or disadvantage), it may be possible to set whether or not to perform this processing on a model-by-model basis.In addition, including the following, output may be not only displayed but also printed output, audio output, or any other appropriate output as appropriate.
[0059] It is desirable to perform the above-mentioned comparison between "R schedule" and "R input" after the information is input. In other words, there is a time lag between the operation input and the actual RAM clear and signal input, and if the above-mentioned comparison is performed immediately after the input, all gaming machines 1 with "R schedule" set to "Yes" will be identified, which is not only annoying but also wasteful. Also, depending on the gaming center, the "R schedule" may be input during business hours the next day, and in this case, there is a risk that all gaming machines 1 with "R input" before the "R schedule" is input will be identified due to the RAM clear information input while the center is closed.
[0060] Therefore, the time (e.g., 9:00) for performing the above-described comparison may be preset in the settings, and the comparison may be performed after that time. Similarly, the comparison may be performed by inputting an operation such as a completion operation when "R scheduled" is entered, or the comparison may be performed when a comparison condition for performing such a comparison process is met. In this case, the comparison process may be performed after the comparison condition is met, but it is also possible to envision a configuration in which the comparison process is performed regardless of whether the comparison condition is met, but the notification process for notifying the comparison result is performed after the comparison condition is met (at least one of the comparison of the first clear information and the second clear information by the comparison means and the notification of the comparison result by the notification means is suppressed until the comparison condition is met).
[0061] The operation input for "R Schedule" will now be described. The operation input may be an operation input that directly changes "R Schedule" that is displayed together with other game information as shown in Figure 4, or it may be input on a separate input screen dedicated to operation input. In this case, the above-mentioned comparison results may be used to identify and correct missing input (red identification) or incorrect input (blue identification). In such cases, it is desirable not to output an identification, or to output an identification different from the above (for example, by adding a specific mark such as a star).
[0062] Figure 5 shows a model-specific summary of the gaming information shown in Figure 4, compiled by model (equivalent to a group). Here, "number of machines" indicates the number of installed machines of the relevant machine, and "R planned" and "R input" indicate the number of "present" machines in "R planned" and "R input" shown in Figure 4, respectively.
[0063] For example, model E is assumed to include, out of a total of 16 gaming machines, 5 machines are "R scheduled" and 8 machines are "R input," and includes gaming machines 1 for which "R scheduled" is "not" but "R input" is "present," so the management device 6 outputs the model name and the R input item in red, for example (in FIG. 5, for example, the red identification output is shown by horizontal hatching). Conversely, model D is assumed to include, out of a total of 8 machines, 4 machines are "R scheduled" and 3 machines are "R input," and includes gaming machines 1 for which "R scheduled" is "present" but "R input" is "not," so the management device 6 outputs the model name and the R input item in blue, for example (in FIG. 5, for example, the blue identification output is shown by vertical hatching).
[0064] For example, model G is assumed to include, out of a total of seven machines, three with "R scheduled" and three with "R input", three with "R scheduled" but "R input" and three with "R scheduled" but "R input" and therefore the management device 6 outputs the model name and the R input item in red, for example, to identify them.
[0065] For example, model A is assumed to include two "R scheduled" and two "R input" gaming machines 1 out of a total of six machines, and two gaming machines 1 with "R scheduled" and "R input" set to "yes", so the management device 6 does not output any identification. In Fig. 5, only some items, such as the model name and R input, are subject to identification output, but all items may be subject to identification output as shown in Fig. 4.
[0066] Here, if a machine name field such as "Machine D" is selected, game information for the selected machine is displayed for each machine as shown in FIG. 4, making it possible to ascertain which gaming machine 1 is being identified as the target. In other words, it is assumed that the system checks whether there are any abnormalities for each machine in FIG. 5, and then checks for abnormal machines for each gaming machine in FIG. 4. While FIG. 4 shows the number of both "R Schedule" and "R Input" machines, the number of target machines can be ascertained by referring to FIG. 4 based on the identification information, so it is not necessary to output both, or only one of them. In this case, it is desirable to allow the gaming facility manager to select items to be output, including "R Schedule" and "R Input."
[0067] Furthermore, while showing such comparison results, including those shown in Figure 4, to employees of the gaming facility can be expected to prevent internal fraud, there is a concern that new internal fraud may be committed, so viewing authority may be granted only to specific personnel, such as the gaming facility manager and owner. That is, when checking gaming information, information for identifying the personnel, such as verification information such as an ID and a password corresponding to the ID, is entered, and when a personnel with viewing authority logs in, the comparison results of Figures 4 and 5 and comparison information such as "R schedule" are output, while when a personnel with viewing authority logs in, the comparison information is not output. Furthermore, when a user logs in or when the above-mentioned comparison condition is met, if there is a gaming machine 1 that is eligible for output based on the comparison results, that fact may be notified, for example, by a pop-up display.
[0068] 5 shows an example of aggregation by machine type, but the comparison results may be reported by any grouping based on any conditions, such as by gaming island, such as gaming machines 1 installed on a gaming island, by gaming machine manufacturer, or by gaming machines with similar specifications or playability. The same applies to examples based on other machine types.
[0069] FIG. 6 shows a RAM clear history (corresponding to history information) that indicates the manager or employee who input "R Schedule" (corresponding to the person who input the first clear information), and the manager or employee who actually cleared the RAM of the gaming machine 1 (corresponding to the person who performed the RAM clear operation). Since input operations and RAM clearing are performed in a rotation in an amusement facility, FIG. 6 can be created by inputting in advance who will be in charge when setting up such a rotation, or the person who logged in when "R Schedule" is input can be identified as "R Schedule." Also, while FIG. 6 shows data compiled by date, it is also possible to associate time information by identifying the person in charge by operation.
[0070] In gaming parlors, there are often predetermined staff members for each model or gaming machine (the staff member may change on each business day), so Figure 6 makes it possible to narrow down the search by date and time and staff member, and is useful when tracking down the person who committed the internal fraud by determining who was in charge of the problematic gaming machine 1. Furthermore, in addition to the content shown in Figure 6, it is also possible to identify the person in charge by dividing the model or gaming machine by date and time, in which case it is possible to identify the person in charge using only Figure 6. Of course, if there is only one person in charge, it is possible to identify them using only the content shown in Figure 6.
[0071] 6, both "R schedule" and "R input" are managed, but it is also possible to manage only one of them. In other words, depending on the amusement facility, the same person is often in charge of "R schedule" and "R input", and it is possible to assume that the system will be designed to handle only such amusement facilities.
[0072] As described above, this embodiment can provide the following advantageous effects: Since the first clear information indicating a gaming machine 1 that should have its RAM cleared, such as "R scheduled," and the second clear information indicating that a signal has been input, such as "R input," are managed in a comparable manner, it is possible to manage whether the RAM has been appropriately cleared for gaming machines 1 that should or should not have their RAM cleared.
[0073] The output is designed to distinguish between a gaming machine 1 where the gaming parlor should have cleared the RAM but the RAM has not actually been cleared, such as when "R planned" is "yes" but "R input" is "no," and a gaming machine 1 where the gaming parlor should not have cleared the RAM but the RAM has actually been cleared, such as when "R planned" is "no" but "R input" is "yes," so it becomes possible to determine whether there is a high possibility of internal fraud or a mistake such as an omission in input.
[0074] The comparison result between "R schedule" and "R input" is notified when a comparison condition that can be met after both pieces of information are input, such as when the set time arrives, is met, so it is possible to prevent unnecessary comparison results from being notified due to one piece of information not being input.
[0075] The comparison results between "R planned" and "R input" can be reported on a group basis, and whether or not a group is to be notified is determined based on whether or not there is a gaming machine 1 in the group that is to be notified based on the comparison results.Therefore, by referring to the results of a frequently referenced aggregation such as a model-specific aggregation, it is possible to know that there is a gaming machine 1 that is to be notified, and it is possible to reduce the risk that the notification will not be recognized.
[0076] Since the RAM clear history that can identify the person who inputted the "R schedule" and the person who actually performed the RAM clearing operation is managed, when a gaming machine 1 with a problem is found as a result of comparing the "R schedule" with the "R input", it is possible to narrow down the person in charge and then take action.
[0077] The present invention is not limited to the above-described embodiment, and may be modified or expanded as follows. Furthermore, the configurations illustrated may be combined in any manner, including modified examples, or may not be adopted as appropriate.
[0078] In the example given, when identifying and outputting the model-specific tally, the identification output is based on whether or not the relevant gaming machine is present within the relevant model, but it is also possible to set a reference value (for example, two machines) as the reference number of machines, and when the number of relevant gaming machines reaches that reference value, the identification output is made that the relevant gaming machine is present. Although an example has been given in which the comparison result is notified when the comparison condition is met, the comparison result may be notified without setting such a comparison condition, and of course a condition not exemplified, such as specifying both "R planned" and "R input" within the same model, may also be used as the comparison condition.
[0079] While the example given above shows that a gaming machine for which an employee of the gaming parlor has input a command to clear its RAM, such as a gaming machine for which the number of games initialized has reached a reference value, or a gaming machine that has won a lottery on one business day, is identified as a gaming machine for which the RAM should be cleared, a gaming machine for which an employee of the gaming parlor has input a command not to clear its RAM, such as a gaming machine for which the number of games initialized has not reached a reference value, or a gaming machine that has not won a lottery on one business day, may also be identified as a gaming machine for which the RAM should not be cleared. When setting whether or not the RAM should be cleared by operation input, if it is possible to select between a method for setting gaming machines for which the RAM should be cleared and a method for setting gaming machines for which the RAM should not be cleared, it becomes possible to set gaming machines for which the RAM should be cleared or not, using a method that targets a small number of machines.
[0080] Each setting value may be set by an administrator through manual input, may be set in advance by the manufacturer of the management device 6, or may be set by downloading setting information from an external server (for example, the headquarters of a chain store). In this case, the setting value is also input through manual input on the server. Of course, past gaming information may also be set as a reference value.
[0081] The exemplified game information may be specified directly by an input signal or indirectly by using an arithmetic expression. The numerical values, number of digits, items, etc. are examples, and any numerical values may be used. Furthermore, the identification output may be in any output form, such as adding symbols other than those shown in the examples, and at least printing and display output are envisioned.
[0082] Regarding "above" and "exceed," either one can be used, and expressions such as "reached" correspond to either "above" or "exceeded." The same is true for "below" and "below," and expressions such as "did not reach" correspond to both. The gaming machine 1 in question is a so-called sealed type, in which gaming value is managed only by data, but a credit-type slot machine, in which gaming value is managed by data such as credits without paying out medals, or a conventional payout-type pachinko gaming machine or slot machine, etc. The use of the word "value" as in gaming value is intended to encompass both earned value managed by data as in this example and gaming media that are paid out.
[0083] Although a data signal has been exemplified as a gaming signal output from the gaming machine, a pulse signal such as a payout type may also be used. Any configuration may be used, such as a part of the processing performed by the management device 6 being performed by the relay device 4 or the gaming device 2. Furthermore, the configurations exemplified above may be combined in any manner, including modified examples, and configurations that are not adopted may be provided as appropriate. [Explanation of symbols]
[0084] In the drawing, 1 is a gaming machine, and 6 is a management device (first clear information acquisition means, second clear information acquisition means, clear information management means, comparison means, notification means, suppression means, history information management means).
Claims
1. A gaming facility system that manages gaming machines capable of executing RAM clearing to initialize a gaming state, a first clear information acquiring means for acquiring first clear information capable of identifying a gaming machine to be RAM cleared by at least one of an operational input by an employee of the gaming facility, game information, and a predetermined lottery; a second clear information acquiring means for acquiring second clear information capable of identifying a gaming machine whose RAM has been cleared by a signal input from the gaming machine associated with a RAM clear operation by an employee of the gaming facility; A system for an amusement facility comprising: a clear information management means for managing the first clear information and the second clear information so as to be comparable.
2. A comparison means capable of comparing the first clear information with the second clear information; a notification means for notifying a result of the comparison by the comparison means, 2. The amusement park system of claim 1, wherein the notification means notifies in a distinguishable manner between a gaming machine identified as having its RAM cleared according to the first clear information but not having its RAM cleared according to the second clear information, and a gaming machine identified as having its RAM cleared according to the second clear information but not having its RAM cleared according to the first clear information.
3. A comparison means capable of comparing the first clear information with the second clear information; a notification means for notifying a result of the comparison by the comparison means; An amusement park system as described in claim 1, further comprising a suppression means for suppressing at least one of the comparison of the first clear information and the second clear information by the comparison means, or the notification of the comparison result by the notification means, until a comparison condition that can be satisfied after both the first clear information and the second clear information are obtained is satisfied.
4. a notification means for notifying a result of a comparison between the first clear information and the second clear information on a group basis constituted by a plurality of gaming machines; 2. The game arcade system according to claim 1, wherein the notification means determines whether or not a group is to be notified depending on whether or not there is a gaming machine in the group that is to be notified based on the comparison result.
5. An amusement park system as described in any one of claims 1 to 4, further comprising a history information management means for managing history information capable of identifying the person who input the first clear information and the person who performed the RAM clear operation.
Citation Information
Patent Citations
Game parlor management device
JP2013158567A