Game parlor system
Patent Information
- Application Number
- JP2023124547
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-31
- Publication Date
- 2025-02-13
Smart Images

Figure 2025020912000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a system for an amusement park. [Background technology]
[0002] In game arcades, game values are given to players for playing games, and the giving unit is set according to the rate, for example, 125 balls, i.e., 500 yen, is set as the base value, i.e., the giving unit, for a 4 yen rate, as in "Payout number" in [Figure 3] of Patent Document 1. In the case of conventional payout type game machines that pay out game values, balls, which are game values, are paid out to the upper tray of the game machine, so it was necessary to consider the capacity of balls that can be paid out to this upper tray. In other words, in the case of many game machines, the capacity of the upper tray is about 200 balls, so if 250 balls, which is 1000 yen, were set as the giving unit, the player would be busy handling the paid out balls and would not be able to concentrate on playing, so the giving unit is set to 125 balls, or 200 balls when the lending rate is 1 yen, and it was extremely rare to set 400 balls as in the 2 yen rate in "Figure 3". [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-202805 A Summary of the Invention [Problem to be solved by the invention]
[0004] In recent years, smart gaming machines that do not pay out gaming value but increase or decrease a virtual gaming value managed by the gaming machine or gaming device according to the game are being introduced to the market. In the case of such smart gaming machines, since there is no need to pay out gaming value, there is less need to consider the capacity of the upper tray as in the above-mentioned payout type gaming machines.
[0005] On the other hand, some gaming parlors want to collect at least a certain amount as a minimum gaming fee when playing, for example, if the payout unit is 4 yen, then some gaming parlors want to set the minimum gaming fee at 250 balls and 1000 yen. However, if the payout unit is set by rate as in the publicly known example, it is necessary to consider the capacity of the upper tray for payout gaming machines as described above, and it is expected that it will take some time to make all payout gaming machines smart gaming machines, and it is expected that smart gaming machines and payout gaming machines will coexist even if they have the same rate for a while.
[0006] The present invention has been made in consideration of the above-mentioned circumstances, and its purpose is to provide an amusement facility system that can appropriately collect the minimum gaming fee desired by the amusement facility in an amusement facility where smart gaming machines and payout gaming machines are installed together, taking into consideration the capacity of the upper tray of the payout gaming machine. [Means for solving the problem]
[0007] The present invention is a gaming facility system that manages gaming machines including a payout gaming machine (e.g., a payout gaming machine 5, etc.) that awards gaming value by paying out gaming value (e.g., balls, etc.) according to a game, and a smart gaming machine (e.g., a smart gaming machine 1, etc.) that awards gaming value by increasing a virtual gaming value (e.g., data, etc.) without paying out gaming value according to a game, and a system that receives a predetermined awarding operation (e.g., an operation of a payout button 32 of a gaming device 2, an operation of a lending button 54 of a payout gaming machine 5, etc.) provided in correspondence with the gaming machine. In this case, the system is equipped with a value granting means (e.g., gaming device 2, 6, etc.) that performs a value granting process to grant a gaming value corresponding to the value to the corresponding gaming machine, and a granting unit setting means (e.g., management device 10, etc.) that can set the granting unit corresponding to one granting operation in the value granting process as a first granting unit for the payout type gaming machine (e.g., a lending unit set corresponding to the payout type gaming machine 5) and a second granting unit for the smart gaming machine (e.g., a lending unit set corresponding to the smart gaming machine 1).
[0008] According to the above-mentioned configuration, the award unit corresponding to one award operation in the value awarding process can be set separately as a first award unit for a payout type gaming machine and a second award unit for a smart gaming machine, so that it is possible to appropriately collect the minimum gaming fee desired by the gaming facility while taking into consideration the capacity of the upper tray of the payout type gaming machine. [Brief description of the drawings]
[0009] [Figure 1] FIG. 1 is a schematic diagram showing an overall configuration of an amusement park system according to an embodiment. [Diagram 2] Front view of smart gaming machine [Diagram 3] A chart showing spec values by mode [Figure 4] A front view of a gaming device corresponding to the smart gaming machine. [Diagram 5] Front view of a payout type gaming machine [Figure 6] A front view of a gaming device corresponding to a payout type gaming machine. [Figure 7] Model setting diagram [Figure 8] A diagram showing part of the loan settings screen [Figure 9] A diagram showing part of the Replay Settings screen. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] An embodiment will be described below with reference to the drawings. FIG. 1 is a schematic diagram showing the overall configuration of a gaming facility system. A smart gaming machine 1 and a payout gaming machine 5 are installed in a gaming facility as a number of gaming machines. A gaming device 2 (corresponding to a value providing means) and an information display device 3 are installed in a one-to-one correspondence with the smart gaming machine 1, and two gaming devices 2 and two information display devices 3 are connected to a relay device 4. The relay device 4 is connected to a management device 10 (corresponding to a value providing unit setting means, an application means, an initial setting means, a first notification means, and a second notification means) via a LAN 9. A gaming device 6 and an information display device 7 are installed in a one-to-one correspondence with the payout gaming machine 5, and two gaming devices 6 (corresponding to a value providing means) and two information display devices 7 are connected to a relay device 8. The relay device 8 is connected to a management device 10 via a LAN 9.
[0011] The management device 10 receives gaming information indicating the gaming status of the smart gaming machine 1 and the payout gaming machine 5, and manages the gaming information for each of the smart gaming machine 1 and the payout gaming machine 5. In this case, the gaming information for the smart gaming machine 1 is received by the management device 10 via the gaming device 2 and the relay device 4, and the gaming information for the payout gaming machine 5 is received by the management device 10 via the relay device 8. Meanwhile, various setting information for the gaming device 2 set in the management device 10 is received by the gaming device 2 from the management device 10 via the relay device 4, and various setting information for the gaming device 6 set in the management device 10 is received by the gaming device 6 from the management device 10 via the relay device 8.
[0012] A prize exchange terminal (hereinafter referred to as POS) 11 and a payment machine (not shown) are also installed in the game center, and the POS 11 and the payment machine are also connected to the management device 10 via the LAN 9. The POS 11 has a touch panel type liquid crystal display unit, a card insertion slot into which an IC card such as a membership card or a general card is inserted, and a numeric keypad for authentication processing. When an IC card is inserted into the card insertion slot, the POS 11 executes a prize exchange process based on the game value of the balls held or the saved balls, etc., specified by the inserted IC card. When executing the prize exchange process, the POS 11 specifies the acquired value that can be exchanged for prizes, for example, by reading the balls or medals held by the general player from the general card, or by identifying the member player from the member card and obtaining the saved balls or medals that the member player has deposited in the game center online from the management device 10.
[0013] The settlement machine has a card insertion slot into which an IC card is inserted, a bill insertion slot into which bills are inserted, a return slot for returning bills and coins, etc. When an IC card is inserted into the card insertion slot, the settlement machine returns bills and coins from the return slot that correspond to the deposit balance (monetary value, hereinafter sometimes referred to as the balance) specified by the inserted IC card. Also, 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.
[0014] An IC card used as a recording medium in an arcade is an IC card with a built-in IC chip that can identify the gaming value and the balance. A membership card is a membership recording medium for a member player who has been registered as a member in advance, and records a member ID (member identification information) that can identify the card of the member player. A general card 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.
[0015] The management device 10 is installed in, for example, an office in the gaming facility. Although detailed illustration is omitted, the management device 10 has a control unit mainly composed of a microcomputer having a CPU and a storage unit such as a ROM and a RAM, and the control unit is connected to a keyboard 12 operated by the manager of the gaming facility, a monitor 13, a printer (not shown), etc. The management device 10 inputs data items and game signals output from the gaming machines (smart gaming machine 1, payout gaming machine 5, gaming devices 2 and 6, etc.) and manages game information for each smart gaming machine 1 and payout gaming machine 5, personal data for each member player, and the operating status of the smart gaming machine 1, payout gaming machine 5, gaming devices 2 and 6, etc. The management device 10 also manages the operating status of each device in the gaming facility including the POS 11 and the settlement machine described above.
[0016] We will now explain the smart gaming machine 1. The smart gaming machine 1 is a management gaming machine that stores and manages the balance, held balls, and saved balls owned by the player, and, on the condition that the stored game balls remain, supplies the internal pachinko balls to a launching device and launches them onto the board, and when the player wins and acquires game balls, it adds them to the data (corresponding to a virtual game value) as acquired balls (acquired points), without paying out the game balls, and mainly manages the increase and decrease of the game balls.
[0017] In the smart gaming machine 1, the gaming value acquired by the player through playing the game, namely, the gaming balls (gaming points) mainly managed on the smart gaming machine 1 side, is also called gaming machine value (gaming machine acquired value), and the balls (points) mainly managed on the gaming device 2 side are also called device value (device acquired value). Also, the gaming value acquired by the player including the balls (points) held, which is the sum of the gaming machine value and the device value (the sum of the gaming balls and the held balls), is also called acquired value.
[0018] As shown in Fig. 2, the smart gaming machine 1 has a board 14 from which pachinko balls are shot, an operating handle 15 constituting the shooting device, a balance display unit 16 that displays the balance, a counting button 17 for converting game balls into held balls, and a game ball display unit 18 that displays the number of game balls. The board 14 has a normal map display unit 19, a normal map reserve display unit 20, a special map display unit 21, a normal map winning port 22, general winning ports 23, 24, a first reserved number display unit 25, a second reserved number display unit 26, a first start port 27, a second start port 28, and a big winning port 29. In addition, a decorative panel 30 is provided below the counting button 17 and the game ball display unit 18.
[0019] The smart gaming machine 1 operates as follows. (1) The first starting hole 27 is a winning hole (a so-called center winning hole) whose winning rate does not change, and the second starting hole 28 is a winning hole (a so-called electric chute) whose winning rate changes. A lottery for a jackpot is held according to the winning (start winning) at each starting hole 27, 28, and the lottery result is notified by the pattern change (unit game) performed by the special pattern display unit 21, and the jackpot is awarded according to the result of the change.
[0020] (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 changes have ended. Note that if a start win occurs when the number of reserved pattern changes (reserved number) is at the upper limit, the pattern changes will not be reserved.
[0021] (3) There are six game machine settings (modes), and the winning probability (jackpot probability) of the jackpot lottery can be adjusted for the normal game state (normal state, normal) and the probability variable state (probability variable state, probability variable) depending on the mode, as shown in FIG. 3. In addition, the probability variable rate, which is the rate at which a jackpot becomes a probability variable after a jackpot (probability variable jackpot), is also determined (for example, 66%, common to all modes). While the jackpot probability is invariant depending on the mode, it is sufficient that at least one of the jackpot probability and probability variable rate between normal and probability variable, and the round allocation rate described later, etc., can be adjusted depending on the mode, so that the probability variable rate can be adjusted.
[0022] (4) When a jackpot occurs, the jackpot opening 29 is opened for the corresponding round (R). The upper limit of the number of winnings in 1R is 10, and the upper limit opening period is 30 seconds. When either the upper limit of the number of winnings or the upper limit opening period is reached, 1R ends. The corresponding round is also drawn in the same way as the jackpot drawing, and the distribution rate is 10% for 2R, 50% for 8R, and 40% for 15R when the first starting hole 27 is won, but 10% for 8R and 90% for 15R when the second starting hole 28 is won, and the priority order for the reserved consumption of the pattern change according to the winning is set higher for the second starting hole 28 than for the first starting hole 27.
[0023] (5) During the probability of a special chance, the probability of a jackpot increases and the winning rate of the second starting hole 28 increases. If a jackpot that is not a probability of a special chance jackpot (a normal jackpot) occurs, the game enters a time-saving state (single time-saving state) that is not a probability of a special chance jackpot after the jackpot, and the game continues to save time until the pattern changes a predetermined number of times (for example, 100 times) or a jackpot occurs. If the pattern changes a number of times for the time-saving state without a jackpot occurring, the game returns to the normal state.
[0024] (6) When the normal pattern (normal pattern) that changes in response to the winning of the normal pattern winning port 22 becomes a winning pattern, the second starting port 28 becomes an open state with a higher winning rate than in the normal state. In this case, the period for one normal pattern 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 period for the normal pattern to change is shorter than in the normal state, while the opening period is longer, making it easier to enter the open state, and the winning rate of the second starting port 28 becomes higher.
[0025] (7) Because the big prize hole 29 and the second starting hole 28 are located on the right side of the board 14, during time-saving or big wins, the ball is shot toward the right side of the board 14, which is called right shot. The above explanation was given using model A as an example, but the values shown as examples vary depending on the model, for example, model B has a different round allocation, and the gameplay also differs.
[0026] The smart gaming machine 1 outputs the following data items as the game progresses, such as the player shooting balls and starting winning into each starting hole 27, 28. "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 award value (safe) awarded in units of 1 point according to winning since the last time data was sent.
[0027] "S winning (number of times)" = A data item that indicates the number of initial winnings (S winnings) since the last time data was sent, one at a time. "Start (number of times)" = A data item indicating the start (number of pattern changes, number of times the device is activated, number of times the unit is played) of the device (special device display unit 21) that is activated (changed) by 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. "In operation (state)" = A data item that indicates whether the reel is on or off if the reel is not in operation, such as when the pattern is changing, at the time of data transmission. The period from when it turns on to when it turns off is specified as when the reel is in operation.
[0028] "Jackpot (number of times)" = A data item that indicates the number of jackpots that have occurred since the previous 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 ON if a jackpot state is occurring at the time of data transmission, and OFF if a jackpot state is not occurring. The period from when it turns ON to when it turns OFF is identified as the jackpot state.
[0029] "Sweet state (state)" = A data item that indicates that it is on if a special state (sweet state) or a jackpot state is occurring at the time of data transmission, and off otherwise. 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 jackpot, and if the jackpot (state) is off, it is identified as sweet state. Sweet state also corresponds to the above-mentioned special states such as time reduction and probability change. 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 jackpot is considered to be in special prize state.
[0030] The above-mentioned data items are transmitted as identifiable data signals, such as telegrams, from the smart gaming machine 1 to the gaming device 2 at regular intervals (e.g., every 200 milliseconds) as cumulative data (update data) from the previous transmission, and fraudulent information other than the above-mentioned data items is also output.
[0031] The gaming device 2 will be described. As shown in Fig. 4, the gaming device 2 has a status LED 31 that indicates the gaming status of the smart gaming machine 1 and the status of the gaming device 2, a bill insertion slot 32 into which bills are inserted, a camera 33 (only a protective cover is shown in Fig. 3) that photographs the upper body including the face of the player, a touch panel type liquid crystal display unit 34 that receives operation input from the player and displays various game data described later, a payout button (giving button) 35 that receives a payout operation (giving operation), a lending button 36 for receiving a lending operation, a call button 37 for receiving an operation to call an employee of the gaming facility, a non-contact type mobile terminal reader 38 capable of reading a mobile ID, a remote control light receiving unit 40 that receives a signal from an employee remote control 39 (see Fig. 1) carried and operated by an employee, a return button 41 for receiving a return operation, a card insertion slot 42 into which an IC card is inserted, a USB connector 43 to which a USB cable can be attached and detached, and the like.
[0032] The mobile ID read by the mobile terminal reader 38 is, for example, an ID given 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 (member recording medium) owned by the member player. The mobile terminal reader 38 is not only built into the gaming device 2, but also into the POS 11.
[0033] The gaming device 2 operates as follows. (1) When a bill is accepted (bill acceptance process), the amount of the deposit is added to the balance and displayed on both the smart gaming machine 1 and the gaming device 2, and when the loan button 36 is operated (loan operation, grant operation) while there is a balance, one loan unit (e.g. 125 balls) is converted into game balls (value granted) as loan balls (loan points), and the loan balls are granted by increasing the game balls managed by the smart gaming machine 1 by the converted amount (loan process, value grant process), and the value according to the gaming rate (hereinafter referred to as the rate) is deducted from the balance. Bills corresponding to multiple value grant processes can be accepted (e.g. up to 10,000 yen).
[0034] (2) The balls held are managed, and although the balls held cannot be used directly for playing, a conversion process (value granting process, replay process) is performed to convert the balls held for one unit of payout into game balls (conversion balls, conversion points) in response to the operation of the payout button 32 (replay operation, grant operation, 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).
[0035] (3) When the number of game balls in the smart gaming machine 1 increases in response to play, a counting process is performed to convert the game balls into held balls in response to the operation (counting operation) of the counting button 17 of the smart gaming machine 1. In this case, one ball is converted per operation, but if the operation is continued, the conversion can be made continuously and at an accelerated rate. In this way, the game balls and held balls are updated, and when a return operation (issuance operation) is performed such as operating the return button 41 while there are remaining balance or held balls in the gaming device 2, the balance and held balls are associated with a general card and issued (issuance process). It is also possible to perform a split issue process in which only a portion of the held balls or the balance is issued.
[0036] (4) The issuing process is performed under an issuing condition according to the number of game balls in the smart gaming machine 1. In this embodiment, the issuing condition is met and the issuing process is enabled when the number of game balls becomes a predetermined number "0" or less. Therefore, communication (including information such as "out" or "safe") is performed with the smart gaming machine 1 at regular intervals (for example, every 300 ms), and when the number of game balls becomes "0" due to use in a game or counting process, the gaming device 2 is notified of this, and the issuing process is permitted when the issuing condition is met. The fact that the issuing condition is met can be determined by updating the game balls and including game ball information that can identify the game balls in the data item transmitted from the smart gaming machine 1, but other identification methods such as providing a separate data item indicating that the number of game balls has become "0" or outputting a separate signal may also be adopted.
[0037] (5) The balls that can be identified by the issued general card can be exchanged for prizes at the POS 11, and the balance can be settled for currency at the settlement machine. Incidentally, the monetary value, including the currency accepted by the gaming device 2, can be exemplified by cash, but monetary values other than cash, such as electronic money or credit card payments, can also be accepted or settled. Also, while an example has been given of an issuance process in which the balls and the balance are associated with a general card, it is of course also possible to perform an issuance process in which they are associated with other recording media, such as a membership card or a player's mobile terminal.
[0038] (6) The management device 10 can identify various information such as currency reception 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 reception and issuance processing of recording media through serial communication with the relay device 4, but these may also be identified by pulse signals (for example, 1 pulse for every 1,000 yen deposited, 1 pulse for every 100 yen sold, etc.). Note that, although a configuration in which the smart gaming machine 1 and the gaming device 2 communicate directly is illustrated, the smart gaming machine 1 and the gaming device 2 may also communicate via the relay device 4.
[0039] (7) Commands from the employee remote control 39 are received by the remote control receiver 40, and various processes are carried out according to the contents of the commands.
[0040] The payout type gaming machine 5 will be explained. The payout type gaming machine 5 is a CR (card reader) pachinko machine in which the gaming medium (game value) is a ball, and unlike the smart gaming machine 1 described above, it pays out the gaming balls that the player has won by winning, and receives the gaming balls paid out from the gaming device 6 in the upper tray. As shown in FIG. 5, the payout type gaming machine 5 has a board 44 from which the pachinko balls are shot, an operating handle 45 constituting the shooting device, an upper tray 46, and a lower tray 47. The board 44 has a liquid crystal display unit 48, a normal winning port 49, a first start port 50, a second start port 51, and a big winning port 52. In addition, the upper surface of the upper tray 46 has a balance display unit 53, a loan button 54, and a return button 55. The capacity of the upper tray 46 to hold balls is, for example, about 200 balls.
[0041] The payout type gaming machine 5 outputs the following gaming signals by pulse signals in accordance with the progress of the game, such as the player shooting the ball and the start winning into each start hole 50, 51. "Out signal" = a signal (operation signal) capable of identifying the consumption value (out) output from the out box that collects consumed balls. Since one pulse is output for every 10 balls consumed (used, inserted, collected), "number of out signals x 10" is identified as out. Note that it may also be a signal output from the payout type gaming machine 5.
[0042] "Safe signal" = a signal that can identify the winning award value (safe) output from the payout type gaming machine 5. Since one pulse is output for every 10 balls paid out in response to a win, "number of safe signals x 10" is identified as safe. The resupply signal output from a resupply device may also be used as the safe signal. There are actual safe signals that are output when balls are actually paid out, and winning safe signals that are output when a payout is reserved in response to a win, but it is preferable to use the latter in order to minimize the time lag between winning and output.
[0043] "Start signal" = a signal that can specify the start process (symbol change, gimmick operation, unit game) and start (number of start processes) in the liquid crystal display unit 48 (gimmick) that changes (operates) due to the start winning (S winning) output from the payout type gaming machine 5. Since it is output when the symbol change is confirmed, the start process is specified according to the signal input. Note that it may be substituted by the S winning signal that indicates that a winning has been made in each start port 50, 51.
[0044] "Big hit signal" = a signal capable of identifying the big hit period output from the payout type gaming machine 5. Since it is a status signal whose level is output during a big hit, the input of the big hit signal is identified as the time of the big hit. "Special state signal" = a signal capable of identifying a special state (sweet state) output from the payout type gaming machine 5. Since it is a state signal whose level is output during a special state (during time reduction (including combined time reduction)) in which the winning rate of the second starting port 51 increases, the special state is identified as being in progress when the special state signal is being input. It may also be a state signal (probability bonus signal) whose level is output during a probability bonus in which the probability of a jackpot increases. Also, the period in which neither a jackpot signal nor a special state signal is input is identified as being in the normal state.
[0045] The gaming device 6 will now be described. As shown in Fig. 6, the gaming device 6 is a rental machine with a so-called counting function for each machine, and has a status indicator lamp 56 that indicates the gaming status of the payout gaming machine 5 and the status of the gaming device 6, a coin insertion port 57 into which coins are inserted, a touch panel type liquid crystal display unit 58, a payout button 59 for paying out held balls, a payout nozzle 60 through which the paid out balls pass, a card insertion port 61 into which an IC card is inserted, and a counting tray 62 located below the lower tray 47 of the payout gaming machine 5.
[0046] The gaming device 6 operates as follows. (1) When currency is accepted (currency acceptance process), the amount of the deposit is added to the balance and displayed on both the payout gaming machine 5 and the gaming device 6, and when there is a balance, the payout gaming machine 5's loan button 54 is operated (loan operation, grant operation), one loan unit (e.g., 125 balls) is dispensed from the payout gaming machine 5 as loaned balls (value granted), which are granted (loan process, value grant process), and the value according to the rate is deducted from the balance. Currency can be accepted in an amount corresponding to multiple value grant processes (e.g., up to 10,000 yen).
[0047] (2) When counted balls are received, the counted balls are identified as held balls, and a refund process is enabled in which the held balls are paid out in response to the operation of the payout button 59, and when paid out, the held balls are deducted by the value of the payout (for example, the same number as the number of paid-out balls). When the return button 55 of the payout type gaming machine 5 is operated (issuance operation) while there is remaining balance or held balls, a general card is issued that can identify the balance and held balls stored in the gaming device 6. Note that, for the sake of simplicity of explanation, partial issuance in which only a portion of the held balls or the balance is to be issued is not permitted, but it may be possible.
[0048] (3) Through serial communication with the relay device 8, the management device 10 can identify various information such as currency acceptance processing, value granting processing, balance, held balls, loaned balls, converted balls, amount deposited, counted balls, loaned balls, sales amount that is the value of loaned balls, and acceptance and issuance processing of recording media. However, this can also be identified by a pulse signal (for example, 1 pulse for every 1,000 yen deposited, 1 pulse for every 100 yen sold, etc.).
[0049] 7, the management device 10 can set the model setting for setting the model name, type, etc. of the gaming machine, and transmits the set model setting to the gaming devices 2, 6. The items in the model setting are as follows: "Sold by type": indicates a group of gaming machines classified by rate. "P / G": Indicates the type of gaming machine, such as "P" for pachinko and "G" for slot machines. "Model name": Indicates the model name. "Model number range": Indicates the range of corresponding model numbers. "Machine type": indicates the type of gaming machine (5) or the smart gaming machine (1).
[0050] 8 shows a setting screen for lending settings for setting the rate and the number of units to be awarded for the gaming devices 2 and 6. The items in the setting column are as follows. "Sold by type": This is the same as the model setting shown in FIG. 7, and indicates a group of gaming machines classified by rate. "P / G": This is the same as the model setting shown in FIG. 7, and indicates the type of gaming machine, such as "P" for pachinko and "G" for slot machine. "Automatic payout upon deposit": "Yes" if the game value is granted immediately when a deposit is made (balance is added), and "No" if a separate lending operation is required. "Loan amount": This can be set for each of the payout type gaming machine 5 and the smart gaming machine 1, and indicates the value of a "loan unit" described later. "Lending unit": This can be set for each of the payout gaming machine 5 and the smart gaming machine 1, and indicates the maximum number of game values to be awarded (number of units awarded) when one lending operation is performed (the awarding unit corresponds to one awarding unit). In other words, when a lending operation is performed and there is a consideration for the "lending unit", the game value for that "lending unit" is awarded, and if there is no consideration for the "lending unit", the game value for the remaining consideration is awarded. The lending unit set corresponding to the payout gaming machine 5 corresponds to the first awarding unit, and the lending unit set corresponding to the smart gaming machine 1 corresponds to the second awarding unit.
[0051] "Unit price for sale": This cannot be set directly, and indicates the price per one game value according to the set values of both, calculated by the formula "unit price for loan" ÷ "unit for loan". If you want to set the payout type gaming machine 5 and the smart gaming machine 1 to the same value, you can set the loan amount and loan unit in the smart gaming machine 1 to "0", and the default value for the smart gaming machine 1 is "0" (the initial setting value for the second grant unit is set to a value that does not satisfy the set condition). If it is "0", the "unit price for sale" is displayed in gray, for example, to indicate that it is the same value as the payout type gaming machine 5 (if the second grant unit does not satisfy the set condition, the first notification is made. In FIG. 8, the display is displayed with a dot), and this is explained on the right side of the setting value input area, for example, by the description "If the "loan amount" and "loan unit" are other than 0, the smart gaming machine will operate with this setting. If they are 0, it will operate with the set value of the payout type gaming machine.
[0052] "Displayed amount": Sets whether or not to display the selling price on the gaming device 2, 5. For the payout gaming machine 5, it is preferable to set a default value that satisfies the setting conditions, such as "500 yen 125 balls" (the initial setting value for the first award unit is set to a value that satisfies the setting conditions). It is preferable to set authority for the settings related to FIG. 8 and limit the operators who can make the settings to the store manager, owner, or a system manufacturer representative.
[0053] The set values of the loan amount and loan unit price are set with an upper limit (for example, 2000 yen or 2000 balls), and even if a value that does not satisfy the upper limit is set in the smart gaming machine 1, it is treated as the same value as the payout gaming machine 5 in the same way as in the case of "0". In this case, a separate display is displayed indicating that the upper limit is not satisfied (if the second award unit does not satisfy the set condition, a first notification is made). In this way, for the smart gaming machine 1, if the set condition such as "0" or not satisfying the upper limit is not satisfied, the set value of the payout gaming machine 5 is applied to the smart gaming machine 1 (if the set content of the second award unit does not satisfy the specified set condition, the first award unit is applied to the smart gaming machine).
[0054] In order to avoid cases where the rates are different for the same selling type, if the selling price is different between the payout gaming machine 5 and the smart gaming machine 1 for the same selling type, an error is displayed and the setting is suppressed (if there is no consistency between the first grant unit and the second grant unit for the same gaming rate, a second notification is made). The operator who confirms the error display changes the setting value so that the rate is the same. In this case, the setting value of the payout gaming machine 5 may be applied to the smart gaming machine 1 as it does not satisfy the above setting condition. Also, instead of comparing the selling price, it may be determined whether the two are consistent as follows. That is, if the loan amount is the same but the loan unit is different, or if the loan amount is different but the loan unit is the same, it may be determined that the two are not consistent. Also, either the set loan amount or the loan unit price may be set as the correct one, and the other value whose selling price matches that of the payout gaming machine 5 may be presented as a selectable value.
[0055] FIG. 9 shows a setting screen for setting replays including the number of units awarded in replays (replays on the previous day) for balls saved on the previous day (game value deposited by the player in the game center by the previous day). As in FIG. 8, the setting is made by sales type, but the "number of replay unit balls (number of units awarded)" can be set separately for the payout gaming machine 5 and the smart gaming machine 1. When "0" is set for the smart gaming machine 1, the setting of the payout gaming machine 5 is adopted and the setting value for the smart gaming machine is displayed, for example, in gray (in FIG. 8, the display is shown with a dot). In FIG. 9, for example, 1 yen and 5 yen S are applicable. The above is explained below the setting value input area by a description such as "The replay unit ball number (smart gaming machine) operates with this setting if the "loan amount" and "loan unit" are other than 0. If they are 0, it operates with the setting value of the replay unit ball number (payout gaming machine)."
[0056] The "number of replay balls per day" indicates the replay value given by one replay operation, while the "maximum number of replay balls given per day" and "maximum number of PIN codes" indicate the maximum number of replay balls (including medals and points) in one business day and the maximum number of replay balls given after authentication processing such as a PIN code entered when replaying, respectively. Note that after the "maximum number of PIN codes" is reached, authentication processing is required again, and if authentication processing is performed, replays of the set value are allowed again, but if the "maximum number of replay balls given per day" is reached, replays beyond that are not allowed until the next business day. In this case, it is possible to suppress by adding certain restrictions other than prohibition, such as collecting a separate fee or allowing conditionally by authentication by an arcade employee, rather than just not allowing as described above. Also, if "replays on the same day only" is checked, replays of balls saved the previous day are not allowed.
[0057] Here, the "daily maximum value" and the "maximum value per password" are set in common to the "number of balls per replay unit (smart gaming machine)" and the "number of balls per replay unit (payout gaming machine)", and if the common multiple is not set, an error message indicating that fact is issued, and settings other than the common multiple are suppressed (the operation of setting a value that does not correspond to the common multiple of the first and second grant units as the maximum value is suppressed). For example, in the case of "4-pachi", settings other than the common multiple of "number of balls per replay unit (smart gaming machine) = 250" and "number of balls per replay unit (payout gaming machine) = 125", such as "500" or "2500", are suppressed. Here, an example of suppressing by an error message is given, but it may be suppressed by making it impossible to set a value that does not correspond to the common multiple, or by making it possible to set it after requiring a special authentication process, or in any other way. The above is explained below the setting value input area, for example, by a description that reads, "For the daily maximum value awarded and the maximum value per PIN, set the common multiple of the number of balls per replay unit (smart gaming machine) and the number of balls per replay unit (payout gaming machine)." Also, when a value other than a common multiple is set, a selection candidate (for example, a common multiple larger and smaller than the set value, or one common multiple close to the set value) may be presented as a selectable value and the operator may select it to set the upper limit, or such a selection candidate may be presented and the operator may select it to set the upper limit.
[0058] This is because the previous day replay does not allow the awarding of balls other than the replay unit number (for example, even if 100 balls can be awarded, if the replay unit number is "125", replay is not allowed), and the upper limit is often managed by the number of replay processes. However, the above-mentioned "replay unit number of balls" may be the maximum number of game value awarded when one replay operation is performed, just like the "lending unit", and it is expected that the upper limit value can be easily managed without the above-mentioned premise, or that the risk of a fractional amount being awarded when the upper limit value is reached can be reduced. The reason why the payout type gaming machine 5 and the smart gaming machine 1 are common is that there should be no difference between the upper limit values, but they may be set separately for each. Although not shown in the figure, the unit award number may be set separately for the payout type gaming machine 5 and the smart gaming machine 1 in the same way as above for the same day replay, using the saved balls (the game value deposited by the player in the gaming facility on the business day) or the balls held as compensation.
[0059] As described above, according to this embodiment, the following effects can be obtained. In the gaming facility system, the granting unit of gaming value in the lending unit or replay unit can be set separately for the payout gaming machine 5 and the smart gaming machine 1, so that it is possible to appropriately collect the minimum gaming fee desired by the gaming facility, such as 1000 yen, taking into consideration the capacity of the upper tray 46 of the payout gaming machine 5.
[0060] If the payout unit of the smart gaming machine 1 does not satisfy the setting condition such as "0" or exceeding the upper limit, the rental price of the payout gaming machine 5 is applied to the smart gaming machine 1, so if there is no need to make the payout unit different between the payout gaming machine 5 and the smart gaming machine 1, it is sufficient to set it so that the setting condition is not satisfied, which makes it possible to simplify the setting operation. Also, even if information that does not satisfy the setting condition is set, it is simply paid under the same conditions as the payout gaming machine 5, so it is possible to reduce the risk of disrupting the business of the gaming facility.
[0061] The initial setting value of the award unit of the smart gaming machine 1 is set to a value that does not satisfy the setting condition, while the initial setting value of the award unit of the payout gaming machine 5 is set to a value that satisfies the setting condition, so that it is possible to reduce the risk of the award process not being performed due to improper setting even if the default value is left as it is. Also, even if it is not known that the award units are different between the smart gaming machine 1 and the payout gaming machine 5, it is possible to reduce the risk of the award process not being performed due to improper setting.
[0062] When setting the award unit for the smart gaming machine 1, if the setting conditions are not met, a notification to that effect is provided, so that when performing the setting operation, it is possible to easily grasp whether different award units have been set for the smart gaming machine 1 and the payout gaming machine 5.
[0063] If there is a mismatch between the award unit of the smart gaming machine 1 and the award unit of the payout gaming machine 5 at the same rate, a notification to that effect is provided, which is expected to prevent erroneous input of setting operations and reduce losses caused by an unintended rate for the gaming facility.
[0064] Regarding replays, the award unit for the payout gaming machine 5 and the award unit for the smart gaming machine 1 can be set separately, but the replay upper limit value is set to a value corresponding to the common multiple of both, and the operation of setting a value that does not correspond to the common multiple of both as the award upper limit value is suppressed, making it possible to easily manage the award upper limit value.
[0065] The present invention is not limited to the above-described embodiment, and may be modified or expanded as follows. In addition, the configurations shown as examples may be combined in any manner, including modified examples, or may not be adopted as appropriate.
[0066] Since the capacity of the upper tray 46 for the payout type gaming machine 5 varies depending on the model, it is also possible to set the lending unit and the number of balls per replay unit, etc., for each model. In this case, since there is little need to set the above for each model for the smart gaming machine 1, it is possible to make it impossible to set it for each model in order to simplify the setting contents, but it is also possible to set it.
[0067] In the lending setting in Fig. 8, when "0" is set in the smart gaming machine 1, the setting value of the payout gaming machine 5 is applied as an example, but a numerical value other than "0" may be applied if it is a specific setting value such as "9999". The same applies to the default value.
[0068] Each setting information in the management device 10 may be set by an administrator through operation input, may be set in advance by the manufacturer of the management device 10, or may be downloaded from an external server (such as the headquarters of a chain store). In this case, the setting value is also input through operation input at the server. Of course, past game information may be set as a reference value.
[0069] The exemplified game information may be directly determined by an input signal or indirectly determined by using an arithmetic expression. The numerical values, digits, items, etc. are merely examples, and any numerical values may be used. In addition, 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 assumed as the output.
[0070] Regarding "above" and "exceed," either one can be used, and expressions such as "reached" and "exceeded" correspond to either "above" or "exceeded." The same is true for "below" and "less than," and expressions such as "did not reach" correspond to both. As the target gaming machine, the smart gaming machine 1 is exemplified as a so-called sealed type in which the gaming value is managed only by data, but a credit type slot machine in which medals are not paid out but are managed by data such as credits may also be adopted as the example. As the payout type gaming machine 5, not only pachinko gaming machines but also slot machines and the like can be adopted. The reason why "value" is expressed as gaming value is to include both acquired value managed by data as in this embodiment and paid-out gaming media.
[0071] A part of the processing performed by the management device 10 may be performed by the relay devices 4, 8, or the game devices 2, 6, etc., and any other configuration may be used. Furthermore, the configurations shown as examples may be combined in any manner, including modified examples, and configurations that are not adopted as appropriate may be provided. [Explanation of symbols]
[0072] In the drawing, 1 is a smart gaming machine, 5 is a payout gaming machine, 2 and 6 are gaming devices (value awarding means), and 10 is a management device (award unit setting means, application means, initial setting means, first notification means, second notification means).
Claims
1. A gaming facility system that manages gaming machines including a payout gaming machine that awards a gaming value by paying out the gaming value according to a game and a smart gaming machine that awards a gaming value by increasing a virtual gaming value without paying out the gaming value according to a game, a value providing means provided corresponding to the gaming machine, for performing a value providing process for providing a gaming value corresponding to the value to the corresponding gaming machine when a predetermined providing operation is received; An amusement facility system comprising an award unit setting means capable of setting the award unit corresponding to one award operation in the value awarding process into a first award unit for the payout type gaming machine and a second award unit for the smart gaming machine.
2. The gaming facility system according to claim 1 , further comprising an application means for applying the first award unit to the smart gaming machine when the setting contents of the second award unit do not satisfy a predetermined setting condition.
3. An amusement park system as described in claim 2, further comprising an initial setting means for setting the initial setting value for the second awarding unit to a value that does not satisfy the setting condition, while setting the initial setting value for the first awarding unit to a value that satisfies the setting condition.
4. 4. An amusement facility system as described in claim 2 or 3, further comprising a first notification means for issuing a first notification when the second award unit set by the award unit setting means does not satisfy the setting condition.
5. An amusement park system as described in claim 1 or 2, further comprising a second notification means for issuing a second notification when there is no consistency between the first award unit and the second award unit for the same gaming rate set by the award unit setting means.
6. the value granting means enables a replay process in which a game value acquired by a player is granted as a value granting process when a predetermined replay operation, which is the granting operation, is received, while inhibiting the replay process when the game value granted by the replay process reaches a preset upper limit value; The amusement park system of claim 1 or 2, wherein the award unit setting means is capable of setting the award unit in the replay process separately for the first award unit and the second award unit, while being capable of setting the upper award limit value, and suppresses an operation of setting the upper award limit value to a value that does not correspond to a common multiple of the first award unit and the second award unit.
Citation Information
Patent Citations
System for game parlor
JP2016202805A
Cited By
System for amusement facilities
JP2026166840A
System for amusement facilities
JP7886056B1