Game parlor system

The casino system addresses the inefficiency in finding high-probability gaming machines by providing a mobile terminal-based system for classifying and displaying operation data, enabling players to efficiently locate premium machines through group analysis and individual assessments.

JP2025104762APending Publication Date: 2025-07-10DAIKOKU DENKI KK
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Patent Information

Application Number
JP2023222804
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 in casinos struggle to efficiently find gaming machines with high winning probabilities due to the complexity of operation information, especially for those unfamiliar with handling such data.

Method used

A casino system that classifies and accumulates game information for each gaming machine in multiple casinos, allowing players to access this data from a mobile terminal, enabling them to set grouping conditions, calculate and display operation data by groups, and view layout information to identify high-expectation machines.

Benefits of technology

Facilitates efficient searching for gaming tables with high expectations by objectively identifying biased groups or individual machines with favorable gaming situations, enhancing the player's ability to find premium machines.

✦ 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 parlor system 1 in which game information on each game machine 2 installed in a plurality of game parlors is classified by game parlor and stored in a management server 1A, and the game information can be viewed by accessing the management server 1A from a mobile terminal 5 owned by a player, the management server 1A allows the player to arbitrarily set grouping conditions based on a specific rule for the machine number assigned to each game machine 2, and the management server 1A calculates various operating data for each group for each game machine 2 grouped according to the set grouping conditions, and displays the operating data for each group.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, by enabling a player to view the operation information of a gaming machine using a mobile terminal, a service is provided that makes it easier for the player to search for a good machine (a machine with a high winning probability). By using such a service, the player can infer the existence of a good machine.

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 the player who is the user of the service needs to consider the viewed operation information, especially in the case of a player who is not used to handling operation information, there is a problem that a good machine cannot be efficiently searched.

[0005] The present invention has been made in view of the above conventional problems, and in a casino system that allows a player to view operation information using a terminal device such as a mobile terminal, the present invention aims to provide a system that enables the player to efficiently search for a good machine.

Means for Solving the Problems

[0006] The casino system of the present invention classifies and accumulates in a management server the game information regarding each gaming machine installed in a plurality of casinos for each casino, and enables a player to access the management server from a terminal device such as a mobile terminal possessed by the player to view the game information.

[0007] In the management server of the gaming hall system of the present invention, a player can arbitrarily set grouping conditions based on a specific law regarding the table numbers assigned to each gaming machine. The management server calculates various operation data for each gaming machine grouped according to the set grouping conditions, and displays the operation data for each group.

[0008] According to the gaming hall system of the present invention, 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 tables with high expectations. That is, it is possible to objectively grasp whether gaming tables with high expectations are concentrated in a specific group. For example, in a gaming hall where there is such a bias between groups, it is effective to search for excellent tables 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 tables purely according to the individual gaming situation of each gaming machine regardless of the group.

Brief Explanation of the Drawings

[0009]

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Embodiments for Carrying Out the Invention

[0010] In the gaming hall system of the present invention, in addition to being able to grasp the existence of premium gaming machines 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 premium gaming machines in the gaming hall. For example, it is possible to identify premium gaming machines by determining the display mode of each gaming machine according to the amount of gaming value obtained and the granting rate of gaming value.

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

[0012] The gaming hall system 1 (FIG. 1) of this example is a system including an in-hall system 10 of a gaming hall where gaming machines 2 are installed, a management server 1A communicably connected to the in-hall 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 halls, 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 hall 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] At each gaming parlor, a score processing unit (score processing device) 21 that assigns game value necessary for the game, a game information display device 105, etc. are individually installed for gaming machines 2 such as pachinko machines and slot machines. Further, one relay device 109 is installed for every two gaming machines 2. Also, in the management space within the gaming parlor, a gaming parlor management device 101 for managing various devices within the gaming parlor is installed. At a prize exchange counter (not shown) within the gaming parlor, a prize exchange terminal (not shown) etc. where the player exchanges the game value obtained for prizes is installed.

[0015] Gaming parlor devices such as the gaming parlor management device 101, the relay device 109, and the prize exchange terminal 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. At each gaming parlor, an 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 (pachislo gaming machine), and it is possible to play the game by consuming scores. The gaming machine 2 is provided with setting means capable of setting the winning probability of a big win (bonus) in multiple stages (for example, six stages). A 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 point processing unit (point processing device) 21 is installed one unit for each gaming machine 2, and is a device that executes processes related to points, such as the process of awarding points necessary for the game and the process of issuing a card on which points are recorded. The points stored on the point processing unit side are called held points, and the points stored on the gaming machine side are also called game points. The point processing unit 21 awards game points in response to the insertion of currency, and issues a card on which the held point number and the remaining deposit amount are recorded. The point processing unit 21 accepts the membership card 10C and awards game points within the range of the remaining deposit amount and the held point number owned by the member. Note that the held point number includes the stored points accumulated until the previous day. The point processing unit 21 further has a function of receiving various game information from the gaming machine 2 and transmitting it to the game hall 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 point processing unit 21, the game information display device 105, and the game hall management device 101. As described above, this relay device 109 is installed at a ratio of one unit for every two gaming machines 2.

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

[0020] The game parlor management device 101 is a computer device that manages the operating status of all devices installed in the game parlor. In addition to being connected to the in-parlor network 100, the game parlor management device 101 is also connected to the Internet, which is a public communication line. In the game parlor system 1, the in-parlor system 10 and the off-site management server 1A are connected in a communicable state via the game parlor management device 101 connected to the Internet. The game parlor 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, for example, every minute.

[0021] The game parlor management device 101 further has a function of registering players who have completed the membership registration procedure as members and managing information on the remaining deposit amount and the number of points held by each member. At each game parlor, 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 game 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 game parlor, the remaining deposit amount, and the like.

[0022] The game parlor management device 101 can calculate various types of operation data exemplified below. · Points consumed in the game · Points awarded in the game · Differential points (= awarded points - consumed points) · Award rate (= awarded points / consumed points) · Number of jackpot lottery draws (= number of games in the non-jackpot state) · Number of jackpot occurrences · Jackpot occurrence probability (= number of jackpot occurrences / number of jackpot lottery draws) · Differential points transition graph representing the transition of differential 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 through membership registration 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 include the following. · 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 · An 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 parlor. (2) Operation information selection means: Means that allows 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 law 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 causes the operation data to be displayed on the screen of the mobile terminal 5 that has accessed the gaming 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 layout information. The types of operation information that can be selected by the operation information selection means include the handicap points, which are the amounts of gaming value indicating the magnitude of the gaming value obtained by the player, and the awarding rate, which is the ratio of the gaming value awarded by winning to the gaming value consumed in the game.

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

[0029] The layout information creation means groups each gaming machine 2 according to the preset grouping conditions, and creates layout information that emphasizes and displays only a specific group. The grouping conditions include the condition of grouping for each end digit of the stand number assigned to each gaming machine 2. 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 times the game is executed, and the awarding rate indicating the ratio of the gaming value awarded in the game to the gaming value consumed in the game are calculated as operation data.

[0030] The mobile terminal 5 is an example of a terminal device held 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, by accessing the management server 1A using the mobile terminal 5, a game information site can be browsed. 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, etc.

[0031] Next, the (A) management data of the game parlor management device, (B) management data of the management server, and (C) display screen by the mobile terminal will be described in order. (A) Management Data of the Game Parlor Management Device Examples of the management data of the game parlor management device 101 include, for example, model setting data (Figure 2), game machine-specific data (Figure 3), game machine-specific history data (Figure 4), member master data (Figure 5), member individual game data (Figure 6), etc. Hereinafter, the content 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. Every time a new model is introduced, the specification information of the new model is added to the model setting data. The content of each item in the figure is 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 payout rate is the payout 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] Supplement the explanation of the above type ID. The type ID "1" represents the gaming nature of the bonus entity. The type ID "2" represents the gaming nature of the assist time entity. The type ID "3" represents the gaming nature of the mixed bonus and assist time. Here, the bonus is a state in which the winning probability of a minor winning combination is improved. The assist time is a state in which information for winning a minor winning combination (the symbols to stop and the order of the reels to stop) is notified.

[0034] The gaming machine-specific data in FIG. 3 is management data that records the actual data of each unit number on a daily basis. Note that the casino management device 101 can calculate various types of operation data in addition to the operation data in FIG. 3, and the operation data in the figure is 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 in the normal state (the number of bonus lottery times). · The big wins are the number of occurrences of the bonus and the assist time. · The sales are the sales amount. · The member ID is the ID of the member who played the game. It can store up to 99 people's information for each unit number.

[0035] The gaming machine-specific history data in FIG. 4 is data that records the history of big wins for each unit number. When the membership card 10C (see FIG. 1) is used, the member ID is also recorded. In the gaming machine-specific history data, the occurrence time of the big win, the number of games since the end of the previous big win, and the points obtained during the big win 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 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 addition, in the configuration of this example, members are specified based on the use of the member card 10C, but members can also be specified based on the biometric information of the players. For example, if biometric information such as fingerprints, irises, and facial images is registered in advance and the score processing unit 21 is provided with means for acquiring biometric information, members can be specified by collating 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), installed machine type 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 field master data in FIG. 7 is data representing the basic information of each game field. The basic information of each game field received from the game field management device 101 of each game field is stored as the game field master data. The game field master data includes layout image information indicating the arrangement of the gaming machines 2 in each game field.

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

[0042] The game parlor-specific operation data in FIG. 9 is the operation data of each gaming machine 2 installed in the game parlor, and is managed separately for each game parlor. 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 parlor management device 101 of each game parlor.

[0043] The game parlor-specific history data in FIG. 10 is the jackpot history data for each unit number of the gaming machines 2 installed in the game parlor. 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 parlor management device 101 of each game parlor.

[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 granted at the game parlors where the user has completed membership registration, 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 the 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] The management server 1A has a function of executing layout information creation processing. The management server 1A refers to user-specific setting data (Figure 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 (Figure 23) described later on the mobile terminal 5, only "operating" and "not operating" are distinguishable and displayed as default settings. For example, it is also good to display them in different colors, such as red for operating and white for not operating.

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

[0048] (C) Display Screen by Mobile Terminal When accessing the game 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 game 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 can be switched to the display of the hall selection screen 51 in Figure 13 that displays a list of game halls located in that region.

[0049] On the hall selection screen 51 in Figure 13, a desired game hall can be selected from the displayed game halls. If any game hall is selected, the display screen of the mobile terminal 5 switches to the model selection screen 52 (Figure 14). Note that at the bottom of the hall selection screen 51, a "My Hall" button 511 is provided. If the "My Hall" button is operated by a touch or the like, the game hall registered as the my hall can be called up.

[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 arcade 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 arcade 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 the game arcade. The "Layout of All Machines" button 524 is an operation button for displaying the layout of all machines screen (see FIG. 23) which will 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 for each unit number.

[0053] On the model-specific data screen 53 in FIG. 15, together with the operation buttons 531 for each unit number, a "model layout" button 532 and a "return" button 533 are provided. The operation button 531 for each unit number is an operation button for selecting a specific unit number. If the operation button 531 for any unit number is touched or the like, the display on the mobile terminal 5 can be switched to the designated unit data screen 54 in FIG. 16. The "model layout" button 532 is an operation button for switching to the display of the layout screen only for 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 representing 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 hall and register it as their my hall. The registered my halls 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 one 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 halls registered as my halls. In the display mode for comparing game halls, my hall comparison screens 56 and 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 Maihole comparison screen 56 in FIG. 18 is a screen for selecting the models to be compared. On this first Maihole 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 Maihole comparison screen 57 in FIG. 19 can be displayed. This second Maihole comparison screen 57 is a screen for comparing the pedestal data of a specific model between game arcades.

[0057] The second Maihole comparison screen 57 in FIG. 19 is an example when the pachislot F is selected as the model. On the second Maihole 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 Maihole comparison screen 57, two types of "Return" buttons 571 and 572 are provided. The first "Return" button 571 is an operation button for returning to the first Maihole comparison screen 56 (FIG. 18) for selecting the model. The second "Return" button 572 is an operation button for returning to the Maihole 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), the 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 with 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 that mimics the arrangement of platforms 11 to 20 of the model "Pachislot B". This model layout display screen 58 can display the layouts of platforms 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 platform number from 11 to 20. By touching the selection button 581 for a specific platform number, the designated platform 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 exemplified in Fig. 20, there is a pattern of displaying the bonus probabilities for specific days in 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-specific 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 model as in the model layout display screen 58 in 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 type, the conditions for setting the bonus probability have been described, but the hatching type classification conditions may be set for various types of operation data such as the number of times the bonus occurs 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 can 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 in 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", 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 in Fig. 21, for example, as shown in the same figure, it is possible to arrange and display the awarding rates of all pachislot machine models 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 bottom of the specific date-by-store data comparison screen 59 in Fig. 21, a "*6" button 591, an "*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". The "*8" button 593 is an operation button for switching to the data of the dates with "8". The "Settings" button 595 is an operation button for displaying a settings screen (not shown) for changing the display settings.

[0065] Furthermore, if you access the gaming information site, it is possible to display the specific machine number-by-data screen 5A in 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 in 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 machine number data screen 5A in FIG. 22, a "*6" button 5A1, an "*8" button 5A3, a "List" button 5A5, and a "Settings" button 5A7 are arranged. The "*6" button 5A1 and the "*8" button 5A3 are buttons for switching to a machine number whose last digit is "6" or a machine 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 machine number group conditions. The group of specific machine numbers is not limited to the group illustrated in this example. For example, it may be a group condition according to a specific rule such as an "odd group", an "even group", or a "multiple of 5 group", and any conditions can be set.

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

[0069] At the upper part of the full hall layout screen 5B in FIG. 23, 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 to 5B7 for cooperatively displaying a specific machine number are arranged. The highlighting buttons include three operation buttons: an "End" button 5B5, a "Group" button 5B6, and an "Excellent Machine" button 5B7.

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

[0071] (1) The type of data to be displayed · Payout rate (payout points / consumption points) · Difference points (payout points - consumption points) (2) The classification range of the data · Three classifications of the payout rate (less than ○%, ○% or more, □% or more) · Three classifications of the difference points (less than ○ points, ○ points or more, □ points or more) Note that the top - level classification is the "estimated high - setting machine". (3) Grouping · Machine type · Game type · Island · Manufacturer (4) The 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 payout rate is set as the type of data to be displayed, and as the three classifications of the payout rate, three classifications of less than 100%, 100% or more, and 105% or more are set. And less than 100% is displayed with dot - hatch, 100% or more is displayed with diagonal hatch, and 105% or more is displayed with cross - hatch. Also, for the machine number on which the player himself / herself playing while accessing the game information site using the mobile terminal 5, 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 pattern 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 belong 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 game type, and for each game machine manufacturer 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 in this example is a system that enables the viewing of the operation information (operation data) of each gaming machine 2 installed in a plurality of casinos by accessing from the mobile terminal 5 held 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 rule regarding the table 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 tables with high expectations. That is, it is possible to objectively grasp whether gaming tables with high expectations are biased towards a specific group. For example, in a gaming hall with such a bias between groups, it is effective to search for excellent machines while considering the gaming situation of the group, while if there is no particular bias between groups, it is possible to judge that it is better to search for advantageous gaming tables 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 (game value amount) indicating the magnitude of the game value obtained by the player, and the granting rate (game value granting rate) indicating the ratio of the game value granted by winning a prize to the game value consumed in the game. Then, the handicap points or the granting 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, the awarding rate of game values can be selected as operation information, and it is possible to display the machines with 105% or more as cross-hatched, the machines with 100% or more as slant-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 in 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 values obtained or the awarding rate of game values.

[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 conditions, it is also possible to set the condition of grouping for each end digit of the machine number assigned to each gaming machine 2. According to such a configuration, by highlighting 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. Depending on the gaming hall, 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 awarding rate indicating the ratio of the game values awarded in the game to the game values consumed in the game are obtained as operation data. The jackpot probability and the awarding rate are effective game information for estimating the expectancy of the gaming machine.

[0086] Instead of, or in addition to, the configuration of the present embodiment, it is also possible to adopt the following configuration. Further, it is also possible to adopt the following configurations in appropriate combinations. In the 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 area arbitrarily specified by the player. For example, it is preferable to make it possible to extract only the area where a specific model is installed or the area where a specific table number is installed.

[0087] Although the mode of distinguishing by hatching type is exemplified as the display mode of the layout analysis screen, any mode may be used, including color separation. 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 that the player himself 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 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 use freely. Also, it may be possible to use the service without acquiring an account. Although the information providing service is provided on the 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 illustrated 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 minor 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, but these specific examples merely disclose an example of the technology included in the claims. Needless to say, the claims should not be construed restrictively by the configuration, numerical values, etc. 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 Signs

[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 Designated 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 Full Taiwan Layout Screen

Claims

1. In a gaming parlor system that classifies and stores game information related to each gaming machine installed in a plurality of gaming parlors for each parlor in a management server, and enables a player to access the management server from a terminal device possessed by the player to view the game information, the management server includes: group setting means that enables a player to arbitrarily set grouping conditions based on a specific rule for the stand numbers assigned to each gaming machine; calculating means for calculating various operation data for each group for each gaming machine grouped according to the grouping conditions; display means for displaying the operation data aggregated by the calculating means for each group. The gaming parlor system is characterized by comprising these components.

2. The gaming parlor system according to claim 1, wherein the group setting means can set a group including a specific number in the stand number and a group not including the number.

3. The gaming parlor system according to claim 1 or 2, wherein the calculating means calculates at least one of a jackpot probability indicating the ratio of the number of jackpot occurrences to the number of game executions and a giving rate indicating the ratio of the game value given in the game to the game value consumed in the game as the operation data.

Citation Information

Patent Citations

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    JP1987009017A