Game parlor system
The system addresses the incompatibility of conventional systems with lucky triggers by implementing a gaming machine that generates and notifies higher probability variable states, effectively managing and enhancing player engagement through separate jackpot tracking.
Patent Information
- Application Number
- JP2024083394
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-05-22
- Publication Date
- 2025-12-05
AI Technical Summary
Existing gaming systems are not compatible with gaming machines that generate a new gaming state called a lucky trigger, which has a higher probability of winning a jackpot and requires separate management of consecutive jackpots and balls paid out, unlike conventional systems that handle special time-saving states.
A system that includes a gaming machine capable of generating a higher probability variable state, with a signal receiving means to identify a higher probability variable state and a notification means to notify the occurrence of a lucky trigger, allowing separate management and notification of such states.
Enables suitable handling of gaming machines that generate lucky triggers by identifying and notifying the occurrence of higher probability variable states, enhancing player engagement and facility management through separate jackpot tracking.
Smart Images

Figure 2025176963000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a system for an amusement park. [Background technology]
[0002] Gaming parlors strive to provide players with enjoyment by introducing gaming machines capable of generating a wide variety of gaming states. For example, Patent Document 1 proposes that, in order to accommodate the introduction of gaming machines capable of generating a gaming state known as ceiling time reduction, when jackpot 2 information is turned on without overlapping with jackpot 1 information, a special time reduction state such as ceiling time reduction is identified, and special information indicating that the special time reduction state is being generated is notified. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 7202014 Publication Summary of the Invention [Problem to be solved by the invention]
[0004] Now, gaming machines that can generate a new gaming state called a lucky trigger are appearing on the market. This lucky trigger is a state in which the probability of winning a jackpot increases, just like a probability fluctuation state (probability change), but the expected number of consecutive jackpots and the number of balls that are paid out when a jackpot occurs are higher than in a normal probability change, and so it must be managed separately from the probability change.
[0005] However, while the conventional system was compatible with special time-saving states such as ceiling time-saving states as in Patent Document 1, it was not compatible with lucky triggers, and there was a strong demand for improvement in this regard.
[0006] The present invention has been made in consideration of the above-mentioned circumstances, and its purpose is to provide an amusement park system that can be suitably adapted to gaming machines that can generate higher probability states, such as so-called lucky triggers. [Means for solving the problem]
[0007] The invention described in claim 1 is capable of generating a probability variable state that increases the probability of a jackpot, and the probability variable state can be a normal probability variable state and a higher probability variable state (e.g., lucky trigger) in which the expected value of at least one of the number of consecutive jackpots (e.g., the number of consecutive jackpots) and the game value (e.g., the number of balls that can be acquired per jackpot) that is higher than that of the normal probability variable state. The invention relates to a gaming machine that can generate a higher probability variable signal (e.g., data item of higher probability variable (state)) that can specify the higher probability variable state and a jackpot signal (e.g., The device is provided with a signal receiving means (e.g., information display device 3) capable of receiving a data item of a jackpot (state), a determination means (e.g., information display device 3) which determines a jackpot according to the reception state of the signal receiving means, and determines at least one of the higher probability variable state (e.g., "LT" shown in Figure 4) and a jackpot related to the higher probability variable state (e.g., "LT hit" shown in Figure 4), and a notification means (e.g., information display device 3) which notifies the determination result by the determination means (e.g., occurrence of a lucky trigger, number of times a lucky trigger has occurred).
[0008] According to this configuration, by receiving a higher probability variable signal capable of identifying a higher probability variable state output from a gaming machine capable of generating a higher probability variable state, at least one of the higher probability variable state and a jackpot related to the higher probability variable state can be identified, making it possible to suitably respond to gaming machines capable of generating higher probability variable states, such as so-called lucky triggers. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 1 is a diagram illustrating the overall configuration of an amusement park system according to one embodiment. [Figure 2] Front view of the gaming machine [Figure 3] Front view of the gaming device [Figure 4] Time chart showing signal output [Figure 5] Front view of information display device [Figure 6] A diagram showing the normal jackpot performance screen [Figure 7] A diagram showing the LT hit production screen [Figure 8] A diagram showing the LT entry performance screen [Figure 9] Start history graph [Figure 10] State transition display diagram DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, an embodiment will be described with reference to the drawings. Fig. 1 is a schematic diagram showing the overall configuration of a gaming facility system. A large number of gaming machines 1 are installed in the gaming facility. Gaming devices 2 and information display devices 3 (corresponding to signal receiving means, identification means, notification means, setting means, and management means) are installed in one-to-one correspondence with the gaming machines 1, and the gaming machines 1 are connected to the gaming devices 2, and two gaming devices 2 and two information display devices 3 are connected to relay devices 4. The relay devices 4 are connected to a management device 6 via a LAN 5.
[0011] The management device 6 receives gaming information indicating the gaming status of each gaming machine 1 from the gaming machine 1, and manages the gaming information on a per-gaming machine 1 basis. In this case, the gaming information of each gaming machine 1 is received by the management device 6 via the gaming device 2 and the relay device 4. Meanwhile, various setting information of each gaming device 2 set in the management device 6 is received by the gaming device 2 from the management device 6 via the relay device 4.
[0012] The management device 6 is installed in, for example, an office in the gaming facility, and is connected to a monitor 7, a keyboard 8, etc. The management device 6 manages the operating status of various devices (gaming machines 1, gaming devices 2, information display devices 3, etc.) installed in the gaming facility. Note that, for example, several hundred gaming machines 1, including so-called pachinko machines, are installed in the gaming facility, and each gaming machine 1 is subject to management by the management device 6.
[0013] In the gaming facility, a prize exchange terminal (hereinafter referred to as POS) 9 and a payment machine (not shown) are also connected to the management device 6 via the LAN 5. The POS 9 has a touch panel liquid crystal display, a card slot into which an IC card such as a membership card or a general card is inserted, and a numeric keypad for authentication processing. When an IC card is inserted into the card slot, the POS 9 executes a prize exchange process based on the gaming value, such as the points acquired by the general player or the deposited points (so-called saved points), identified by the inserted IC card. When executing the prize exchange process, the POS 9 identifies the acquired value that can be exchanged for a prize, for example, by reading the points acquired by the general player from the general card, or by identifying the member player from the membership card and obtaining the deposited points that the member player has deposited with the gaming facility online from the management device 6.
[0014] The settlement machine has a card insertion slot into which an IC card is inserted, a bill insertion slot into which bills are inserted, and a return slot into which bills and coins are returned. When an IC card is inserted into the card insertion slot, the settlement machine returns from the return slot bills and coins corresponding to the deposit balance (monetary value, hereinafter referred to as the balance) specified by the inserted IC card. Also, when bills are inserted into the bill insertion slot, the settlement machine adds the inserted amount to the balance recorded on the IC card.
[0015] The IC cards used as recording media in gaming parlors are IC cards with built-in IC chips that can identify game values and balances. Membership cards are member recording media for pre-registered member players, and record a member ID (member identification information) that can identify the card of that member player. General cards are general recording media for an unspecified number of general players, and record a general ID (general identification information) that can identify each individual card.
[0016] We will now explain the gaming machine 1. The gaming machine 1 is a so-called smart gaming machine that stores and manages gaming points, which are calculated by converting the balance, points held, and deposited points owned by the player, and it mainly manages the increase and decrease of the points, supplying pachinko balls to a launching device and firing them onto the game board, provided that the stored gaming points remain, and when the player wins and acquires gaming points, it adds them to the acquired points in the data (virtual gaming value) without paying out pachinko balls.
[0017] In the gaming machine 1, the gaming value acquired by the player through play, which is the gaming points managed primarily on the gaming machine 1 side, is also referred to as gaming machine value (gaming machine earned value), and the owned points managed primarily on the gaming device 2 side are also referred to as device value (device earned value). Also, the gaming value acquired by the player, including the owned points (owned acquired value) that are the sum of the gaming machine value and device value (the sum of the gaming points and owned points), is also referred to as earned value.
[0018] As shown in Figure 2, the gaming machine 1 has a board 10 from which pachinko balls are shot, an operating handle 11 that constitutes the shooting device, a balance display unit 12 that displays the balance, a counting button 13 for converting game points to points held, and a game point display unit 14 that displays the game points. The board 12 has a normal map display unit 15, a normal map reserve display unit 16, a special map display unit 17, a normal map winning slot 18, general winning slots 19, 20, a first reserve number display unit 21, a second reserve number display unit 22, a first start slot 23, a second start slot 24, a big prize slot 25, etc. Also, a decorative panel 26 is provided below the counting button 13 and the game point display unit 14.
[0019] The gaming machine 1 operates as follows. (1) The first starting slot 23 is a winning slot (a so-called center winning slot) whose winning rate does not fluctuate, and the second starting slot 24 is a winning slot (a so-called electric chute) whose winning rate fluctuates. A jackpot lottery is held according to the winning (start winning) at each starting slot 23, 24, and the result of the lottery is announced by a pattern change (unit game) performed on the special symbol display unit 17, and a jackpot is awarded according to the result of the change.
[0020] (2) If a start win occurs during a pattern change, the pattern changes are cumulatively reserved up to a predetermined reserved upper limit (for example, 4 each), and the reserved pattern changes will start after the pattern change ends. Note that if a start win occurs when the number of reserved pattern changes (reserved number) is at the upper limit, the pattern change will not be reserved.
[0021] (3) The probability of winning the jackpot lottery (jackpot probability) is 1 / 100 in the normal game state (normal state, normal), and is set to increase to 1 / 50 in the probability variable state (probability variable state, probability variable), and the probability variable rate, which is the percentage of jackpots that become probability variable after a jackpot (probability variable jackpot), is 66%.
[0022] (4) When a jackpot occurs, the large prize slot 25 is opened for the corresponding round (R). The maximum number of prizes per round is 10, and the maximum opening period is 30 seconds. When either the maximum number of prizes or the maximum opening period is reached, the round ends. The corresponding round is also drawn in the same way as the jackpot lottery, and the distribution rate is 100% for 5R when the first start slot 23 is won, but 30% for 10R, 20% for 5R, and 50% for 2R when the second start slot 24 is won. In addition, the priority for consuming reserved symbol changes corresponding to winning is set higher for the second start slot 24 than for the first start slot 23.
[0023] (5) During the probability change, the probability of winning increases, and the machine enters a time-saving state (time reduction) in which the winning rate of the second starting slot 24 increases. This state continues until a predetermined number of symbol changes (ST number) are performed, a so-called ST state. Here, the probability change is divided into lower probability change and higher probability change, and the ST number is 40 for lower probability change and 100 for higher probability change. The lower probability change and higher probability change are determined by lottery, similar to the jackpot lottery. The allocation rate is 1 / 10 of the probability change jackpot for the first starting slot 23, or 6.6% of the total, while for the second starting slot 24, it is 50% of the 10R jackpot, or 15%. Furthermore, once the higher probability change state is entered, the machine will not enter the lower probability change state but will enter the higher probability change state after the jackpot until it returns to the normal state, i.e., until the "special prize" described below ends. Furthermore, if a higher-level probability change occurs, it is also possible for the probability change to be lower after the jackpot, but in that case it is desirable to give the player an advantage compared to before the higher-level probability change occurred, for example by changing the allocation rate.
[0024] (6) After the jackpot ends, the machine returns to the normal state, and after a normal jackpot that is not a probability variable jackpot, it does not enter a time-saving state that is not a probability variable (single time-saving state), but it may also be applicable to gaming machines that can generate a single time-saving state after a normal jackpot. Also, since all jackpots that occur during a probability variable are probability variable jackpots, if a probability variable occurs, the probability variable will continue as long as a jackpot occurs, and if a jackpot does not occur even if the ST number pattern is changed, the machine returns to the normal state.
[0025] (7) The second starting port 24 enters an open state with a high winning rate when the normal symbol (normal symbol) that changes in response to winning at the normal symbol winning port 18 becomes a winning symbol. In this case, the period for one normal symbol to change is 30 seconds in the normal state and 3 seconds in the time-saving state. Also, the opening period is 0.3 seconds in the normal state and 5 seconds in the time-saving state. In other words, in the time-saving state, the normal symbol change period is shorter than in the normal state, while the opening period is longer, resulting in a higher winning rate at the second starting port 24.
[0026] (8) In this embodiment, the Lucky Trigger state is a higher probability variable state in which the expected number of consecutive jackpots and the number of balls paid out per jackpot (the number of balls paid out is managed as a score) are higher than in the lower probability variable state. This example illustrates a case in which the ST number is greater than that of the lower probability variable state, resulting in a higher expected number of consecutive jackpots. However, other specifications may be adopted, such as making the round allocation rate more favorable to the player compared to the lower probability variable state (e.g., 50% for 10R, 50% for 5R), or improving the probability variable rate (e.g., 80% for the lower probability variable state, but 100% for the higher probability variable state). Any specifications may be adopted for the higher probability variable state in which the expected number of consecutive jackpots and the number of balls paid out per jackpot are higher than in the lower probability variable state. Similarly, any specifications may be adopted, including, for example, the jackpot probability, the probability variable rate, and the arrangement of the starting holes 23 and 24.
[0027] The gaming machine 1 outputs the following data items as the game progresses, such as when the player shoots balls into the starting holes 23, 24 and the starting winnings occur. Out = A data item that indicates the consumed (used, entered) value (out) since the last time data was sent, in units of one point. Safe = A data item that indicates the winning value (safe) awarded in units of 1 point based on winning since the last time data was sent.
[0028] S Winning (Number of Times) = A data item that indicates the number of starting wins (S winnings) since the last time data was sent, in units of one. Start (number of times) = A data item indicating the start (number of pattern changes, number of device operations, number of unit plays) of the special device (special display unit 17) that operates (changes) due to S winning since the last data transmission. It is counted at the time of confirmation, but it may also be counted at the time of start. In operation (state) = A data item that indicates whether a special feature such as a changing symbol is in operation at the time of data transmission, or whether it is off if it is not in operation. The period from when it turns on to when it turns off is determined as the special feature in operation.
[0029] Jackpot (number of times) = A data item that indicates the number of jackpots that have occurred since the last data transmission in units of one. It is counted when it occurs, but it can also be counted when it ends. Jackpot (state) = A data item that indicates whether a jackpot state is occurring or not (the jackpot occurrence status) at the time of data transmission. The period from when it turns on to when it turns off is determined as the jackpot state. It corresponds to a jackpot signal that can identify a jackpot.
[0030] Sweet state (state) = A data item that indicates whether the state is on if the player is in a special state (sweet state) or a jackpot at the time of data transmission, or off if not. The period from when it turns on to when it turns off is identified as sweet state or jackpot. For example, if sweet state (state) is on, if the jackpot (state) is on, it is identified as a jackpot, and if it is off, it is identified as sweet state. Sweet state also corresponds to special states such as the time-saving and probability change states mentioned above. It does not necessarily have to be on during a jackpot. Also, if both the jackpot (state) and sweet state (state) are off, it is identified as a normal state. A state in which the player is in a jackpot or sweet state is considered to be in a special prize state. Note that while being in a time-saving state can indicate that the state is on and that the state is in a probability change state, it is also possible to indicate that the state is on and that the state is in a probability change state (i.e., it is not necessary to indicate that the state is on during a time-saving state that is not a probability change state).
[0031] High-rank probability (state) = A data item that indicates that the state is on if the game is in a high-rank probability state or a jackpot during a high-rank probability state at the time of data transmission, and off otherwise. The period from when it turns on to when it turns off is identified as the high-rank probability state or a jackpot state. Note that other state signals shown in Figure 4, which will be described later, may also be used. It corresponds to a high-rank probability signal that can identify the high-rank probability state.
[0032] A data signal such as a message that can identify the above data items is transmitted from the gaming machine 1 to the gaming device 2 at predetermined intervals (300 ms). The above only illustrates information related to this embodiment, but other information such as game points and fraud information can also be output. Note that for each data item, "on" means that when a data signal such as a message is transmitted as described above, a message indicating data on is transmitted, and when a pulse signal is transmitted, it means that the signal is transmitted when on.
[0033] The following describes the gaming device 2. As shown in Fig. 3, the gaming device 2 has a status LED 27 that indicates the gaming status of the gaming machine 1 and the status of the gaming device 2, a bill insertion slot 28 into which bills are inserted, a camera 29 (only a protective cover is shown in Fig. 3) that photographs the upper body including the face of the player, a touch panel type liquid crystal display unit 30 that receives operation inputs from the player and displays various game data described below, a payout button (give button) 31 that receives a payout operation (give operation), a lending button 32 for receiving a lending operation, a call button 33 that receives an operation to call an employee of the gaming facility, a contactless mobile terminal reader 34 that can read a mobile ID, a remote control light receiving unit 36 that receives a signal from an employee remote control 35 (see Fig. 1) carried and operated by an employee, a return button 37 that receives a return operation, a card insertion slot 38 into which an IC card is inserted, a USB connector 39 to which a USB cable can be attached or detached, etc.
[0034] The mobile ID read by the mobile terminal reader 34 is, for example, an ID given to an IC chip built into a FeliCa (registered trademark) mobile terminal (membership recording medium) not shown, and is a unique ID for identifying the FeliCa mobile terminal. The mobile terminal reader 34 is not only built into the gaming device 2, but also into the POS.
[0035] The gaming device 2 operates as follows. (1) When a banknote is accepted (banknote acceptance process), the amount of the deposit is added to the balance and displayed on both the gaming machine 1 and the gaming device 2, and when the lending button 32 is operated (lending operation, granting operation) while there is a balance, one lending unit (for example, 125 points) is converted into gaming points (value of the given consideration) as lending points, and the gaming points managed by the gaming machine 1 are increased by this converted amount to grant the lending points (lending process, value granting process), and the amount of the consideration according to the gaming rate (hereinafter referred to as the rate) is deducted from the balance. Banknotes can be accepted in amounts corresponding to multiple value granting processes (for example, up to 10,000 yen).
[0036] (2) The system manages points that cannot be used directly for games, but performs a conversion process (amount providing process, replay process) to convert points for one payout unit into game points (conversion value, conversion points) in response to the operation of the payout button 31 (replay operation, grant operation, payout operation). In this case, a conversion rate may be separately set, but in this embodiment, it is set to 1:1 (the same applies to the counting process below).
[0037] (3) When the gaming points of the gaming machine 1 increase in response to play, a counting process is performed in which the gaming points are converted into points as count points in response to the operation (counting operation) of the counting button 13 of the gaming machine 1. In this case, one point is converted per operation, but if the operation is continued, the conversion becomes possible continuously and at an accelerated rate. In this way, the gaming points and points are updated, and if a return operation (issuance operation) is performed by operating the return button 37 while there is remaining balance or points in the gaming device 2, the balance or points are associated with a general card and the card is issued (issuance process). Note that a partial issuance process is also possible in which only a portion of the points or the balance is issued.
[0038] (4) For the issuing process, an issuing condition is set according to the gaming points in the gaming machine 1, and in this embodiment, when the gaming points become a predetermined number "0" or less, the issuing condition is met and the issuing process becomes possible. Therefore, communication (including information such as "out" or "safe") is performed with the gaming machine 1 at regular intervals (for example, every 300 ms), and when the gaming points become "0" due to use in a game or counting process, this is notified to the gaming device 2, and when the issuing condition is met, the issuing process is permitted. It is possible to update the gaming points by including gaming point information that can identify the gaming points in the data item sent from the gaming machine 1, thereby identifying that the issuing condition has been met, but other identification methods may be used, such as providing a separate data item indicating that the gaming points have become "0" or outputting a separate signal.
[0039] (5) The points that can be identified by the issued general card can be exchanged for prizes at the POS 9, and the balance can be settled for currency at the settlement machine. Incidentally, while cash can be exemplified as monetary value, including currency accepted by the gaming device 2, monetary value other than cash, such as electronic money or credit card payments, can also be accepted or settled. Furthermore, while the issuance process is illustrated as associating points and balances with a general card, it is of course also possible to perform the issuance process in association with other recording media, such as a membership card or the player's FeliCa mobile terminal.
[0040] (6) Through serial communication with the relay device 4, the management device 6 can identify various information such as currency acceptance processing, value granting processing, balance, points, loan points, conversion points, deposit amount, counting points, sales amount that is the value of loan points, and recording medium acceptance and issuance processing, but this may also be identified by a pulse signal (for example, one pulse for every 1,000 yen deposited, one pulse for every 100 yen sold, etc.). Note that although the configuration in which the gaming machine 1 and gaming device 2 communicate directly has been exemplified, the gaming machine 1 and gaming device 2 may also communicate via the relay device 4.
[0041] (7) The remote control receiver 36 receives commands from the employee remote control 35 and executes various processes according to the command contents.
[0042] The signal output from the gaming machine 1 will be explained. FIG. 4 shows an example of how signals turn on when playing with a gaming machine 1 capable of generating the above-mentioned lucky trigger state (hereinafter referred to as LT), and how the system determines the state based on the signals, using a time chart. Here, jackpot, sweet mid-range, and high probability variable 1 are signals that turn on (continue during the state) corresponding to the above-mentioned jackpot (state), sweet mid-range (state), and high probability variable (state) (level mode). High probability variable 2 does not turn on during LT like high probability variable 1, but is a so-called one-shot signal that turns on for a predetermined period (e.g., 100 milliseconds) when LT begins (one-shot mode). In other words, high probability variable 1 and high probability variable 2 are state signals that indicate whether they are high probability variable or not, depending on the gaming machine 1. Incidentally, when the gaming machine 1 supports only one of the level mode and one-shot mode signals, it is possible to imagine a case where the gaming machine 1 supports multiple output modes and selects one of them depending on, for example, the settings or wiring on the gaming parlor side. Also, the output mode of the gaming machine 1 may be set on a per-game machine basis or per-model basis.
[0043] Figure 4 assumes that three special prizes have been awarded. Here, the special prize refers to the state from when a jackpot (first win) occurs in normal mode until the jackpot or special mode ends and the normal mode is restored, which corresponds to a state where a series of consecutive wins continues. However, if the normal mode is restored after one first win, the first win may also be awarded as a special prize.
[0044] The first special prize is "circled number 1" through "circled number 5." Because no LT is activated, the higher-order probability mode is not activated, and the system identifies the probability mode and the lower-order probability mode as before. After the normal state, the second special prize is "circled number 6" through "circled number 14." Here, the jackpots for "circled number 6" and "circled number 8" are probability mode hits, but the jackpot for "circled number 10" is a LT hit that activates the LT. The LT hit can be identified because the higher-order probability mode 1 and higher-order probability mode 2 are activated, but the LT hit is not indicated during the jackpot, and the same announcement is made as for a normal probability mode hit. This is because gaming machine 1 does not announce a LT hit during a jackpot, but rather only announces it when the LT mode is activated after the jackpot ends, thereby reducing the reduction in playability of gaming machine 1 by announcing it before the announcement by gaming machine 1. That is, at the point of "circled number 10," both the LT notification and the counting of LT hits, described below, are suppressed (the notification of the occurrence of a higher probability variable state is suppressed for part of the jackpot, and the notification to update the number of occurrences of a higher probability variable state is suppressed for part of the jackpot). Then, when the LT hit ends at "circled number 11" and the LT begins, the LT entry effect and LT hit counting, described below, are performed. Meanwhile, the jackpot that occurs at the subsequent "circled number 12" is also a post-LT hit (when a new jackpot is identified while a higher probability variable state is identified, the jackpot is identified as a jackpot related to the higher probability variable state), and therefore is a LT hit (a jackpot related to the higher probability variable state). However, since the player can know that it is a LT hit without relying on the notification, LT hit notification and LT hit counting are performed even during the jackpot. Because of these different processing, LT hits at "circled number 10" and LT hits at "circled number 12" are distinguished. In Figure 4, the addition of an asterisk indicates that the LT hit of "circled number 10" is distinguished from the LT hit of "circled number 12."
[0045] On the other hand, since the upper probability variation 1 turns on during LT or LT hit, a jackpot that occurs in the on state is judged as an LT hit, and a state in which no jackpot has occurred is judged as LT. In contrast, the upper probability variation 2 turns on for one shot with the "round number 10" at the start of LT, so it is considered to be LT until the special prize thereafter ends, that is, until it returns to normal state, and is judged in the same way as the upper probability variation 1 described above. Note that, although an example has been given in which not only the jackpot after LT but also the jackpot immediately before LT is identified as a jackpot related to the upper probability variation state, the jackpot immediately before LT does not have to be identified as a jackpot related to the upper probability variation state.
[0046] The third special prize will be from "Circle Number 15" to "Circle Number 23". Here, since the first hit of "Circle Number 15" is an LT hit, the same processing as for the LT hit of "Circle Number 10" described above will be carried out, and then the same processing as above will be carried out up to "Circle Number 23".
[0047] In addition to the examples shown above, higher probability variation 1 can be assumed to be turned on not at the first LT hit (e.g., "round number 10") but from the start of LT (e.g., "round number 11"), or not at the time of a jackpot. In the former case, a jackpot before LT start (e.g., "round number 10") is determined to be a LT hit. In the latter case, in addition to the above, if the jackpot signal turns on, the special prize is considered to be continuing (the higher probability variation state is determined to be continuing until the jackpot signal and special state signal no longer indicate on). Even if it turns on again while the special prize is continuing (e.g., "round number 13"), it is not determined that a new LT has occurred, and the number of LT entry times is not counted. Furthermore, higher probability variation 2 can be assumed to be turned on at the start of LT (e.g., "round number 11"), and this can be processed in the same manner as above. Such processing modes can be registered in advance, and the corresponding processing can be performed by specifying which output target is to be output by the installed gaming machine 1.
[0048] The information display device 3 will now be described. As shown in FIG. 5, the information display device 3 includes an illumination unit 40 that provides illumination effects during call display and special states, and a display unit 41 that displays various game information. During the normal state screen, the display unit 41 is divided into display units 42 to 48 to display information. The first display unit 42 displays the number of jackpots in business days (the current day, one day ago, two days ago). The second display unit 43 displays the number of LT entry times in business days (performing a second notification process to notify the number of occurrences of the higher-level probability variable state). The third display unit 44 displays a breakdown of the number of jackpots (LT hits and other jackpots (probability variable jackpots, normal jackpots, etc.) (jackpots related to the higher-level probability variable state are managed separately from other jackpots)). The fourth display unit 45 displays the start (the number of symbol changes, hereinafter referred to as the "start now") from the establishment of the initialization condition (established by the start of business or the end of the special state, etc.). The fifth display unit 46 displays a start history graph for each jackpot. The sixth display unit 47 displays the player's owned points (the sum of the game points managed by the gaming machine 1 and the owned points managed by the gaming device 2). In this embodiment, the sixth display unit 47 displays the owned points as "owned balls," but they may also be displayed as "owned points." The seventh display unit 48 displays the model name of the gaming machine 1, and below the display unit 41 are provided various operation buttons 49 including a call button and a machine number display unit (sticker).
[0049] The display contents of the display unit 41 are switched by operating the various operation buttons 49, and for example, the first display unit 42 also displays other information such as a so-called difference ball transition graph showing the transition of the difference ball. Also, when the gaming state of the gaming machine 1 transitions, various occurrence (entry) screens and screens according to the gaming state after the transition are displayed by appropriately integrating each of the display units 42 to 48.
[0050] 6 to 8 show examples of the various occurrence (entry) screens described above that are displayed on the entire display unit 41 of the information display device 3. When a LT hit is not achieved, or when an LT hit is not announced, such as for "circled number 10" in FIG. 4, the display unit 41 displays a normal jackpot presentation screen by displaying "Jackpot Occurred!!" as shown in FIG. 6 upon the occurrence of a jackpot. When an LT hit is announced, such as for "circled number 12" in FIG. 4, the display unit 41 displays a LT hit presentation screen by displaying "LT jackpot occurred!!" as shown in FIG. 7. In other words, an LT hit is announced indirectly (a first notification process is performed to notify the occurrence of a higher-level probability variable state). When an LT hit is announced, such as for "circled number 11" in FIG. 4, the display unit 41 displays a LT entry presentation screen by displaying "LT entry!!" as shown in FIG. 8 (a first notification process is performed to notify the occurrence of a higher-level probability variable state). In this way, various screens may be displayed when the state transitions, or a corresponding screen may be displayed when the state ends.
[0051] Furthermore, a jackpot screen different from that shown in Figure 4 may be displayed during a jackpot after a jackpot has occurred, and similarly, a LT hit screen different from the jackpot screen may be displayed during an LT hit after a LT hit has occurred, or a LT hit screen different from that shown in Figure 4 or during a jackpot (for example, a display screen that displays in large size the balls won in the LT or LT hit) may be displayed during the LT.
[0052] FIG. 9 shows an enlarged view of the start history graph displayed by the fifth display unit 46 shown in FIG. 5. The start history graph shows the order of occurrence from right to left, with the leftmost one indicating the current start. In the example shown in FIG. 9, the third jackpot from the right is the LT jackpot that generated the LT, and the jackpots from that point through the sixth jackpot are LT jackpots. The LT jackpots are indicated by the "LT" icons 51 and 52. While only the first LT jackpot is indicated by icon 51 in FIG. 4, all LT jackpots may be indicated by icon 51. Furthermore, because a total of four jackpots occurred in succession, from the third LT jackpot through the sixth LT jackpot from the right, the upper part of the graph indicates that four consecutive LT jackpots occurred (the number of consecutive LT jackpots) and that a total of 6,000 balls were paid out through the LT and LT jackpots, using icons 52 and arrow icons 53. Note that, for example, "10R" at the bottom indicates that the jackpot occurred in 10 rounds. That is, LT, LT hit, etc. may be displayed in this way.
[0053] Also, although an example has been given of showing the number of jackpots and earned value during the LT and LT hits, it is also possible to show the number of jackpots (number of consecutive jackpots) and earned value (consecutive earned value) that occurred starting from the rightmost jackpot in Figure 9, for the entire consecutive jackpot (special prize) that includes the LT, for example, if the special prize continues from the rightmost jackpot to the sixth jackpot from the right, or to show information for the LT portion, such as the number of LT consecutive jackpots and LT earned value, in a manner that allows comparison with information for the special prize portion.
[0054] Fig. 10 shows a state transition display that can be displayed on, for example, the first display unit 42 of the information display device 3. The state transition display may also be displayed on a display unit 41 that integrates the display units 42 to 48. In this state transition display, the state determined by the system, as shown in Fig. 4, is shown on a pre-set state transition diagram that shows the states to which the corresponding gaming machine 1 can transition. In other words, it is possible to display (preferably by flashing, for example) an icon 61 of the information notification display in association with the location on the state transition diagram that indicates the corresponding state, such as "Jack Hit" if a jackpot is determined, or "Normal Mode" if a normal state is determined.
[0055] Even with such a state transition display, it is possible to identify that it is an LT based on the state determination as in Figure 4, and therefore it is possible to display a state notification display in association with the "Lucky Trigger" location corresponding to the LT as in Figure 10. Note that although the location corresponding to the LT hit is not shown in Figure 10, it is also possible to provide a corresponding location separately and then display a state notification display in association with that location when an LT hit is identified, or, for example, it is also possible to display a separate indication such as "LT" in association with the location corresponding to a "jackpot" so that when an LT hit occurs, it is indicated that it is an LT hit.
[0056] Below, we will supplementarily illustrate the processing corresponding to each figure when it is possible to identify an LT hit immediately before the LT (hereinafter also referred to as a "last hit"; for example, a jackpot indicated by "circled number 10" in Figure 4). In the case of Figure 4, if it is possible to identify an immediate hit, no notification is made to update the number of LT entry times in the second display unit 43, and the number of LT entry times is updated after the LT occurs. Similarly, in the third display unit 44, the number of normal jackpots is first updated, and after the LT occurs, the number of normal jackpots is restored and the LT hits are updated. In this case, it is not necessary to update the normal jackpot. In the cases of Figures 6 and 7, when an immediate hit occurs, Figure 6 is displayed instead of Figure 7, and an LT hit is not announced. Note that when an immediate hit is indicated, a display such as "LT hit occurred" may be used instead of Figure 7. In the case of Figure 9, notifications such as icons 51 and 52 are not displayed when an immediate hit occurs, and notifications using those icons are made after the subsequent LT occurs. In the case of Figure 10, if a separate location corresponding to an LT hit is provided, then when an immediate hit occurs, icon 61 is associated with the location indicating a "big hit" rather than with that location, and from the LT hit after that LT, an announcement can be made by associating icon 51 with the location corresponding to the LT hit.
[0057] As explained above, according to this embodiment, the following effects can be obtained: In an amusement facility system, by receiving a higher probability variable that can identify an LT output from a gaming machine 1 that can generate an LT with a higher expected number of consecutive jackpots and number of balls dispensed per jackpot than in a normal probability variable state, the LT and the jackpot related to that LT can be identified, making it possible to suitably handle a gaming machine 1 that can generate a gaming state known as LT.
[0058] When it is determined that an LT has occurred, the occurrence of an LT and the number of times that an LT has occurred are notified, so that it is possible to provide game information related to LT, such as the occurrence of an LT and the number of times that an LT has occurred.
[0059] When a jackpot is identified without an LT being identified and the LT can be identified during the jackpot, the notification of the occurrence of an LT and the update of the number of LT occurrences are suppressed, so that even if the gaming machine 1 does not notify the fact during the first LT hit but notifies it at the time of a subsequent LT, it is possible to reduce the risk of such gameplay being hindered.
[0060] It is possible to set in advance whether the signal indicating LT is a one-shot signal or a level signal that remains on during the state, and if it is set to be a one-shot signal, it is possible to continue determining that it is LT until a jackpot or other special state ends, so it is possible to deal with cases where the signal output format differs depending on the gaming machine, and it is also possible to make an appropriate state determination even with a state signal such as a one-shot signal.
[0061] Since LT hits are managed separately from other jackpots, it is possible to appeal to players by distinguishing LT-related jackpots from other jackpots, and it is expected that the manager of the gaming facility will be able to grasp the degree to which the gaming machine 1 is likely to generate LT hits.
[0062] The present invention is not limited to the above-described embodiment, and may be modified or expanded as follows. Information management based on the identification of LT and LT hits (for example, the number of LT hits, the number of LT entry times, or the ratio of LT hits to the total number of jackpots) can be performed, and not only can it be displayed for players as in the example, but also game information can be displayed for the gaming facility manager. In this case, the management device can show LT and LT hits, for example, in a well-known special prize history, or it can show the machine number during LT or LT hit by, for example, identifying and outputting it on a so-called island layout display or panel display.
[0063] When suppressing the LT notification or the update of the LT entry number during a jackpot, such as the "circled number 10" in Figure 4, it is not necessary to suppress it for the entire period of the jackpot, for example, by releasing the suppression when the ball payout or duration during the jackpot exceeds a reference value. In other words, if the specifications of the gaming machine are such that a LT hit or LT is notified at the transition to 9R during a 10R LT hit, for example, it is possible to imagine a configuration in which the notification is made when the notification is made.
[0064] Although the example given above shows the suppression of LT notifications and updates to the LT entry number during a jackpot, it is also possible to suppress them by using a well-known restriction configuration that does not prohibit but restricts, for example, by displaying them smaller than when they are not suppressed, or by displaying them but not outputting audio. Although the example has been given in which both LT and per LT are specified, either one of them may be excluded from the specification target.
[0065] LT hits can be identified as jackpots related to LT, and as shown in the example, the jackpot immediately before the LT occurs can be included in the LT hits, but if at least the jackpot after the LT is identified as the LT hit, the jackpot immediately before that does not need to be included in the LT hits. Although examples of jackpots that are different from LT hits include special jackpots and regular jackpots, any jackpot can be considered as a different jackpot, including other jackpots such as jackpots that occur during time-saving mode, and it is also possible to distinguish not only LT hits but also other jackpots such as special jackpots and regular jackpots.
[0066] Although the example of ST is different only between LT and lower probability variation, it may be applicable to gaming machines where, for example, a lottery is conducted to allocate the number of STs, and the expected number of STs is higher for LT than for lower probability variation, resulting in a higher expected number of jackpots. The same applies to probability variation rate.
[0067] As a configuration for suppressing notifications to update the number of occurrences of higher-level probability change states, an example has been given in which the number of LT occurrences is suppressed by not counting them, but notifications may also be suppressed by adopting other suppression modes, such as counting them but not updating the number of occurrence notifications themselves.
[0068] Although the Lucky Trigger state is given as an example of a higher probability change state, a higher probability change state other than the Lucky Trigger state may also be targeted. Although the configuration in which both the first notification process and the second notification process are performed has been exemplified, it is also possible to perform only one of them.
[0069] Each setting value may be set by an administrator through manual input, may be set in advance by the management device manufacturer, or may be set by downloading setting information from an external server (such as the headquarters of a chain store). In this case, the setting value is also set by manual input on the server. Of course, past game information may also be set as a reference value.
[0070] All of the game information exemplified above may be specified directly by the input signal or indirectly by using an arithmetic expression. Also, although data signals such as telegrams are exemplified as game signals, other signal inputs such as pulse signals may also be used. The numerical values, number of digits, items, etc. are examples, and any numerical values may be used. Furthermore, the identification output may be in any output form, such as adding symbols other than those shown in the examples, and at least printing and display output are envisioned.
[0071] Either "above" or "exceed" can be used, and expressions such as "reached" correspond to either "above" or "exceeded." The same is true for "below" and "less than," and expressions such as "did not reach" correspond to both. The target gaming machines may be other than the pachinko gaming machine exemplified above, such as slot machines, which are so-called smart gaming machines that manage gaming media only by data, or conventional pachinko gaming machines or slot machines that pay out gaming media, etc. Note that the expression "adding gaming value" is used when necessary, taking into consideration the cases where such gaming media are paid out or handled as data.
[0072] Some or all of the processing performed by the information display device 3 may be performed by the relay device 4, the management device 6, or the like, and any other configuration may be used. Furthermore, the configurations exemplified above may be combined in any way, including modified examples, and configurations that are not adopted may be provided as appropriate. [Explanation of symbols]
[0073] In the drawing, 1 is a gaming machine, 3 is an information display device (signal receiving means, identifying means, notifying means, setting means, management means), and 6 is a management device.
Claims
1. a signal receiving means for receiving a higher probability variable signal capable of identifying a higher probability variable state and a jackpot signal capable of identifying a jackpot, the higher probability variable state being output from a gaming machine capable of generating a probability variable state that increases the probability of a jackpot, the higher probability variable state having a higher expected value of at least one of the number of consecutive jackpots that can be generated and the gaming value that can be acquired per jackpot that can be generated compared to the normal probability variable state; A means for identifying a jackpot according to the reception state of the signal receiving means, and for identifying at least one of the higher probability variable state and the jackpot related to the higher probability variable state; An amusement park system comprising: a notification means for notifying the result of the identification by the identification means.
2. 2. The amusement park system according to claim 1, wherein the notification means performs at least one of a first notification process for notifying the occurrence of the higher-level probability variable state when the occurrence of the higher-level probability variable state is identified by the identification means, and a second notification process for notifying the number of times the higher-level probability variable state has occurred.
3. The jackpot signal is continuously on during a jackpot, The specifying means specifies a period during a jackpot and the higher probability variable state according to a reception state of the signal receiving means, The amusement park system of claim 2, wherein if the notification means is configured to perform the first notification processing when the jackpot is identified in a state where the higher-level probability variable state has not been identified by the identification means and the higher-level probability variable state can be identified during the jackpot, the notification means suppresses notification of the occurrence of the higher-level probability variable state during at least a portion of the jackpot, while if the notification means is configured to perform the second notification processing, the notification means suppresses notification to update the number of times the higher-level probability variable state has occurred during at least a portion of the jackpot.
4. A setting means is provided, The jackpot signal is continuously on during a jackpot, The signal receiving means is capable of receiving from the gaming machine a special state signal indicating that the special state, including at least the probability variable state, continues to be ON when the special state continues, The higher probability variable signal is output in either a one-shot mode indicating ON for a predetermined period at the start of the state or a level mode indicating ON continuously during the state, The setting means can set in advance in accordance with the gaming machine in which mode the higher probability variable signal is output, either the one-shot mode or the level mode, The identification means is capable of identifying that the higher-level probability change state will continue until the jackpot signal and the special state signal no longer indicate on when the higher-level probability change signal is preset to be output in a one-shot manner and the higher-level probability change state indicates on.
5. The specifying means, when a new jackpot is specified in a state in which at least the higher probability variable state is specified, specifies the jackpot as a jackpot related to the higher probability variable state, An amusement park system as described in claim 1 or 2, which is provided with a management means for managing a jackpot related to the higher-level probability variable state separately from other jackpots when the identification means identifies the jackpot related to the higher-level probability variable state.
Citation Information
Patent Citations
Gaming device and program
JP7202014B2