Game parlor system

The casino system allows players to access and customize the display of gaming machine operation data on mobile terminals, simplifying the identification of high-performing machines and improving player experience.

JP2025104754APending Publication Date: 2025-07-10DAIKOKU DENKI KK
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Patent Information

Application Number
JP2023222788
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-28
Publication Date
2025-07-10

AI Technical Summary

Technical Problem

Players unfamiliar with game data struggle to effectively utilize viewed information from gaming machines, hindering their experience.

Method used

A casino system that allows players to access a management server via a mobile terminal to view and analyze operation information of gaming machines, with customizable display modes and grouping options based on operation data.

Benefits of technology

Enables players to easily identify and analyze high-performing gaming machines, facilitating informed decision-making and enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game parlor system that allows a player to use game information provided via a mobile terminal relatively easily.SOLUTION: In a game facility system 1 that allows a player to view operation information by accessing a management server 1A that stores operation information of each game machine 2 installed in multiple game facilities by dividing them into game facilities using a mobile terminal 5 owned by the player, the management server 1A is configured to create layout information for displaying each game machine 2 in a manner determined on the basis of the operation information on a layout showing the arrangement of each game machine 2 in the game facility, and the type of operation information for determining the display manner of each game machine 2 and the display manner of each game machine 2 can be arbitrarily set by the player.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a casino system.

Background Art

[0002] Conventionally, as described in Patent Document 1 below, for example, a service has been provided that enables a player to view the operation information of a gaming machine using a mobile terminal or the like. By using such a service, a player can view various game data using a mobile terminal or the like.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the above conventional service, since it is necessary for the player to read and consider the viewed game data, there is a problem that especially for a player who is not used to handling game data, it is highly likely that the viewed game data cannot be effectively utilized.

[0005] The present invention has been made in view of the above conventional problems, and aims to provide a casino system that enables a player to relatively easily utilize game information provided via a mobile terminal or the like.

Means for Solving the Problems

[0006] The casino system of the present invention is a system that enables viewing of operation information by accessing, from a terminal device such as a mobile terminal possessed by a player, a management server that stores, for each casino, the operation information of each gaming machine installed in a plurality of casinos in a divided manner.

[0007] In the management server of this gaming hall system, layout information for displaying each gaming machine in a manner determined based on the operation information is created on the layout showing the arrangement of each gaming machine in the gaming hall. The types of operation information for determining the display mode of each gaming machine can be arbitrarily selected by the player. Furthermore, the player can arbitrarily set the display mode of each gaming machine according to the content of the selected type of operation information.

[0008] In the gaming hall system of the present invention, for the type of operation information selected by the player, the display mode of each gaming machine is determined according to the display mode set by the player, and layout information is created. According to this layout information, the player can, for example, grasp the existence of a gaming machine (so-called excellent machine) with good operation information at a glance on the above layout.

Brief Description of the Drawings

[0009]

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Mode for Carrying Out the Invention

[0010] In the casino system of the present invention, in addition to being able to grasp the existence of excellent stands by viewing the layout based on the layout information created by the management server on the terminal device, for example, it becomes possible to easily analyze whether there is a specific tendency in the arrangement of excellent stands in the casino. For example, by determining the display mode of each gaming machine according to the amount of gaming value obtained and the granting rate of gaming value, it is possible to identify excellent stands.

[0011] Embodiments of the present invention will be specifically described below using the following examples. (Example 1) This example relates to a system that enables viewing of operation information by accessing a management server 1A, which classifies and stores the operation information of each gaming machine 2 installed in a plurality of gaming arcades for each arcade, from a mobile terminal 5, which is an example of a terminal device held by a player. This content will be described with reference to FIGS. 1 to 23.

[0012] The gaming arcade system 1 (FIG. 1) in this example is a system configured to include an in-arcade system 10 in which gaming machines 2 are installed, a management server 1A communicably connected to the in-arcade system 10 via the Internet, which is a public communication line, and a mobile terminal 5 held by a player.

[0013] In addition to the function of managing the operation information of each gaming machine 2 installed in a plurality of gaming arcades, the management server 1A has a function as a gaming information server that provides a gaming information site where various gaming information can be viewed. In the gaming arcade system 1, by connecting the mobile terminal 5 to the public communication line, it is possible to access the management server 1A as a gaming information server.

[0014] In each gaming arcade, a score processing unit (score processing device) 21 that assigns gaming value necessary for gaming to gaming machines 2 such as pachinko machines and slot machines, a gaming information display device 105, etc. are individually installed. Further, one relay device 109 is installed for every two gaming machines 2. Also, in the management space within the gaming arcade, a gaming arcade management device 101 for managing various devices within the gaming arcade is installed. At a prize exchange counter (not shown) within the gaming arcade, a prize exchange terminal (not shown) or the like for exchanging the gaming value acquired by the player for prizes is installed.

[0015] The gaming parlor devices 101, relay device 109, prize exchange terminals, and other gaming parlor equipment are communicably connected to the in-house network 100. The score processing unit 21 and the game information display device 105 are communicably connected to the relay device 109. The gaming machine 2 is communicably connected to the score processing unit 21 via a dedicated line. In the in-house network 100, various communications between the gaming machine 2 side including peripheral devices such as the game information display device 105 and the gaming parlor management device 101 are realized via the relay device 109. In each gaming parlor, the in-house system 10 is constructed using the in-house network 100.

[0016] The gaming machine 2 is a gaming machine such as a pachinko machine (pachinko gaming machine) or a slot machine (pachislot gaming machine), and can play games by consuming scores. The gaming machine 2 is provided with setting means capable of setting the winning probability of a big win (bonus) in a plurality of stages (for example, 6 stages). The gaming machine 2 with a high probability set as the winning probability of a big win becomes an excellent machine for the player.

[0017] The score processing unit (score processing device) 21 is installed one for one gaming machine 2, and is a device that executes score-related processes such as the process of granting scores necessary for the game and the process of issuing a card recording the scores. The score stored on the score processing unit side is called the stored score, and the score stored on the gaming machine side is also called the game score. The score processing unit 21 grants game scores in response to the insertion of money, and issues a card recording the stored score and the remaining deposit amount. The score processing unit 21 accepts the membership card 10C and grants game scores within the range of the remaining deposit amount and the stored score owned by the member. Note that the stored score includes the stored points accumulated up to the previous day. The score processing unit 21 further has a function of receiving various game information from the gaming machine 2 and transmitting it to the gaming parlor management device 101 and the game information display device 105 via the relay device 109.

[0018] The relay device 109 is a communication device that relays communication between the corresponding gaming machine 2, the score processing unit 21, the game information display device 105, and the casino management device 101. As described above, this relay device 109 is installed at a ratio of one per two gaming machines 2.

[0019] The game information display device 105 is installed one per one gaming machine 2 and is a device that displays various types of information related to the game of the corresponding gaming machine 2. The game information display device 105 receives various types of game information output by the gaming machine 2 via the score processing unit 21 and the relay device 109. Then, the game information display device 105 creates and displays various types of operation data based on the received various types of game information. The game information display device 105 displays operation data such as the number of jackpot occurrences and the number of games. The game information display device 105 is installed above the corresponding gaming machine 2.

[0020] The casino management device 101 is a computer device that manages the operation status of all devices installed in the casino. In addition to being connected to the in-house network 100, the casino management device 101 is also connected to the Internet, which is a public communication line. In the casino system 1, the in-house system 10 and the off-site management server 1A are connected in a communicable state via the casino management device 101 connected to the Internet. The casino management device 101 collects and stores the operation data of each gaming machine 2 and transmits the operation data to the management server 1A at regular time intervals such as every minute.

[0021] The casino management device 101 further has a function of registering a player who has completed the membership registration procedure as a member and managing information on the remaining deposit amount and the number of points of each member. At each casino, a member card 10C is issued to a player who has completed the membership registration procedure. The member card 10C, which is a type of gaming card, has an IC chip with a memory function embedded therein. The IC chip records the member ID, which is the identification information of the member registered in the casino, the remaining deposit amount, and the like.

[0022] The game parlor management device 101 can calculate various types of operation data exemplified below. · The number of points consumed in the game · The number of points awarded in the game · The difference in points (= awarded points - consumed points) · The awarding rate (= awarded points / consumed points) · The number of jackpot lottery times (= the number of games in the non-jackpot state) · The number of jackpot occurrences · The jackpot occurrence probability (= the number of jackpot occurrences / the number of jackpot lottery times) · A difference in points transition graph representing the transition of the difference in points

[0023] The management server 1A is a server device for implementing an information providing service that provides various game information to players. The management server 1A is operated by, for example, an information providing company. The management server 1A provides various operation data of the gaming machines 2 installed in each game parlor in response to access from the mobile terminal 5. Note that in order to use the information providing service, it is necessary to obtain an account by registering as a member and pay, for example, 500 yen as a monthly usage fee.

[0024] The management server 1A receives and stores the operation data of the gaming machines 2 from the game parlor management device 101 of each game parlor. Then, the management server 1A creates various data screens for viewing based on the received operation data and makes them viewable on the mobile terminal 5.

[0025] Examples of the various data screens created by the management server 1A and provided for viewing are as follows. · A list screen of the operation data of all the gaming machines installed in a specific game parlor · A list screen of the operation data of a specific model installed in a specific game parlor · The operation data screen of the gaming machine 2 with a specific machine number installed in a specific game parlor · A data comparison screen of a specific model installed in a specific plurality of game parlors

[0026] The management server 1A has functions as the following respective means. (1) Layout information creation means: means for creating layout information for displaying each gaming machine 2 in a manner determined based on operation information (operation data) on a layout showing the arrangement of each gaming machine 2 in the game hall. (2) Operation information selection means: means that enables a player to arbitrarily select the type of operation information for determining the display mode of each gaming machine 2 in the layout information. (3) Display mode setting means: means that enables a player to arbitrarily set the display mode of each gaming machine 2 according to the content of the type of operation information selected by the operation information selection means. (4) Group setting means: means that enables a player to arbitrarily set grouping conditions based on a specific rule regarding the stand numbers assigned to each gaming machine 2. (5) Calculation means: means for obtaining various operation data for each group for each gaming machine 2 grouped according to the grouping conditions. (6) Display means: means for displaying the operation data tabulated by the calculation means for each group. The display means displays the operation data on the screen of the mobile terminal 5 that has accessed the game information site.

[0027] The layout information creation means determines the display mode of each gaming machine 2 according to the display mode set by the display mode setting means for the type of operation information selected by the operation information selection means, and creates the layout information. The types of operation information that can be selected by the operation information selection means include the handicap points, which are the amount of game value indicating the magnitude of the game value obtained by the player, and the granting rate, which is the game value granting rate indicating the ratio of the game value granted by winning a prize to the game value consumed in the game.

[0028] The display mode setting means divides the game value amount or the game value granting rate into a plurality of stages, and different display modes can be set for each division.

[0029] The layout information creation means groups each gaming machine 2 according to preset grouping conditions, and creates layout information that emphasizes and displays only a specific group. As the grouping conditions, a condition of grouping by the last digit of the stand number assigned to each gaming machine 2 is included. In the configuration of this example, it is possible to set a group including a specific number in the stand number and a group not including the number. Also, in the configuration of this example, the jackpot probability indicating the ratio of the number of jackpot occurrences to the number of game executions, and the granting rate indicating the ratio of the game value granted in the game to the game value consumed in the game are calculated as operation data.

[0030] The mobile terminal 5 is an example of a terminal device possessed by a player. In this example, a multifunctional mobile phone (so-called smartphone) is exemplified as the mobile terminal 5. In the configuration of this example, the game information site can be browsed by accessing the management server 1A using the mobile terminal 5. The terminal device only needs to have a communication function and be able to access the management server 1A. Examples of the terminal device include, in addition to the multifunctional mobile phone of this example, mobile terminals such as notebook PCs and game machines, and terminal devices such as Internet TVs and desktop PCs.

[0031] Next, (A) the management data of the game hall management device, (B) the management data of the management server, and (C) the display screen by the mobile terminal will be described in order. (A) Management data of the game hall management device Examples of the management data of the game hall management device 101 include, for example, model setting data (Figure 2), gaming machine-specific data (Figure 3), gaming machine-specific history data (Figure 4), member master data (Figure 5), member individual game data (Figure 6), etc. Hereinafter, the contents of each management data will be described.

[0032] The model setting data in Figure 2 is management data in which the specification information of each model, etc. is recorded. Each time a new model is introduced, the specification information of the new model is added to the model setting data. The contents of each item in the figure are as follows. · The model ID is an ID for identifying the model. A consecutive number in the registration order. · The type ID is an ID for identifying the type of gameplay. · The manufacturer ID is an ID for identifying the manufacturer of the gaming machine 2. · The name is the model name announced by the manufacturer. · The awarding rate is the awarding rate announced by the manufacturer. Three values of minimum, medium, and maximum can be registered. · The number of units is the number of units installed in the game parlor.

[0033] Supplementary explanations for the above type ID are as follows. Type ID "1" represents gameplay centered on bonuses. Type ID "2" represents gameplay centered on assist time. Type ID "3" represents a mixed gameplay of bonuses and assist time. Here, a bonus is a state where the winning probability of a minor winning combination is improved. Assist time is a state where information (the symbols to stop and the order of the reels to stop) for winning a minor winning combination is notified.

[0034] The per-gaming-machine data in Figure 3 is management data that records the actual data for each unit number on a daily basis. Note that the game parlor management device 101 can calculate various types of operation data in addition to the operation data in Figure 3, and the operation data in the figure is just an example. The contents of each item in the figure are as follows. · The consumed points are the points consumed in the game. · The awarded points are the points awarded upon winning. · The difference points are the points obtained by subtracting the consumed points from the awarded points. · The awarding rate is the ratio obtained by dividing the awarded points by the consumed points. · The games are the number of game executions (bonus lottery times) in the normal state. · The big wins are the occurrence times of bonuses and assist time. · The sales are the sales amount. · The member ID is the ID of the member who played the game. Memory is possible for up to 99 people for each unit number.

[0035] The game machine-specific history data in FIG. 4 is data in which the jackpot history is recorded for each machine number. When the member card 10C (see FIG. 1) is used, the member ID is also recorded. In the game machine-specific history data, the occurrence time of the jackpot, the number of games since the end of the previous jackpot, and the score during the jackpot are recorded.

[0036] The member master data in FIG. 5 is data for registering players who have undergone a predetermined member registration procedure as members and recording various attribute information. The linkage flag in the member master data is a flag that is registered only for members who have undergone a predetermined linkage procedure on the game information site upon receiving a notification from the management server 1A.

[0037] The member individual game data in FIG. 6 is personal data that records the game data of each member. The item of "game start" is the time when the member card 10C (see FIG. 1) is inserted. The item of "game end" is the time when the member card 10C is ejected. For members who have already been linked with the information providing service, when the game ends, the game field management device 101 notifies the management server 1A of the game end information. This game end information includes information such as the member ID, machine number, game start and end times, etc. Players who want to reflect their own game history in the information providing service will actively use the member card 10C.

[0038] In the configuration of this example, members are identified based on the use of the member card 10C, but members can also be identified based on the biometric information of the players. For example, if biometric information such as fingerprints, iris, face images, etc. is registered in advance and the score processing unit 21 is provided with means for acquiring biometric information, members can be identified by collating the biometric information at the start of the game.

[0039] (B) Management Data of the Management Server The management data by the management server 1A includes game field master data (FIG. 7), game machine model data by game field (FIG. 8), operation data by game field (FIG. 9), history data by game field (FIG. 10), user account data (FIG. 11), user-specific setting data (FIG. 12), etc.

[0040] The game hall master data in FIG. 7 is data representing the basic information of each game hall. The basic information of each game hall received from the game hall management device 101 of each game hall is stored as the game hall master data. The game hall master data includes layout image information indicating the arrangement of the gaming machines 2 in each game hall.

[0041] The installed model data for each game hall in FIG. 8 is data on the models of the gaming machines 2 installed in the game hall, and is managed separately for each game hall. In the installed model data for each game hall, the model ID is stored for each unit number of the gaming machines 2 installed in the game hall.

[0042] The operation data for each game hall in FIG. 9 is the operation data of each gaming machine 2 installed in the game hall, and is managed separately for each game hall. The management server 1A stores various operation data for each unit number based on the gaming machine-specific data (see FIG. 3) managed by the game hall management device 101 of each game hall.

[0043] The history data for each game hall in FIG. 10 is the jackpot history data for each unit number of the gaming machines 2 installed in the game hall. The management server 1A stores the jackpot history data for each unit number based on the gaming machine-specific history data (FIG. 4) managed by the game hall management device 101 of each game hall.

[0044] The user account data in FIG. 11 is the management data of each user. The management server 1A stores various personal information and the member ID assigned at the game halls where the user has registered as a member, associating them with the user's account. In the user account data, the member ID can be registered for each user up to a limit of 100 stores.

[0045] The user-specific setting data in FIG. 12 is management data for storing the setting data by each user. In the configuration of this example, the player can arbitrarily set the display mode of the layout analysis. The user-specific setting data registers the display mode of the layout analysis arbitrarily set by the player.

[0046] Note that the management server 1A has a function of executing layout information creation processing. The management server 1A refers to user-specific setting data (Fig. 12) and creates layout information based on the settings corresponding to the account ID. When there is no user-specific setting data, for example, when displaying the overall layout screen (Fig. 23) described later on the mobile terminal 5, only "operating" and "not operating" are distinguishable and displayed as default settings. For example, it may be color-coded so that "operating" is red and "not operating" is white.

[0047] The management server 1A determines whether the member ID of the logged-in account is included in the operation data by casino (Fig. 9), that is, whether there is a gaming table on which the logged-in player has played. When the member ID of the logged-in account is included in the operation data by casino (Fig. 9), a star mark is attached to the table number when displaying the overall layout screen (Fig. 23) described later on the mobile terminal 5.

[0048] (C) Display Screen on Mobile Terminal When accessing the gaming information site using the mobile terminal 5, a menu screen (not shown), which is the top screen, is displayed. This menu screen includes a "Region Selection" button for selecting the region to view gaming information. If this "Region Selection" button is selected by a touch operation or the like, a region selection screen on which regions such as prefectures, cities, and wards can be selected is displayed. If a region is selected on this region selection screen, it is possible to switch to the display of the hall selection screen 51 in Fig. 13 that lists the gaming halls located in that region.

[0049] On the hall selection screen 51 in Fig. 13, it is possible to select a desired gaming hall from the displayed gaming halls. When any gaming hall is selected, the display screen of the mobile terminal 5 switches to the model selection screen 52 (Fig. 14). Note that a "My Hall" button 511 is provided at the bottom of the hall selection screen 51. By performing a touch operation or the like on the "My Hall" button, it is possible to call up the gaming halls registered as my halls.

[0050] The model selection screen 52 in FIG. 14 is a screen for selecting a desired model for which operation data is to be viewed. On the model selection screen 52, the models of the gaming machines 2 installed in the selected game parlor are listed. On this model selection screen 52, operation buttons 521 for each model are arranged. If any one of the operation buttons 521 is selected by a touch operation or the like, the corresponding model can be selected.

[0051] On the model selection screen 52 (FIG. 14), in addition to the operation buttons 521 for each model, a "Next 10 Items" button 522, a "Back" button 523, a "Layout of All Machines" button 524, etc. are arranged. The "Next 10 Items" button 522 is an operation button that is displayed when the number of models installed in the game parlor exceeds the number of models that can be simultaneously displayed on the model selection screen 52. If this "Next 10 Items" button 522 is touched, new models (operation buttons 521) can be displayed. The "Back" button 523 is an operation button for switching and displaying the hall selection screen 51 (FIG. 13) for selecting a game parlor. The "Layout of All Machines" button 524 is an operation button for displaying an all-machine layout screen (see FIG. 23) to be described later with reference to FIG. 23. On the model selection screen 52 in FIG. 14, if any one of the operation buttons 521 of a model is touched, the display by the mobile terminal 5 can be switched to the model-specific data screen 53 in FIG. 15.

[0052] The model-specific data screen 53 in FIG. 15 is a screen for listing the unit data of each gaming machine 2 of the selected model. On the model-specific data screen 53, data such as the number of games representing the cumulative number of games, BB which is the number of big bonus times, and RB which is the number of regular bonus times are displayed by unit number.

[0053] On the model-specific data screen 53 in FIG. 15, together with the operation buttons 531 for each unit number, an "Equipment Layout" button 532 and a "Return" button 533 are provided. The operation buttons 531 for each unit number are operation buttons for selecting a specific unit number. By performing a touch operation or the like on the operation button 531 for any unit number, the display on the mobile terminal 5 can be switched to the designated unit data screen 54 in FIG. 16. The "Equipment Layout" button 532 is an operation button for switching to the display of the layout screen for only the target model. The "Return" button 533 is an operation button for returning to the model selection screen 52 (FIG. 14).

[0054] The designated unit data screen 54 in FIG. 16 is a screen for displaying the detailed data of the unit number selected on the model-specific data screen 53. On this designated unit data screen 54, a data display column 541 for displaying unit data and a graph display column 543 for graphically displaying the game status are provided. In the data display column 541, unit data such as the cumulative number of games, the number of BB times (Big Bonus times), the number of RB times (Regular Bonus times), the bonus probability, the score, etc. are displayed. In the graph display column 543, for example, a slump graph showing the increase and decrease of the difference obtained by subtracting the consumed points from the given points is displayed.

[0055] In the information providing service of this example, it is possible for a player to arbitrarily select a game arcade and register it as their My Hall. The registered My Hall can be displayed in a list, for example, on the My Hall list screen 55 in FIG. 17. On this My Hall list screen 55, an operation button 551 for selecting any of the My Halls and a "Comparison Menu" button 553 are provided. The "Comparison Menu" button 553 is an operation button for switching to a display mode for comparing the game arcades registered as My Halls. In the display mode for comparing game arcades, the My Hall comparison screens 56, 57 (FIGS. 18 and 19) are displayed on the mobile terminal 5. When the "Comparison Menu" button 553 is touched on the My Hall list screen 55 (FIG. 17), first, the first My Hall comparison screen 56 in FIG. 18 is displayed.

[0056] The first main hall comparison screen 56 in FIG. 18 is a screen for selecting the models to be compared. On this first main hall comparison screen 56, selection buttons 561 for each model are arranged. By performing a touch operation or the like on any of the selection buttons 561, the second main hall comparison screen 57 in FIG. 19 can be displayed. This second main hall comparison screen 57 is a screen for comparing the unit data of a specific model between game arcades.

[0057] The second main hall comparison screen 57 in FIG. 19 is an example when pachislot F is selected as the model. On the second main hall comparison screen 57, as the data of the target model, the average data for each game arcade is displayed. Among the average data, the number of games is the average of the cumulative number of games. BB is the average number of big bonus times. RB is the average number of regular bonus times. B probability is the average of the bonus probabilities. On the second main hall comparison screen 57, two types of "return" buttons 571, 572 are provided. The first "return" button 571 is an operation button for returning to the first main hall comparison screen 56 (FIG. 18) for selecting the model. The second "return" button 572 is an operation button for returning to the main hall list screen 55 (FIG. 17) for selecting the game arcade.

[0058] When the "model layout" button 532 is touched on the above-mentioned model-specific data screen 53 (FIG. 15), a model layout display screen 58 (FIG. 20) is displayed on the mobile terminal 5. The model layout display screen 58 is a screen that displays in hatching types corresponding to various operation data on a layout imitating the arrangement within the game arcade of the specified model. The conditions for classifying the types of hatching can be arbitrarily set by the player on a setting screen (not shown).

[0059] The model layout display screen 58 in Fig. 20 is an example of a layout analysis screen imitating the arrangement of machines 11 to 20 of the model "Pachislot B". This model layout display screen 58 can display the layouts of machines 11 to 20 of the model "Pachislot B" arranged for seven days. In this layout, it is displayed according to the hatching type corresponding to the bonus probability. In the case of this figure, the cross hatching indicates a bonus probability of 1 / 140 or more, the slant hatching indicates a bonus probability of 1 / 160 or more and less than 1 / 140, and the dot hatching indicates a bonus probability of less than 1 / 160. On the model layout display screen 58, a selection button 581 is provided for each machine number from 11 to 20. By touching the selection button 581 of a specific machine number, the designated machine data screen 54 (see Fig. 16.) can be switched and displayed.

[0060] As display patterns of the model layout display screen 58, in addition to the pattern of displaying the bonus probabilities for seven days from the current day to six days ago illustrated in Fig. 20, there is also a pattern of displaying the bonus probabilities for specific days within the most recent seven days including the current day. The switching to the display pattern of the bonus probability for a specific day can be executed in response to a touch operation on the "Specific Day" button 583 provided on the model layout display screen 58. Note that the "Back" button 585 provided on the model layout display screen 58 is an operation button for returning to the model type data screen 53 (Fig. 15).

[0061] Note that the model layout display screen 58 in Fig. 20 is an example. It is not limited to a specific single model as in the model layout display screen 58 of Fig. 20, and it is also good to select a plurality of gaming machines 2 and display the layouts on one screen. As an example of the conditions for classifying the hatching types, the conditions for the bonus probability were described, but the hatching type classification conditions may be set for various types of operation data such as the number of bonus occurrences and the score obtained by the player. On the model layout display screen 58 in Fig. 20, the layouts for seven days are arranged and displayed, but it may be any number of days to be arranged and displayed.

[0062] If you access the gaming information site, it is also possible to display the specific date-by-store data comparison screen 59 of FIG. 21 on the mobile terminal 5. This specific date-by-store data comparison screen 59 is a screen that arranges and displays the data of a specific date in the game arcade arbitrarily selected by the player in a comparable manner. On the specific date-by-store data comparison screen 59, the data of the dates that meet specific conditions are displayed for each hall. The specific conditions are, for example, the dates with "7" attached, the dates when the month and the day are the same, etc. The specific conditions can be arbitrarily set by the player.

[0063] On the specific date-by-store data comparison screen 59 of FIG. 21, for example, as shown in the same figure, it is possible to arrange and display the awarding rates of all pachislot machine types in three stores on a specific date. By referring to the specific date-by-store data comparison screen 59, the player can consider the game arcade where they should play according to the date.

[0064] At the lower part of the specific date-by-store data comparison screen 59 of FIG. 21, a "*6" button 591, a "*8" button 593, and a "Settings" button 595 are arranged. The "*6" button 591 is an operation button for switching to the data of the dates with "6" attached. The "*8" button 593 is an operation button for switching to the data of the dates with "8" attached. The "Settings" button 595 is an operation button for displaying a non-illustrated settings screen for changing the settings of the display content.

[0065] Furthermore, if you access the gaming information site, it is possible to display the specific machine number-by-data screen 5A of FIG. 22 on the mobile terminal 5. On this specific machine number-by-data screen 5A, the data of the machine numbers that meet specific conditions are displayed in a list. The specific machine number-by-data screen 5A of FIG. 22 is an example of the display of the data of the machine numbers whose last digit is "7". In the same figure, B probability = G number / (BB number + RB number).

[0066] At the bottom of the specific stand number - specific data screen 5A in Fig. 22, there are a "*6" button 5A1, an "*8" button 5A3, a "List" button 5A5, and a "Settings" button 5A7. The "*6" button 5A1 and the "*8" button 5A3 are buttons for switching to a stand number whose last digit is "6" or a stand number whose last digit is "8". The "List" button 5A5 is an operation button for displaying a list of average data with the last digit from "0" to "9".

[0067] The "Settings" button 5A7 is an operation button for displaying a settings screen (not shown) for setting and changing the stand number group conditions. The group of specific stand numbers is not limited to the group exemplified in this case. For example, it may be a group condition according to a specific rule such as an "odd - numbered group", an "even - numbered group", or a "group of multiples of 5", and any conditions can be set as long as they follow a certain law.

[0068] As described above, on the model selection screen 52 (Fig. 14), there is a "Full - stand Layout" button 524. If a touch operation is performed on this "Full - stand Layout" button 524, the full - stand layout screen 5B in Fig. 23 can be displayed on the mobile terminal 5. The full - stand layout screen 5B is an example of a layout analysis screen that displays the operating data of each stand imitating the layout of the gaming machines in the selected casino. This figure is an example of the display of 320 pachislot gaming machines (110 models) in Hall AAA.

[0069] At the upper part of the full - stand layout screen 5B in Fig. 23, there are a "Previous Day" button 5B1, a "Next Day" button 5B2 for switching the target date, a "Hall Selection" button 5B3 for selecting a casino, a "Settings" button 5B4 for switching and displaying the settings screen for layout analysis, and highlighting buttons 5B5 - 5B7 for cooperatively displaying a specific stand number. There are three operation buttons on the highlighting buttons: a "Tail" button 5B5, a "Group" button 5B6, and an "Excellent Stand" button 5B7.

[0070] When a touch operation is performed on the "Hall Selection" button 5B3, the user can transition to the hall selection screen 51 (see Fig. 13) and select any game hall. When a touch operation is performed on the "Settings" button 5B4, the user can transition to the settings screen (not shown) and arbitrarily set the display mode, display content, etc. of the overall layout screen 5B. The setting items include the following: (1) type of data to be displayed, (2) classification range of data, (3) grouping, (4) aggregation period, etc.

[0071] (1) Type of data to be displayed · Award rate (awarded points / consumed points) · Differential points (awarded points - consumed points) (2) Classification range of data · Three classifications of award rate (less than ○%, ○% or more, □% or more) · Three classifications of differential points (less than ○ points, ○ points or more, □ points or more) Note that the topmost classification is set as the "estimated high - set machine". (3) Grouping · Machine type · Game type · Island · Manufacturer (4) Aggregation period · Specified date (single day, multiple days) · Specific days (multiple days with specific numbers)

[0072] The display example in Fig. 23 is an example where the award rate is set as the type of data to be displayed, and as the three classifications of the award rate, three classifications of less than 100%, 100% or more, and 105% or more are set. And less than 100% is displayed with dot hatching, 100% or more is displayed with diagonal hatching, and 105% or more is displayed with cross - hatching. Also, for the machine number of the player himself / herself who is accessing the game information site using the mobile terminal 5 while playing, a mark such as a star mark is attached, for example.

[0073] By touching the "End" button 5B5, "Group" button 5B6, or "Excellent Stand" button 5B7, a specific group can be highlighted. The highlighting can be selected from either a pattern where the stand numbers other than the display target are without hatching, or a pattern where the stand number of the display target is surrounded by a thick frame. When the "End" button 5B5 is touched, it is highlighted for each end of the stand numbers from 0 to 9. Each time the "End" button 5B5 is touched, it is switched and displayed in order from 0 to 9. When the "Group" button 5B6 is touched, it is highlighted for each set group. When the "Excellent Stand" button 5B7 is touched, only the stand numbers whose data belongs to the highest category (cross-hatching) are highlighted.

[0074] Note that the grouping conditions for highlighting are not limited to the above, and various conditions can be set. For example, conditions such as for each model, for each type of gameplay, for each game machine manufacturer, etc. can be set. It may also be possible for the player to arbitrarily set the grouping conditions for highlighting.

[0075] As described above, the casino system 1 of this example is a system that enables browsing of the operation information (operation data) of each gaming machine 2 installed in a plurality of casinos by accessing from the mobile terminal 5 possessed by the player to the management server 1A that classifies and accumulates the operation information for each casino.

[0076] The management server 1A in the casino system 1 of this example creates layout information for displaying each gaming machine 2 in a manner determined based on the operation information on the layout showing the arrangement of each gaming machine 2 in the casino. The types of operation information for determining the display mode of each gaming machine 2 can be arbitrarily selected by the player. Furthermore, the player can arbitrarily set the display mode of each gaming machine 2 according to the content of the selected type of operation information.

[0077] In this gaming hall system 1, for the type of operation information selected by the player, the display mode of each gaming machine 2 is determined according to the display mode set by the player, and layout information is created. According to this layout information, the player can, for example, grasp the existence of a gaming machine 2 (so-called excellent machine) with seemingly good operation information on the layout.

[0078] Also, in the management server 1A of the gaming hall system 1 of this example, the player can arbitrarily set grouping conditions based on a specific law regarding the stand numbers assigned to each gaming machine 2. The management server 1A calculates various operation data for each gaming machine 2 grouped according to the set grouping conditions and can display the operation data by group.

[0079] According to this gaming hall system 1, it becomes easier to compare various operation data between groups. By comparing various operation data between groups, it becomes possible to grasp the tendency of the operation data for each group. And grasping the tendency of the operation data between groups is useful for efficiently searching for gaming stands with high expectations. That is, it is possible to objectively grasp whether gaming stands with high expectations are biased towards a specific group. For example, in a gaming hall where there is such a bias between groups, it is effective to search for excellent machines while considering the gaming situation of the group. On the other hand, if there is no particular bias between groups, it is possible to make a judgment that it is better to search for advantageous gaming stands purely according to the individual gaming situation of each gaming machine 2 regardless of the group.

[0080] In the configuration of this example, the types of operation information for determining the display mode of each gaming machine 2 in the layout information include the handicap points (amount of gaming value) indicating the magnitude of the gaming value obtained by the player, and the awarding rate (gaming value awarding rate) indicating the ratio of the gaming value awarded by winning to the gaming value consumed in the game. Then, the handicap points or the awarding rate can be divided into multiple stages, and different display modes can be set for each division.

[0081] For example, like the overall layout screen 5B in FIG. 23, it is possible to select the granting rate of game value as operation information, and display the machines with 105% or more as cross-hatched, the machines with 100% or more as diagonal-hatched, and the machines with less than 100% as dotted-hatched as the display mode.

[0082] According to the overall layout screen 5B of the gaming hall system 1 in this example, since the player can grasp the existence of excellent machines at a glance on the layout, it is possible to easily analyze whether there is a specific tendency in the arrangement of excellent machines. The excellent machines can be identified, for example, by determining the display mode of each gaming machine 2 according to the amount of game value obtained or the granting rate of game value.

[0083] Furthermore, in the configuration of this example, each gaming machine 2 can be grouped according to preset grouping conditions, and it is possible to create layout information that emphasizes and displays only a specific group. As the grouping condition, it is also possible to set a condition for grouping by the end of the machine number assigned to each gaming machine 2. According to such a configuration, by emphasizing and displaying only the machines with specific end machine numbers, it is possible to analyze whether excellent machines are concentrated at specific ends.

[0084] Furthermore, in the configuration of this example, it is possible to set a group that includes a specific number in the machine number and a group that does not include the number. If the operation data can be compared between such groups, for example, it becomes possible to objectively grasp whether excellent machines are biased towards specific machine numbers. In some gaming halls, excellent machines may be intentionally arranged with a specific tendency, and in such gaming halls, it is effective to compare the operation data between the above-mentioned groups.

[0085] Also, in the configuration of this example, the jackpot probability indicating the ratio of the number of jackpot occurrences to the number of game executions, and the granting rate indicating the ratio of the game value granted in the game to the game value consumed in the game are obtained as operation data. The jackpot probability and the granting rate are effective game information for estimating the expectancy of the gaming machine.

[0086] Instead of, or in addition to, the configuration of this embodiment, it is also possible to adopt the following configurations. Further, it is also possible to adopt appropriate combinations of the following respective configurations. In layout analysis screens such as the model layout display screen 58 (Fig. 20) and the overall layout screen 5B (Fig. 23), it may be possible to extract and display only the areas arbitrarily specified by the player. For example, it is preferable to make it possible to extract only the areas where specific models are installed or the areas where specific table numbers are installed.

[0087] Although an example of a mode of distinguishing by hatching type is illustrated as the display mode of the layout analysis screen, any mode may be used, including color coding. For example, it may be distinguished by attaching a specific pattern or a specific symbol to each table number. It may also be possible to display the one with the highest degree of advantage for the player in red, the intermediate one in yellow, and the lowest one in blue. In the layout analysis screen, information that can identify the table numbers on which the player himself / herself has played in the past is added by a star mark. Instead of this, for example, it is also possible to attach a specific symbol other than a star mark to the table number or to use a specific display color.

[0088] The types of operation information provided to the player are not limited to this example, and various types of game information can be created and provided. Although the management server 1A provided outside the game hall is assumed to be operated by an information providing company, it may be operated by the game hall itself.

[0089] Although the provision of game information to the player is a paid service, it may be a free service that anyone can freely use. Further, it may be possible to use the service without obtaining an account. Although the information providing service is provided on a website, it may be possible to prepare a dedicated application program for a mobile terminal and provide the service in response to the execution of the application program.

[0090] In this example, a slot machine (pachislot machine) is exemplified as the gaming machine 2, but various types of gaming machines such as pachinko machines and ball-jumping machines can be targeted. Also, various operation data such as the number of jackpot occurrences and the number of small wins can be calculated and displayed according to the type of gaming machine.

[0091] As described above, specific examples of the present invention have been described in detail as in the embodiments. However, these specific examples merely disclose an example of the technology included in the claims. Needless to say, the claims should not be construed restrictively based on the configurations and numerical values of the specific examples. The claims include technologies obtained by variously modifying, changing, or appropriately combining the specific examples using known technologies and the knowledge of those skilled in the art.

Explanation of Reference Numerals

[0092] 1 Gaming hall system 1A Management server (layout information creation means, operation information selection means, display mode setting means, group setting means, calculation means, display means) 10 In-hall system 10C Membership card 100 In-hall network 101 Gaming hall management device 105 Gaming information display device 109 Relay device 2 Gaming machine 21 Score processing unit (score processing device) 5 Portable terminal (terminal device) 51 Hall selection screen 52 Machine type selection screen 53 Machine type data screen 54 Specified machine data screen 55 My hall list screen 56 First my hall comparison screen 57 Second my hall comparison screen 58 Machine type layout display screen 59 Specific date-based store data comparison screen 5A Specific machine number-based data screen 5B Taiwan Layout Screen

Claims

Claim 1 In a gaming hall system that classifies and stores the operation information of each gaming machine installed in a plurality of gaming halls for each gaming hall in a management server, and enables a player to access the management server from a terminal device possessed by the player to view the operation information, the management server includes: layout information creation means for creating layout information for displaying each gaming machine in a manner determined based on the operation information on a layout showing the arrangement of each gaming machine in the gaming hall; operation information selection means that enables a player to arbitrarily select the type of operation information for determining the display mode of each gaming machine in the layout information; display mode setting means that enables a player to arbitrarily set the display mode of each gaming machine according to the content of the type of operation information selected by the operation information selection means; and the layout information creation means determines the display mode of each gaming machine according to the display mode set by the display mode setting means for the type of operation information selected by the operation information selection means, and creates the layout information, characterized in that it is a gaming hall system. Claim 2 As the types of operation information that can be selected by the operation information selection means, it includes the amount of gaming value indicating the magnitude of the gaming value obtained by the player, or the gaming value granting rate indicating the ratio of the gaming value granted by winning a prize for the gaming value consumed in the game, The gaming hall system according to claim 1, characterized in that the display mode setting means divides the gaming value amount or the gaming value granting rate into a plurality of levels, and different display modes can be set for each division. Claim 3 The layout information creation means according to claim 1 or 2, characterized in that it groups each gaming machine according to preset grouping conditions, and creates layout information that emphasizes and displays only a specific group. Claim 4 The gaming hall system according to claim 3, characterized in that the grouping conditions include a condition of grouping by the last digit of the stand number assigned to each gaming machine.

Citation Information

Patent Citations

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    JP1987009017A