System for game halls

JP2025032643APending Publication Date: 2025-03-12DAIKOKU DENKI KK
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Patent Information

Application Number
JP2023138044
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-28
Publication Date
2025-03-12

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Abstract

To properly determine a so-called pull back after the termination of a big win, regarding a game machine having functions such as a sudden time-shortening and a C time.SOLUTION: In a system for game halls, if a big win does not occur during a C time time-shortening that occurred in a state where a determination S to be initialized after the termination of a previous special winning is not reaching a standard S, the determination S is initialized. According to an establishment state of a pull back condition that can be established if a new big win occurs during a C time time-shortening that occurs in a state where the initialized determination S is not reaching the standard S, an occurrence of the pull back can be determined.SELECTED DRAWING: Figure 10
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Description

[Technical field]

[0001] The present invention relates to a system for an amusement park. [Background technology]

[0002] In game arcades, information display devices are provided for game machines to perform various effects and display various information according to the game status. For example, Patent Document 1 proposes that if the number of games played after a jackpot is within a specific number of games, it is determined that the jackpot is in a consecutive win state (hereinafter referred to as a consecutive win), and the number of consecutive wins and the number of jackpots are displayed. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2013-252369 A Summary of the Invention [Problem to be solved by the invention]

[0004] Now, for example, gaming machines such as pachinko machines are equipped with various functions, and in recent years, there are gaming machines equipped with a function of so-called sudden time-saving that occurs when a special state such as time-saving is won by performing a lottery process similar to a big win lottery, and furthermore, gaming machines equipped with a function of so-called C-time that performs such a lottery process for sudden time-saving under certain conditions or improves the lottery probability are appearing. Here, from the player's perspective, if a big win occurs again within a specific number of games as in the above-mentioned publicly known example even if the consecutive win ends, it will be recognized as a so-called pullback, but if the gaming machine has a sudden time-saving effect as described above, if the sudden time-saving effect occurs within a specific number of games, it will also be recognized as a pullback.

[0005] However, in the past, as in the above-mentioned publicly known example, the condition for a pull-back was that a jackpot occurred within a specific number of games after the end of a winning streak, which resulted in a pull-back judgment that did not correspond to the player's sense as described above, and improvements in this regard are required.

[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 determine the so-called pull-back after the end of a jackpot for gaming machines that have functions such as sudden time-saving and C-time. [Means for solving the problem]

[0007] The invention described in claim 1 is a system for an amusement facility for a gaming machine that has a first normal state (e.g., C time, etc.) that is more likely to cause a special state (e.g., sudden time reduction, etc.) that is advantageous to a player, and a second normal state (e.g., slight time reduction, etc.) that is less likely to cause the special state than the first normal state, and that can transition to the first normal state after the special state ends until a predetermined end condition is met (e.g., until a jackpot or a sudden time occurs, or until a predetermined number of pattern changes are performed, etc.), and includes a receiving means (e.g., an information display device 3, etc.) that receives a game signal that can identify the occurrence status of the special state (e.g., a special state occurs when the sweet state is on and the jackpot state is off), the occurrence status of a jackpot (e.g., a jackpot occurs when the jackpot state is on, etc.), and the number of unit games to be executed to cause a jackpot, which are output from the gaming machine, and a start signal that indicates the number of unit games to be executed to cause a jackpot, and a receiving means that receives the game signal that can identify the occurrence status of the special state (e.g., a special state occurs when the sweet state is on and the jackpot state is off), the occurrence status of a jackpot (e.g., a jackpot occurs when the jackpot state is on, etc.), and the start signal that indicates the number of unit games to be executed to cause a jackpot, and The game information identification means (e.g., information display device 3, etc.) identifies the occurrence status of the special state, the occurrence status of the jackpot, and the start based on the game signal received, a first initialization means (e.g., information display device 3, etc.) initializes a judgment start (e.g., judgment S, etc.) which is the start and is used to determine a jackpot pull-back when the state returns to a normal state after a jackpot occurs, a second initialization means (e.g., information display device 3, etc.) initializes the judgment start when a jackpot does not occur during a special state which occurs when the judgment start has not reached a reference value (reference S, etc.), and a pull-back determination means (e.g., information display device 3, etc.) which performs a pull-back determination process to determine that a pull-back has occurred depending on the establishment status of a pull-back condition which can be established when a new jackpot occurs during a special state which occurs when the judgment start initialized by the second initialization means has not reached the reference value.

[0008] According to the above-mentioned configuration, if a jackpot does not occur during a special state that occurs when the judgment start has not reached a reference value, the judgment start is initialized, and if a new jackpot occurs during a special state that occurs when the initialized judgment start has not reached a reference value, a pull-back judgment process is performed to determine that a pull-back has occurred depending on the establishment status of the pull-back conditions that can be established when a new jackpot occurs during a special state that occurs when the initialized judgment start has not reached a reference value.Therefore, it becomes possible to appropriately judge the so-called pull-back after the end of a jackpot for gaming machines that have the function of a special state (e.g., sudden time reduction, etc.) or a first normal state (e.g., C time, etc.). [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 the gaming machine [Diagram 3] A diagram showing state transitions of a gaming machine. [Figure 4] Front view of the gaming device [Diagram 5] Front view of information display device [Figure 6] Diagram showing configuration information [Figure 7] A diagram showing the combined no history icon display [Figure 8] A diagram showing the icon display of combined history [Figure 9] Time chart showing state transitions of a gaming machine [Figure 10] Time chart explaining state judgment 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 system for an amusement facility. A large number of gaming machines, namely gaming machines 1, are installed in the amusement facility. Gaming devices 2 and information display devices 3 (corresponding to a receiving means, a gaming information specifying means, a first initialization means, a second initialization means, a pull-back determining means, a derivation means, and an exclusion means) are installed in one-to-one correspondence with the gaming machines 1, and the gaming machines 1 are connected to the gaming devices 2, and the gaming devices 2 and the information display devices 3 are connected to a relay device 4, two each. The relay device 4 is connected to a management device 6 via a LAN 5.

[0011] The management device 6 receives game information indicating the game status of the gaming machine 1, and manages the game information for each gaming machine 1. In this case, the game information of the gaming machine 1 is received by the management device 6 via the gaming device 2 and the relay device 4. Meanwhile, various setting information of the 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.

[0012] A prize exchange terminal (hereinafter referred to as POS) 7 and a payment machine (not shown) are also installed in the gaming facility, and the POS 7 and the payment machine are also connected to the management device 6 via the LAN 5. The POS 7 has a touch panel type liquid crystal display unit, a card insertion slot into which an IC card 8 such as a membership card or a general card is inserted, and a numeric keypad for authentication processing. When the IC card 8 is inserted into the card insertion slot, the POS 7 executes a prize exchange process based on the game value such as points and deposited points (so-called saved balls) specified by the inserted IC card 8. When executing the prize exchange process, the POS 7 specifies the acquired value that can be exchanged for prizes, for example, by reading the points acquired by a general player from the general card, or by identifying the member player from the member card and acquiring the deposited points that the member player has deposited in the gaming facility online from the management device 6.

[0013] The settlement machine has a card insertion slot into which an IC card 8 is inserted, a bill insertion slot into which bills are inserted, a return slot for returning bills and coins, etc. When an IC card 8 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 8. In addition, 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 8.

[0014] The IC card 8 used as a recording medium in an arcade is a membership card or a general card with an IC chip built in that can identify the gaming value and the balance. The 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. The 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 6 is installed in, for example, an office in the gaming facility. Although detailed illustration is omitted, the management device 6 has a control unit mainly composed of a microcomputer having a CPU and a memory unit such as a ROM and a RAM, and the control unit is connected to a keyboard 9 operated by the manager of the gaming facility, a monitor 10, a printer (not shown), etc. The management device 6 inputs data items and 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 the gaming machine 1, gaming device 2, etc. The management device 6 also manages the operating status of each device in the gaming facility including the above-mentioned POS 7 and settlement machine.

[0016] We will now explain the gaming machine 1. The gaming machine 1 is a so-called smart gaming machine that stores and manages gaming points that are calculated by converting the balance, points held, and deposited points owned by the player, and it mainly manages the increase and decrease of points by supplying internal pachinko balls to a launching device and launching them onto the board on the condition that the stored gaming points remain, and when the player wins and gains gaming points, adding them to the data (corresponding to a virtual gaming value) without paying out the gaming balls.

[0017] In the gaming machine 1, the gaming value acquired by the player through playing the game, which is mainly managed by the gaming machine 1 side, is also called the gaming machine value (gaming machine acquired value), and the owned points mainly managed by the gaming device 2 side are also called the device value (device acquired value). Also, the gaming value acquired by the player, including the owned points (owned acquired value) which is the sum of the gaming machine value and the device value (the sum of the playing points and the owned points), is also called the acquired value.

[0018] As shown in Fig. 2, the gaming machine 1 has a board 11 from which pachinko balls are shot, an operating handle 12 constituting the shooting device, a balance display unit 13 that displays the balance, a counting button 14 for converting game points to points held, and a game point display unit 15 that displays the game points. The board 11 has a normal map display unit 16, a normal map reserved display unit 17, a special map display unit 18, a normal map winning port 19, general winning ports 20, 21, a first reserved number display unit 22, a second reserved number display unit 23, a first start port 24, a second start port 25, and a special winning port 26. In addition, a decorative panel 27 is provided below the counting button 14 and the game point display unit 15.

[0019] The gaming machine 1 operates as follows. (1) The first starting hole 24 is a winning hole with a constant winning rate (a so-called center winning hole), and the second starting hole 25 is a winning hole with a variable winning rate (a so-called electric chute). A lottery is held for a jackpot depending on the winning (start winning) at each starting hole 24, 25, and the lottery result is notified by the pattern change (unit game) performed by the special pattern display unit 18, and the jackpot is awarded depending on 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) 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 changing state (probability change state, probability change). The probability change rate, which is the percentage of jackpots that become probability change after a jackpot (probability change jackpot), is 66%.

[0022] (4) When a jackpot occurs, the jackpot opening 26 is opened for the corresponding round (R). By winning, game points are added (winning award processing), the upper limit of the number of winnings in 1R is 10, the upper limit opening period is 30 seconds, and 1R ends when either the upper limit of the number of winnings or the upper limit opening period is met. The corresponding round is also drawn in the same way as the jackpot drawing, and the distribution rate is 60% for 2R and 40% for 16R when the first starting hole 24 is won, but 10% for 2R and 90% for 16R when the second starting hole 25 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 25 than for the first starting hole 24.

[0023] (5) During the probability of a jackpot, the probability of a jackpot increases and the winning rate of the second starting hole 25 increases. This state continues until the next jackpot occurs. If a jackpot that is not a probability of a jackpot (a normal jackpot) occurs, the state switches to a non-probability of a jackpot (a single time-saving, a normal time-saving) state after the jackpot, and the time-saving state continues 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 state 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 21 becomes a winning pattern, the second starting port 25 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 25 becomes higher.

[0025] (7) When a winning ball is drawn at each starting port 24, 25, a time-saving lottery (with a winning rate of 1 / 30) can be held separately from the big win lottery. If the winning ball is drawn, a sudden time-saving lottery (corresponding to a special state) can be generated, which shortens the time until the pattern changes 50 times (70%), 100 times (20%), or 400 times (10%). Note that the sudden time-saving state does not lead to a sure change, but rather to a single time-saving state. In addition to the sudden time-saving state, gaming machines other than the exemplified gaming machines, such as gaming machines with multiple big win probabilities that can be changed by setting, and gaming machines with a so-called ceiling time-saving function that generates a time-saving state when a big win has not occurred even after the pattern changes more than the set number of times, may also be managed.

[0026] (8) A supplementary note about the time when the ball is inserted. When the ball is inserted, there is an actual time shortening and a formal minute time shortening (corresponding to the second normal state), which are allocated at a predetermined rate when the ball is selected (for example, 20% for the former and 80% for the latter). The actual time shortening is the same as the time shortening after a big win, but the minute time shortening shortens the time the ball changes, but the opening period remains short and is equivalent to a state other than the time shortening. Not only do players not get the benefit of the winning rate, but they also do not get the benefit of the time shortening because there is no lottery for the time when the ball is inserted.

[0027] (9) C time (corresponding to the first normal state) will be explained. C time is a game state in which a sudden time reduction lottery is performed, even though it is a normal state, and is a state in which a real time reduction, which is a sudden time reduction, is more likely to occur than other normal states including the above-mentioned minute time reduction. The state in which a real time reduction is more likely to occur means a state in which a real time reduction can be generated when there is a state in which a real time reduction cannot be generated and a state in which a real time reduction can be generated, but of course, it may be a state in which a real time reduction can be generated more easily depending on the high or low probability in a state in which it can be generated. C time continues until a jackpot or a sudden time occurs (until a predetermined end condition is established). In addition, such an end condition may be continued until a predetermined number of pattern changes are performed, for example, a fixed number of times (for example, 32 times), or it may be allocated as the number of pattern changes that the sudden time continues. In this case, the predetermined number of pattern changes may be a number that cannot be consumed in one business day (for example, 10,000 times), and it may be continued until a jackpot or a sudden time occurs.

[0028] (10) In this embodiment, the following three conditions are exemplified as conditions for C time. That is, when a jackpot or time reduction ends and returns to the normal state, when the RAM of the gaming machine 1 is cleared (initialization conditions are met), and when the above-mentioned small time reduction ends. In this case, for example, in the case of the number of pattern changes when a time reduction occurs in any of the cases, the number of times that are candidates for allocation may be different values, or one may be a fixed value and the others may be allocated as described above, or the winning probability of the time reduction lottery may be 1 / 30 in any of the cases and 1 / 100 in the others, so that at least some of the cases may be configured differently or the same. In this embodiment, the latter is exemplified for the sake of simplicity. Of course, other conditions may be adopted as conditions for C time.

[0029] (11) In the case of such a gaming machine 1, the game states include a jackpot, a probability change, a real time reduction (including after a jackpot), a micro time reduction, and a C time. However, since the micro time reduction does not improve the probability of a jackpot like a probability change, and does not benefit from the winning rate like the real time reduction, for convenience, not only C time but also the micro time reduction will be included in the normal state. If an upper limit on the number of symbol changes that C time continues is set, the state after the upper limit becomes the original normal state (the lottery for the sudden time becomes 1 / 200, for example), so it may be further included in C time and the micro time reduction to be called normal. Also, in the following explanation, when the words "thrust time" and "time reduction" are used without any particular distinction, it refers to the thrust time that becomes the real time reduction.

[0030] The state transition of the gaming machine 1 will be described with reference to FIG. 3. When the gaming machine 1 wins a jackpot in any state other than a jackpot (probability change, real time reduction, C time, micro time reduction), the state ends and the machine wins. After the jackpot, the machine enters a probability change or a real time reduction. The probability change continues until a jackpot occurs, while the real time reduction ends when a specified number of pattern changes are consumed and becomes C time. The C time continues until a jackpot, real time reduction, or micro time reduction is won, and when either of them is won, the machine enters the corresponding state. The micro time reduction ends when a specified number of pattern changes are consumed and becomes C time. In addition, since a sudden time lottery is not performed in the probability change, real time reduction, and micro time reduction, there is no transition from the micro time reduction to the real time reduction or from the real time reduction to the micro time reduction. In any state, if the RAM is cleared, the machine enters C time, so when business starts after the RAM is cleared, the machine enters C time.

[0031] The 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 24, 25. OUT = A data item that indicates the consumed (used, entered) value (OUT) in units of 1 point since the last time data was sent. Safe = A data item that indicates the winning award value (safe) that has been awarded based on winning since the last time data was sent, in units of 1 point. S Winning (Number of Times) = A data item that indicates the number of starting wins (S winnings) since the last time data was sent, one at a time.

[0032] Start (number of times) = A data item indicating the start (number of pattern changes, number of device operations, number of unit games) of the special device (special 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. 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 whether the jackpot state is on when the data is sent, or off if the jackpot state is not occurring (the jackpot occurrence status). The period from when it turns on to when it turns off is identified as the jackpot state.

[0033] Sweet state (state) = A data item that indicates that when the data is transmitted, if a special state (sweet state) or a jackpot state is occurring, it is on, otherwise it is off (occurrence status of special state). The period from when it turns on to when it turns off is specified as sweet state or jackpot. For example, if sweet state (state) is on, if the jackpot (state) is on, it is specified as jackpot, and if it is off, it is specified as sweet state. In addition, sweet state corresponds to special states such as time reduction and probability change as mentioned above. It does not necessarily have to be on during a jackpot. Furthermore, if both the jackpot (state) and sweet state (state) are off, it is specified as a normal state. A jackpot or sweet state state is considered to be in special prize state. Furthermore, it does not turn on during a small time reduction.

[0034] A data signal such as a message capable of identifying the above data items is transmitted from the gaming machine 1 to the gaming device at a predetermined interval (300 ms). The above only illustrates information related to this embodiment, but other information such as game points and fraud information are also output. In this embodiment, a gaming machine 1 is illustrated that does not output a status signal capable of directly identifying C-time or time reduction (is not included in the data items), but it is of course possible to identify the gaming status of such a gaming machine 1 by the status signal.

[0035] As shown in FIG. 4, 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 FIG. 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 (grant button) 32 that accepts payout operations (grant operations), a loan button 33 for accepting loan operations, a call button 34 for accepting operations to call an employee of the gaming facility, a contactless mobile terminal reader 35 capable of reading a mobile ID, a remote control receiver 37 that receives signals from an employee remote control 36 (see FIG. 1) carried and operated by an employee, a return button 38 for accepting return operations, a card insertion slot 39 into which an IC card 8 is inserted, a USB connector 40 to which a USB cable can be attached and detached, and the like.

[0036] The mobile ID read by the mobile terminal reader 35 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 35 is incorporated not only in the gaming device 2, but also in the POS 7.

[0037] 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 gaming machine 1 and the gaming device 2, and when the loan button 33 is operated (loan operation, grant operation) while there is a balance, one loan unit (e.g. 125 points) is converted into gaming points (value granted) as loan points, the gaming points managed by the gaming machine 1 are increased by this converted amount to grant the loan points (loan process, value grant process), and an amount of value according to the gaming rate (hereinafter referred to as the rate) is deducted from the balance. Bills can be accepted in an amount corresponding to multiple value grant processes (e.g. up to 10,000 yen).

[0038] (2) Points are managed, and although the points cannot be used directly for playing, a conversion process (value providing process, replay process) is performed to convert the points for one unit of payout into game points (conversion value, 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).

[0039] (3) When the gaming points of the gaming machine 1 increase in response to play, a counting process is performed in which the gaming points are converted into points as count points in response to the operation (counting operation) of the counting button 14 of the gaming machine 1. In this case, one point is converted for each operation, but if the operation is continued, the conversion can be continuous and accelerated. In this way, the gaming points and points are updated, and when a return operation (issuance operation) is performed by operating the return button 38 while there is remaining balance or points in the gaming device 2, the balance and points are associated with a general card and issued (issuance process). It is also possible to perform a partial issue process in which only a portion of the points or the balance is issued.

[0040] (4) For the issuing process, an issuing condition is set according to the gaming points in the gaming machine 1, and in this embodiment, when the gaming points become a predetermined number "0" or less, the issuing condition is met and the issuing process becomes possible. Therefore, communication (including information such as out and safe) is performed with the gaming machine 1 at regular intervals (for example, every 300 ms), and when the gaming points become "0" due to use in a game or counting process, the gaming device 2 is notified of this, and when the issuing condition is met, the issuing process is permitted. It is sufficient to update the gaming points by including gaming point information that can identify the gaming points in the data item transmitted from the gaming machine 1, and to identify that the issuing condition has been met, but other identification methods such as providing a separate data item indicating that the gaming points have become "0" or outputting a separate signal may also be adopted.

[0041] (5) Points that can be identified by the issued general card can be exchanged for prizes at the POS 7, and the balance can be settled for currency at the settlement machine. Incidentally, while monetary value, including currency accepted by the gaming device 2, can be exemplified by cash, monetary value 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 points and balances 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.

[0042] (6) Serial communication with the relay device 4 enables the management device 6 to identify various information such as currency acceptance processing, value granting processing, balance and points, loan points, conversion points, deposit amount, counting points and loan points, sales amount equivalent to loan points, and reception and issuance processing of recording media, 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 gaming machine 1 and gaming device 2 communicate directly is illustrated, the gaming machine 1 and gaming device 2 may also communicate via the relay device 4.

[0043] (7) Commands from the employee remote control 36 are received by the remote control receiver 40, and various processes are carried out according to the contents of the commands.

[0044] 5, the information display device 3 has an illumination section 41 that performs illumination effects when a call is displayed or during a special state, a liquid crystal display section 42 that displays various game information, a call button 43, a group of various operation buttons 44, a remote control light receiving section 45, and a machine number display section (sticker) 46. Note that instead of or in addition to the group of various operation buttons 44, a touch panel may be provided on the surface of the liquid crystal display section 42 to receive touch operations by the player. The liquid crystal display section 42 can be divided into a first display section 47 to a seventh display section 53 as a plurality of display areas on the display screen.

[0045] On the normal mode screen during normal mode, the LCD display unit 42 displays the number of jackpots in the first display unit 47, the number of first jackpots per business day (jackpots occurring in normal mode) in the second display unit 48, a breakdown of the number of jackpots (large and small rounds) in the third display unit 49, the start (number of pattern changes, hereafter also referred to as the "start now") from when the initialization condition is met (met by the start of business or the end of a special mode, etc.) in the fourth display unit 50, a start history graph per jackpot in the fifth display unit 51, the player's owned points (number of acquired game values, for example the sum of the game points in gaming machine 1 and the owned points in gaming device 2) in the sixth display unit 52, and the model name of gaming machine 1 in the seventh display unit 53. The LCD display unit 42 switches the display content by operating the various operation buttons 44, and also displays other information, such as a so-called difference number trend graph showing the trend of the difference number on the first display unit 47, and when the gaming state of the gaming machine 1 transitions, various entry screens and screens corresponding to the gaming state after the transition are displayed by appropriately integrating each display unit 47 to 53.

[0046] The management device 6 can set the setting information shown in Fig. 6, and can set the setting information in the information display device 3 via the relay device 4. The setting information is setting information related to display processing corresponding to C time, and includes the following items. Note that in this embodiment, all of the settings are made on a machine-by-machine basis, but all of the items may be set on a gaming machine-by-game parlor basis, etc.

[0047] "History icon display" = Shows whether to display C-time information in the history. In this case, if a jackpot occurs during a time-saving period that does not involve a jackpot (a sudden jackpot, hereafter referred to as C-time time-saving), C-time information will be displayed. "Display total pullbacks" = When a jackpot occurs again after returning to normal, this setting indicates whether or not to display a total that adds up the game information of the special prizes before and after (for example, the number of balls won, the number of jackpots, etc.) when the following pullback conditions are met.

[0048] Pull-back judgment start (corresponding to the reference value, hereafter, reference S) = indicates the setting value for judging whether the pull-back condition has been met. The pull-back condition is judged to have been met when a jackpot occurs during the time-saving that occurs before the start (corresponding to the judgment start, hereafter, judgment S), which is initialized at the end of the special prize state (the state from when a special state such as a jackpot or time-saving occurs in the normal state until the return to the normal state, hereafter, special prize) or the end of the time-saving, reaches the reference S. Set when the pull-back total display is "Yes". Also, since it is not referenced when "0" is set, it does not affect the establishment of the pull-back condition, and the setting item for the pull-back total display may be omitted.

[0049] Further explanation on the pull-back condition, standard S, and judgment S. As mentioned above, if a jackpot occurs during the time-saving (thrust) that occurs when judgment S has not reached standard S, it is determined that the pull-back condition has been established (starting after the special prize at the time the jackpot occurs does not affect it). However, if a new jackpot occurs in normal mode, not during the thrust, the establishment of the pull-back condition is determined by the comparison result between judgment S and standard S at the time the jackpot occurs. Here, the pull-back condition is established even if multiple time-savings have occurred as long as judgment S does not reach standard S. In addition, judgment S is initialized not only by the special prize but also by the occurrence of the time-saving (corresponding to the first initialization means and second initialization means).

[0050] Specifically, as shown in the example of Figure 10 described later, even if state transitions are repeated after the special prize, such as C time, push time, C time, push time, etc., if the judgment S, which is initialized by the occurrence of the time reduction, never reaches the standard S after the special prize and a jackpot occurs during the time reduction that has occurred, the pull-back condition will be met.

[0051] 7 and 8 show display examples of the fifth display unit 47, and FIG. 7 corresponds to the case where the pullback sum display is set to "no" in the setting information of FIG. 6, and FIG. 8 corresponds to the case where the pullback sum display is set to "yes". Here, in this embodiment, the switching display between FIG. 7 and FIG. 8 according to the presence or absence of the pullback sum display based on the setting information of FIG. 6 is illustrated as an example. For example, when "yes" is set, FIG. 7 and FIG. 8 are switched for a predetermined period, while when "no" is set, only FIG. 7 is displayed, or the setting information for the pullback sum display is not set and the switching display is performed for a predetermined period, or only one of FIG. 7 or FIG. 8 is displayed, or both are displayed simultaneously. The specific state transition will be described in detail in FIG. 9.

[0052] In Figures 7 and 8, the historical information is divided into units of jackpot occurrence, and the type of jackpot (e.g., number of rounds) and the start until the jackpot occurs are displayed graphically (e.g., one scale represents 100 times), with numerical values ​​also displayed below. If the jackpot is a special jackpot, it is displayed in "red" (indicated by hatching slanting upward to the right in Figures 7 and 8), and if it is a normal jackpot, it is displayed in "blue" (indicated by hatching slanting upward to the right in Figures 7 and 8), and the progression from the past to the present is shown from right to left.

[0053] FIG. 7 will be described with the pullback total display set to "none". In the upper right of FIG. 7, "3 consecutive 6300 balls" (hereinafter referred to as the first consecutive) (icon A1) is displayed, and a consecutive display is performed to indicate that three jackpots have been won since the first hit and that 6300 balls have been won during that time, followed by "2 consecutive 620 balls" (hereinafter referred to as the second consecutive) (icon A2) and "2 consecutive 4900 balls" (hereinafter referred to as the third consecutive) (icon A3). In addition, since the gaming machine 1 in this embodiment uses the playing value as points, it should be expressed as "points" rather than "balls", but "balls" are displayed to make it easier for players who are accustomed to conventional payout gaming machines to understand, and the explanation in this embodiment may also use "balls".

[0054] At the first hit of the second and third consecutive wins, "C Time" (icons B1 and B2) is displayed, showing the C Time information. This will not be displayed if the history icon display is set to "No" in the setting information of Figure 6, but if it is set to "Yes", it will flash if a jackpot occurs during a sudden time that does not involve a jackpot.

[0055] C Time starts when the machine returns to normal state except when business starts, so it returns to normal state just before the second and third consecutive wins. For example, in the case of the second consecutive win, a sudden time occurs during C Time that starts after the previous 16R jackpot ends and after 100 times of time reduction (for example, the 125th time), and a jackpot occurs during that sudden time (for example, the 168th time). In the conventional configuration, the consecutive win display is interrupted as shown in Figure 7.

[0056] On the other hand, in the case of FIG. 8 where the pullback total display is set to "Yes", if a jackpot occurs during time-saving that occurs when the judged S (for example, 25 times in the above case) does not reach the standard S, it is assumed that a pullback has occurred and the number of consecutive wins before and after is added together. The consecutive win display shows the number of balls put out, and the total number of balls put out for the first to third consecutive wins in FIG. 7 is "11820 (6300 + 620 + 4900)", but in FIG. 8 it is "11000" (icon A4). This is because when adding up as in FIG. 8, the period between consecutive wins is also included in the calculation period of the balls put out. In addition, in FIG. 8, in the case of a jackpot that occurs during a push, "pull time" is displayed instead of the number of rounds to indicate that the jackpot occurred at the push time.

[0057] FIG. 9 shows the transition of the gaming machine 1 that can be understood or assumed when the history information is as shown in FIG. 7 or FIG. 8. That is, the first hit occurs at "circled number 1" from normal (C time or slight time reduction), and the probability of winning changes at "circled number 2" (not shown in FIG. 7 or FIG. 8), the first consecutive win occurs when three big wins occur up to "circled number 7", the second consecutive win occurs when two big wins occur from "circled number 8" when time reduction occurs due to C time to "circled number 13", and similarly the third consecutive win occurs when two big wins occur from "circled number 14" when time reduction occurs due to C time to "circled number 19". The numbers between the circled numbers (for example, "243" between "circled number 2" and "circled number 3") indicate the start (number of symbol changes), and the same is true for FIG. 10 described later.

[0058] As shown in Figure 7, the first consecutive win starts with the special hit of "Circle Number 3" at "243", so "Circle Number 2" to "Circle Number 3" start at "243 times", and similarly, the time-saving hit of "Circle Number 5" starts at "41", so "Circle Number 4" to "Circle Number 5" start at "41 times". Since no jackpot occurs in the time-saving jackpot after the time-saving jackpot of "Circle Number 6" to "Circle Number 7", it starts at "100 times", which is the upper limit of the normal time-saving, and "Circle Number 7" to "Circle Number 8" are judged as pullbacks as described later, and "Circle Number 8" is a C-time time-saving, so it will be at least within the 50 times that are the pullback judgment start in Figure 6. Also, according to Figure 7, the first hit of "circled number 9," which indicates the start of the total of "circled number 6" to "circled number 9," is "168 times," so for example, it can be assumed that "circled number 7" to "circled number 8" will start "25 times," and "circled number 8" to "circled number 9" will start "43 times." Also, in Figure 7, the ball output for the first consecutive display is "6300," so it can be understood that the ball output from "circled number 1" to "circled number 7" is "6300 balls."

[0059] For the second consecutive win, after the initial hit of "Circle Number 9," it can be seen from Figure 7 that the start of the special mode for "Circle Number 10" to "Circle Number 11" is "20 times," and that for "Circle Number 12" to "Circle Number 13," it starts at "100 times," just like for "Circle Number 6" to "Circle Number 7." Since "Circle Number 12" to "Circle Number 15" is "222 times" from Figure 7, it can be assumed that the start will be appropriate for the situation, for example, for "Circle Number 13" to "Circle Number 14," it will be "20 times," and for "Circle Number 14" to "Circle Number 15," it will be "102 times," just like for "Circle Number 7" to "Circle Number 9." It can also be seen from the consecutive win display in Figure 7 that the number of balls paid out for "Circle Number 8" to "Circle Number 13" is "620 balls."

[0060] Similarly, for the third consecutive win, after the initial hit of "Circle Number 15," the number of pattern changes during the special mode from "Circle Number 16" to "Circle Number 17" is "261 times" from Figure 7, and although it is not shown in Figure 7, it can be assumed that the number of pattern changes for "Circle Number 18" to "Circle Number 19" is "100 times," just like "Circle Number 12" to "Circle Number 13." It can also be seen from the consecutive win display in Figure 7 that the number of balls paid out from "Circle Number 14" to "Circle Number 19" is "4,900 balls."

[0061] The balls in the consecutive win display in FIG. 7 correspond to the balls until the end of each final time reduction, so the periods from the balls of "11,000 balls" in the history icon display in FIG. 8, which is targeted by "circled number 1" to "circled number 19", to "circled number 7" to "circled number 8" and "circled number 13" to "circled number 14" are excluded, and the balls in the consecutive win display have a different value from the total in FIG. 7 and FIG. 8. The special prize mentioned above indicates the state in the period such as "circled number 1" to "circled number 7" and "circled number 8" to "circled number 13", but the special prize may be determined based on the start of the jackpot, and in that case, for example, it will be "circled number 9" to "circled number 13" instead of "circled number 8" to "circled number 13". For example, game information such as balls during a special prize or consecutive win tends to decrease if the first C-time time reduction or the last normal time reduction is included, so the target period may be adjusted appropriately, for example, from the first jackpot to the last jackpot.

[0062] Fig. 10 is a diagram for explaining the pull-back judgment in this embodiment, and the standard S is assumed to be "50" as in Fig. 6. First, as shown in Fig. 9, the special prize from the occurrence of a jackpot or a special state (e.g., time reduction) until the return to the normal state is included in the jackpot, no matter how many times the jackpot or time reduction occurs, as in the past. On the other hand, as shown in Fig. 8, even if the normal state is returned to, if a jackpot or time reduction occurs before the judgment S reaches the standard S, the jackpot may be considered to be continuing, and in this case, it is called a pull-back. Also, in this embodiment, if a time reduction occurs in which the judgment S does not reach the standard S after returning to the normal state, if a jackpot occurs during the time reduction, it is judged as a pullback regardless of whether the start from the time reduction to the jackpot, which is calculated by adding the start from the time reduction to the jackpot to the judgment S at the time of the time reduction, reaches the standard S (if a jackpot occurs during the special state, regardless of whether the start during the special state that occurs when the judgment start has not reached the standard value reaches the standard value), but if a jackpot does not occur, it is not judged as a pullback at that point, and the pullback judgment is carried over. Also, during time reductions including C-time time reductions and normal time reductions, the judgment S is not subject to update (the special state is excluded from the judgment start update target), and as described above, when a time reduction occurs, the judgment S is initialized.

[0063] A specific description will be given based on Fig. 10. In Fig. 10, the game states are exemplified as jackpot, probability change, time reduction, normal (slight time reduction), and normal (C time), which show the states in the gaming machine 1, and the three categories that can be specified by the game signal are jackpot, special state (probability change and time reduction cannot be distinguished and both are sweet, but there are gaming machines that output game signals that can distinguish between the two, in which case it is sufficient to distinguish them), and normal (slight time reduction and C time cannot be distinguished and both are normal).

[0064] After the first special prize, a jackpot of "Circle Number 1" occurs, and the time reduction after the jackpot (hereinafter, normal time reduction) is performed for "100 times" (hereinafter also indicates the start) at "Circle Number 1", and then a C time of "30 times" occurs at "Circle Number 2". If the C time reduction then occurs at "Circle Number 3", the judgment S of "Circle Number 2" to "Circle Number 3", which is "30 times", does not reach the standard S, so if a jackpot occurs during the C time reduction, it will be a pull-back, but since the normal state (C time) is returned again without a jackpot occurring, the pull-back judgment is carried over and the judgment S is initialized (the judgment start is initialized if the normal state is returned to after the previous jackpot occurs).

[0065] After that, if the C time of "Circle Number 4" continues 40 times and a jackpot of "Circle Number 6" occurs during the C time time reduction that occurs at "Circle Number 5", it will be the second special prize, but the judgment S will be "40 times" from "Circle Number 4" to "Circle Number 5", and even if the cumulative start excluding the time reduction after the normal time reduction has ended reaches the standard S, the judgment S initialized at "Circle Number 4" (the judgment start initialized when a jackpot does not occur during the special state that occurs when the judgment start has not reached the standard value) does not reach the standard S, so the pull-back condition is established (depending on the establishment status of the pull-back condition that can be established when a new jackpot occurs during the special state that occurs when the initialized judgment start has not reached the standard value), and the jackpot of "Circle Number 6" is regarded as a pull-back jackpot as in FIG. 8 (pull-back judgment process that determines that a pull-back has occurred), and the first special prize and the second special prize are subject to combined display (integrated game information that integrates game information related to the previous jackpot and the new jackpot is derived).

[0066] After that, it goes through the normal time reduction of "Circle Number 7" and then C Time of "Circle Number 8", and then C Time is reduced at "Circle Number 9" like "Circle Number 3", but then returns to C Time at "Circle Number 10". In this case, the judged S is initialized, but since the standard S of "60 times" has been reached by "Circle Number 11", even if a jackpot of "Circle Number 12" occurs during the C Time reduction that occurs at "Circle Number 11", it is judged as the first jackpot of the third special prize, that is, it is judged that the consecutive wins up to the second special prize have not been recaptured, and the special prizes up to the second special prize and the third special prize are separated and not included in the total.

[0067] After that, like "Circle Number 3" and "Circle Number 9", a C-time time reduction occurs at "Circle Number 15", but after the C-time of "Circle Number 16", a slight time reduction occurs at "Circle Number 17", and at the C-time after that, a C-time time reduction occurs at "Circle Number 19", and a jackpot for "Circle Number 20" occurs, resulting in the fourth special prize. However, since the slight time reduction for "Circle Number 17" cannot be identified by the game signal (i.e., it remains in the normal state), the judged S becomes "100 times (= 20 times + 50 times + 30 times)" from the initialization at "Circle Number 16" to the C-time time reduction of "Circle Number 19", which reaches the standard S, the jackpot for "Circle Number 20" is determined to be a first jackpot, and is not determined to be a return of the third special prize. The third special prize and the fourth special prize are separated and not counted together.

[0068] Although not shown in FIG. 10, for example, when a C-time time reduction occurs after the special prize, such as "Circle Number 3" or "Circle Number 9", the judgment S is initialized, but it is also possible to assume that a jackpot occurs without C-time time reduction after that. In this case, for example, if a jackpot occurs without C-time time reduction at "Circle Number 5", the judgment S at the time of the jackpot does not reach the standard S, the pull-back condition is established, while if the judgment S at the time of the jackpot occurs reaches the standard S, such as "Circle Number 11", it is determined that the pull-back condition is not established. Of course, it is also possible to assume that a jackpot occurs without C-time time reduction after the special prize, such as "Circle Number 3" or "Circle Number 9", and in this case, the judgment S and the standard S are compared and the same processing as above is performed. In other words, when a jackpot occurs, if the jackpot occurs during time-saving, the judgment S at the time the time-saving occurs is used to determine whether the pull-back condition is met, while if the jackpot occurs in a normal state, the judgment S at the time the jackpot occurs is used to determine whether the pull-back condition is met (if a new jackpot occurs during a special state, the judgment start corresponding to the time the special state occurred has not reached the reference start, and if the jackpot occurs in a normal state, the judgment start corresponding to the time the jackpot occurred has not reached the reference start).

[0069] In addition, when a pull-back is determined, the pull-back total display is shown as in Figure 8, but it is of course possible to specify game information other than the total display, such as the number of pull-back occurrences or the pull-back occurrence rate indicated by the ratio of the number of pull-back occurrences to the number of special prize endings, depending on the pull-back determination result.

[0070] Furthermore, identification information that enables the player to know that a retraction has occurred, such as the C time information shown in Figure 7 or the "pushed time" shown in Figure 8, may be indicated in the history information, or an announcement may be made to appeal to the player when a retraction occurs, or the retraction may be announced by a pop-up display on the management device. In this case, not only display but also audio or printed output, etc., may be envisaged.

[0071] Furthermore, for example, if the judgment S is not initialized when a time-saving feature occurs, the C-time time-saving feature may be illegally generated to suppress the decrease in points while waiting for a new jackpot, and a jackpot may occur after the judgment S no longer reaches the standard S, which may result in the jackpot being judged as a new consecutive win rather than a pull-back, which may delay the detection of the fraud.However, in this embodiment, the possibility of judging a pull-back is increased even in such a case, so it is expected that the effect of reducing such risks can be expected.

[0072] As described above, according to this embodiment, the following effects can be obtained. In the game center system, if a jackpot does not occur during the C-time time reduction that occurs when the judgment S initialized after the previous special prize has ended and the judgment S has not reached the standard S, the judgment S is initialized, and if a new jackpot occurs during the C-time time reduction that occurs when the initialized judgment S has not reached the standard S, it is possible to determine that a pull-back has occurred depending on the establishment status of the possible pull-back conditions when the new jackpot occurs during the C-time time reduction, so that it is possible to appropriately determine the so-called pull-back after the jackpot has ended for game machines that have functions such as sudden time reduction and C-time.

[0073] When it is determined that a pull-back has occurred, integrated game information is derived by integrating game information relating to the previous big win and the new big win, so that it is possible to derive integrated game information closer to the player's pull-back sensation.

[0074] Special states such as C-time time reduction and normal time reduction, which can be identified by game signals, are excluded from the update of judgment S, so that even if the start after a jackpot reaches standard S due to a start during C-time time reduction, it becomes possible to appropriately perform the subsequent pullback judgment.

[0075] The pull-back condition is established if a jackpot occurs during the special state regardless of whether the start during the C-time time reduction that occurs when the judgment S has not reached the reference value reaches the reference S or not, so that it becomes possible to perform a pull-back judgment that gives the player a sense of being in a winning streak during the time reduction.

[0076] The pull-back condition is established so that if a new jackpot occurs during the C-time time reduction, the judgment S corresponding to the time when the C-time time reduction occurs does not reach the standard S, and if the jackpot occurs under normal conditions, the pull-back condition is established so that if the judgment S corresponding to the time when the jackpot occurs does not reach the standard S, it becomes possible to make an appropriate pull-back judgment not only when a jackpot occurs via the C-time time reduction, but also when a jackpot occurs without via the C-time time reduction.

[0077] The present invention is not limited to the above-described embodiment, and may be modified or expanded as follows. Although the example shows that the judgment S is initialized by the occurrence of the C-time time reduction, if there is a case where the judgment S is initialized by the C-time time reduction without the occurrence of a jackpot, the judgment S may be initialized at the start of the C-time time reduction regardless of the occurrence of a jackpot, and the judgment S may be initialized under any condition or timing, and may be initialized at the end of the example. The same is true for the judgment S after the special prize, and may be initialized in any configuration, such as when the special prize is generated, not just when the special prize is completed.

[0078] As a configuration corresponding to the first initialization means, an example has been given of initializing the judgment S after the special prize ends, but if the judgment S is initialized when the normal state is returned to after a jackpot occurs, it is possible to adopt a configuration other than the example given that does not adopt a configuration for determining the special prize, for example, by initializing the judgment S when the jackpot ends and the normal state is returned to without adopting a configuration for determining the special prize itself, and making a pull-back judgment similar to that of this embodiment.

[0079] As described above, it is expected that information will be managed based on pull-back judgments, such as the number of pull-back jackpots and the pull-back occurrence rate, and game information will be displayed for players or for game center managers.

[0080] Each setting information in the management device 6, the information display device 3, etc. may be set by an administrator through operation input, may be set in advance by the manufacturer of the management device 6, the information display device 3, etc., or may be downloaded from an external server (such as the headquarters of a chain store, etc.). In this case, too, the setting value is input by operation input in the server. Of course, past game information may be set as a reference value.

[0081] All of the game information exemplified above may be specified directly by the input signal or indirectly by using an arithmetic expression. In addition, although a data signal is exemplified as the game signal, a signal input such as a pulse signal may also be used. 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.

[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 "less than," and expressions such as "did not reach" correspond to both. As the target gaming machine, other than the pachinko gaming machine exemplified above, for example, a slot machine such as a so-called smart gaming machine that manages gaming value by data, a pachinko gaming machine that pays out gaming media, etc. can be adopted. Note that, taking into consideration the case where such gaming media is paid out or handled as data, it is expressed that gaming value is given as necessary.

[0083] A part or all of the processing performed by the information display device 3 may be performed by the relay device 4 or the management device 6, etc., and any 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 may be provided as appropriate. [Explanation of symbols]

[0084] In the drawing, 1 is a gaming machine, 2 is a gaming device, and 3 is an information display device (receiving means, gaming information identifying means, first initialization means, second initialization means, pull-back determining means, derivation means, and exclusion means).

Claims

1. A system for an amusement facility, comprising a gaming machine having a first normal state which is more likely to cause a special state advantageous to a player and a second normal state which is less likely to cause the special state than the first normal state, the gaming machine being capable of transitioning to the first normal state after the special state ends until a predetermined termination condition is met, a receiving means for receiving a game signal outputted from the gaming machine, the game signal being capable of identifying the occurrence status of the special state, the occurrence status of a jackpot, and a start indicating the number of unit games to be executed to generate the jackpot; a game information specifying means for specifying the occurrence of the special state, the occurrence of the big win, and the start based on the game signal received by the receiving means; A first initialization means for initializing the judgment start for judging the pullback of the jackpot when the start returns to a normal state after the jackpot occurs; A second initialization means for initializing the judgment start when a jackpot does not occur during a special state that occurs in a state where the judgment start has not reached a reference value; A system for an amusement park comprising: a pull-back judgment means for performing a pull-back judgment process to judge that a pull-back has occurred depending on the establishment status of a pull-back condition that can be established when a new jackpot occurs during a special state that occurs when the judgment start initialized by the second initialization means has not reached the reference value.

2. An amusement park system as described in claim 1, further comprising a derivation means for deriving integrated gaming information that integrates gaming information relating to the previous jackpot and the new jackpot when it is determined that a pull-back has occurred by the pull-back determination process.

3. 3. The game arcade system according to claim 1, further comprising an exclusion means for excluding a special state identifiable by said game signal from the update targets of said judgment start.

4. An amusement park system as described in claim 1 or 2, wherein the pull-back condition is met if a jackpot occurs during a special state that occurs when the judgment start has not reached the reference value, regardless of whether the start during that special state reaches the reference value or not.

5. An amusement park system as described in claim 1 or 2, wherein the pull-back condition is met when a new jackpot occurs during the special state and the judgment start corresponding to the time when the special state occurs has not reached the standard start, and when a jackpot occurs during the normal state and the judgment start corresponding to the time when the jackpot occurs has not reached the standard start.

Citation Information

Patent Citations

  • Game device

    JP2013252369A