Gaming device and gaming system
The gaming device and system enhance player engagement by managing gaming states to increase jackpot probabilities and play frequency, addressing the limitations of conventional systems through controlled state transitions and information management.
Patent Information
- Application Number
- JP2024101734
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-25
- Publication Date
- 2026-01-14
AI Technical Summary
Conventional gaming devices and systems lack the ability to effectively manage and control gaming states to enhance player engagement and value, such as probability change states and time-saving states, which are not adequately addressed by existing technologies.
The gaming device and system incorporate a control mechanism that can transition between different gaming states, including a first special gaming state with higher jackpot probabilities and a second state with increased play frequency, utilizing a receiving and determination mechanism to manage gaming information and identify special states like LT, allowing for enhanced player engagement and value.
The system effectively manages gaming states to increase the probability of winning and number of plays, thereby enhancing player engagement and value through controlled transitions between gaming states.
Smart Images

Figure 2026003723000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming device and a gaming system. [Background technology]
[0002] 2. Description of the Related Art Gaming facilities are equipped with gaming devices and gaming systems that receive gaming information output from gaming machines and manage various types of gaming information.
[0003] In such gaming devices and gaming systems, a gaming device and a gaming system are disclosed that determine whether the gaming machine is in a special state advantageous to the player, such as a probability change state, based on a gaming signal output from the gaming machine (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2004-248962 Summary of the Invention [Problem to be solved by the invention]
[0005] However, there is room for improvement in conventional gaming devices and gaming systems. [Means for solving the problem]
[0006] In order to solve the above problem, the gaming device of the present invention is equipped with a control means that can be controlled to a first special gaming state as a special gaming state in which the probability of transitioning to the specific gaming state is higher than that of the normal gaming state after terminating a first specific gaming state as a specific gaming state in which gaming value is easily acquired, and can be controlled to a second special gaming state as the special gaming state in which the number of plays is greater than that of the first special gaming state after terminating a second specific gaming state as the specific gaming state, and an output means that can output gaming information related to gaming, and the control means is equipped with a receiving means that can receive gaming information output from the output means, and a determination means that can determine whether the device has been controlled to the special state based on the gaming information received by the receiving means.
[0007] In order to solve the above problem, the gaming system of the present invention is equipped with a control means that can be controlled to a first special gaming state as a special gaming state in which the probability of transitioning to the specific gaming state is higher than that of a normal gaming state after terminating a first specific gaming state as a specific gaming state in which gaming value is easily acquired, and can be controlled to a second special gaming state as the special gaming state in which the number of plays is greater than that of the first special gaming state after terminating a second specific gaming state as the specific gaming state, and an output means that can output gaming information related to gaming, wherein the control means is equipped with a receiving means that can receive gaming information output from a gaming machine that can be controlled to a special state that can increase the probability of being controlled to the second special gaming state from after being controlled to the second specific gaming state until being controlled to the normal gaming state, and a determination means that can determine whether the gaming machine has been controlled to the special state based on the gaming information received by the receiving means. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a diagram illustrating the overall configuration of a gaming system including a gaming device. [Figure 2]FIG. 2 is a system diagram showing the flow of information in the gaming system. [Figure 3] FIG. 2 is a block diagram showing the control configuration of the hall computer. [Figure 4] FIG. 2 is an explanatory diagram showing the transition of the gaming state of a pachinko machine. [Figure 5] An explanatory diagram showing the distribution ratios for each type of jackpot in a pachinko machine. [Figure 6] FIG. 10 is an explanatory diagram showing a method for specifying LT. [Figure 7] FIG. 10 is an explanatory diagram showing a method for specifying LT. [Figure 8] FIG. 10 is an explanatory diagram showing a method for specifying LT. [Figure 9] This is a list of data managed by the hall computer during LT. [Figure 10] FIG. 10 is an explanatory diagram showing an example of displaying data related to LT in an amusement arcade. [Figure 11] FIG. 10 is an explanatory diagram showing an example of displaying information related to LT on a calling device. DETAILED DESCRIPTION OF THE INVENTION
[0009] Preferred embodiments of the gaming device and program according to the present invention will be described with reference to the accompanying drawings.
[0010] (Overall configuration of gaming system) As shown in FIG. 1, the gaming system is made up of a gaming machine 10 and a plurality of gaming devices.
[0011] The plurality of gaming devices include, for example, a rental machine 20, a machine computer 30, an island computer 40, and a hall computer 50.
[0012] In addition to the devices shown in Figure 1, other devices are also installed, such as a counting device that can count gaming media, a prize exchange device that exchanges gaming media acquired on gaming machine 10 for specified prizes, and a gaming data display device that displays information useful to players that can be viewed at any time.
[0013] These devices each have a communication means and are connected to each other so as to be able to communicate data via a predetermined network (for example, a local area network).
[0014] There are various forms and types of gaming devices according to the present invention, but in this embodiment, an example in which a hall computer 50 is applied will be described.
[0015] The gaming machine 10 is a pachinko machine 10a that uses gaming balls as gaming value (gaming medium), a slot machine 10b that uses medals as gaming value (gaming medium), or the like, and players play using the loaned gaming medium.
[0016] The gaming machine 10 has two gaming states: a normal gaming state in which gaming media is spent at a predetermined rate, and advantageous states in which an increase in gaming media can be expected compared to the normal gaming state (for example, a jackpot or bonus (including AT, ART, etc.)), and when a bonus or the like is won, the game is controlled so that a large amount of gaming media is paid out through subsequent winnings.
[0017] Furthermore, the gaming machine 10 can be set to six different setting values that differ in the probability of winning a bonus or the like, and the probability of receiving a special benefit can be determined based on the setting value. Setting 1 has the lowest probability value, and the higher the number, the higher the probability value, with setting 6 being the highest. Therefore, setting 1 is the setting that is most disadvantageous to the player, and the higher the number, the more advantageous it is to the player, with setting 6 being the most advantageous setting to the player.
[0018] The gaming machines 10 are also classified into different types that differ in ease of play.
[0019] Specifically, in the case of the pachinko machine 10a, there are, for example, the "sweet type" which has a high probability of winning but a small number of balls, the "MAX type" which has a low probability of winning but a large number of balls, and the "middle type" which has a higher probability of winning but a smaller number of balls than the MAX type.
[0020] In the case of the slot machine 10b, there are, for example, "A type (normal type)", "AT type", "ART type", "RT type", and the like.
[0021] In addition, a plurality of gaming islands are provided in the gaming parlor, and a plurality of gaming machines 10 are installed side by side on the gaming islands. In addition, the gaming machines 10 are installed in each gaming corner, which is divided into predetermined areas in the gaming parlor.
[0022] The gaming corners include, for example, a model-specific corner where multiple gaming machines 10 of the same model are arranged to form a group (gaming machine group), a rental rate-specific corner where the rental rates (gaming rates) of gaming media rented out in exchange for inserting cash into the rental machine 20 are divided into different corners, and a variety corner where multiple models of gaming machines 10 are mixed together in one unit.
[0023] The corners with different rental rates include, for example, a 4 yen corner where the rental rate for one game ball is 4 yen / ball, a 1 yen corner where the rental rate for one game ball is 1 yen / ball, a 20 yen corner where the rental rate for one medal is 20 yen / piece, and a 5 yen corner where the rental rate for one medal is 5 yen / piece.Each corner is equipped with pachinko machines 10a and slot machines 10b that can be played using game balls and medals rented out at different rental rates.
[0024] The pachinko machine 10a may be a so-called enclosed gaming machine (Smart Pachinko (registered trademark)) that can play games by circulating gaming media such as gaming balls internally without dispensing them to the outside, and the slot machine 10b may be a so-called medal-less gaming machine (Smart Pachislot (registered trademark)) that can play games using pseudo gaming media in data format without using actual gaming media such as medals.
[0025] A lending machine 20 (20a for game balls, 20b for medals) is installed next to each game machine 10, and can lend game media in exchange for inserting cash (banknotes).It has a built-in card processing device (not shown), which enables the lending of game media based on the amount information stored on the card.
[0026] There are two types of cards: member cards, which are loaned or transferred in advance by the gaming facility to registered players, and general cards (so-called visitor cards), which can be used by general players who are not registered members.
[0027] In addition, although not shown in the figure, the lending machine 20 is equipped with an input operation unit and a display unit, which enable various operations such as medal lending operations and card ejection operations to be performed, as well as displaying amount information and information on the medals held by the player.
[0028] The rental machine 20 may be a rental machine with a counting function for each machine, which counts the gaming media acquired in a game, and allows the counted gaming media to be used again in a game.
[0029] (Transmission of game information) 2, in the gaming system of this embodiment, gaming information (gaming signals) relating to games is transmitted from the gaming machine 10 and the rental machine 20. Note that, although this embodiment will be described taking an example in which gaming information (gaming signals) is transmitted and received by parallel communication, this embodiment can also be implemented by transmitting and receiving gaming information (gaming signals) by serial communication.
[0030] Specifically, the gaming machine 10 and the rental machine 20 output game information from output means such as an external terminal board that they are each equipped with to the hall computer 50. The output information output from the output means includes various game information that is output according to the progress of the game.
[0031] For example, among the gaming machines 10, the pachinko machine 10a outputs "out information" (information on the number of game values used), "safe information" (information on the number of game values awarded), "jackpot 1 information" (jackpot information), "jackpot 2 information" (jackpot information, time-saving information, specific information), "start information" (pattern determination information), "LT (lucky trigger) information" (special control information), etc.
[0032] "Out information" is output every time a predetermined number of game balls (for example, 10 balls) are used, and by counting this output number, the number of game balls (number of game values) used in the gaming machine 10 can be determined.
[0033] "Safe information" is output each time a predetermined number of game balls (prize balls) (for example, 10 balls) are awarded as a result of a win, and by counting this output number, the number of game balls (game value number) awarded by the gaming machine 10 can be determined.
[0034] "Jackpot 1 information" changes from off to on when the "jackpot gaming state" starts, and changes from on to off when the "jackpot gaming state" ends, i.e., it is gaming information that is output during the jackpot gaming state.
[0035] The "jackpot 2 information" changes from off to on when the "jackpot gaming state" and / or the "time-saving state" starts, and changes from on to off when the "jackpot gaming state" and / or the "time-saving state" ends, that is, it is game information that is output during the jackpot gaming state and / or the time-saving state. In this embodiment, since the time-saving state is controlled to the probability variable state, the "jackpot 2 information" can also be said to be game information that is output during the probability variable state.
[0036] The "start information" is game information that is output each time the special pattern, which is the identification information, stops changing, i.e., for each game (play), and by counting the number of times this output occurs, the number of times the special pattern changes (number of games played) can be determined.
[0037] "LT (Lucky Trigger) information" changes from OFF to ON when "LT" starts as a special state, and changes from ON to OFF when "LT" ends, i.e., it is game information that is output during "LT" control. Hereinafter, the start of LT will also be referred to as the activation of LT. LT will be described in detail later.
[0038] These pieces of game information are output either in duplicate or individually, and by monitoring these outputs, it is possible to distinguish between a "jackpot game state," a "time-saving state," an "LT state," and a "normal game state" in which none of these pieces of game information are output.
[0039] In addition, the rental machine 20 also outputs "transaction information" such as sales information indicating the amount of cash or card inserted and the amount of cash or other cash inserted, along with gaming information that can identify the gaming machine 10 attached.
[0040] Such game information is transmitted via the network to the hall computer 50 via the machine computer 30 and the island computer 40. The hall computer 50 receives the game information via an external terminal board as a receiving means.
[0041] The gaming information undergoes predetermined data processing (for example, digitization processing) in at least one of the machine computer 30, the island computer 40, and the hall computer 50, and is sequentially accumulated in the hall computer 50 as gaming information for each gaming machine 10.
[0042] (Hall computer configuration) 3, the hall computer 50 is an example of the gaming device of the present invention and is configured as an information processing device mainly operated by the manager or staff of the gaming parlor, and includes an input unit 51 consisting of input means such as a keyboard and a mouse, a communication unit 52 for communicating data with the machine computer 30, the island computer 40, etc., a memory unit 53 consisting of storage means such as a hard disk, a display unit 54 having display means such as a liquid crystal display device, and a control unit 55 for controlling the above-mentioned components. The control unit 55 is a microcomputer including a CPU, ROM, and RAM.
[0043] The control unit 55 sequentially stores the game information for each gaming machine 10 received from the island computer 40 or the like via the communication unit 52 in the storage unit 53.
[0044] The game information stored in the memory unit 53 includes, for example, the "number of starts" obtained from the number of inputs of "start information," the "number of outs" obtained from the number of inputs of "out information," and the "number of safes" obtained from the number of inputs of "safe information." The control unit 55 can identify the number of times the special symbol changes (number of games) based on the "number of starts," identify the number of game balls used in the gaming machine 10 based on the "number of outs," and identify the number of game balls (number of prize balls) awarded from the gaming machine 10 based on the "number of safes."
[0045] Other game information stored in memory unit 53 includes the "base" which indicates the ratio (for example, percentage) of the "number of safes" to the "number of outs," the "difference number (also called the ball output)" which indicates the difference between the "number of outs" and the "number of safes," the "number of jackpots" calculated from the number of inputs in the "jackpot information," the "jackpot probability" which indicates the ratio between the number of starts and the number of jackpots, the "number of special / time-saving times" which is calculated from the number of inputs in the "special / time-saving information," and the "sales amount" which is calculated from the number of inputs in the "sales information."
[0046] Such gaming information is stored in association with each gaming machine 10, each predetermined time period (for example, 10 minutes), and each business day (for example, one day).
[0047] In addition, the gaming information is stored in a manner that classifies it according to the gaming state of the gaming machine 10.
[0048] The gaming states of the gaming machine 10, when the gaming machine 10 is a pachinko machine 10a, include states that are advantageous to the player, such as a ``jackpot gaming state (jackpot state, also called jackpot)'', which is advantageous to the player, a ``probability change state (also called probability change)'', in which the probability of a jackpot occurring is high, and a ``time-saving state (also called time-saving)'', in which the time for which special patterns change is shortened and an electric support state is established, and a ``normal gaming state (normal state, also called normal)'', which is a gaming state that is disadvantageous to the player.
[0049] In this embodiment, there are two types of "probability variable states" with different probability variable periods, and the probability variable state with a short probability variable period is called a "probability variable state," and the probability variable state with a long probability variable period is called a "higher probability variable state." In this embodiment, the "probability variable state" and the "higher probability variable state" overlap with the time-saving state. Therefore, the probability variable state may be described as a probability variable state (time-saving state), and the higher probability variable state may be described as a higher probability variable state (higher time-saving state).
[0050] These game states are realized by the control means (for example, main board) of the pachinko machine 10a, which is made up of a CPU that performs various arithmetic processing and the like, functioning as game state control means.
[0051] When the hall computer 50 (specifically, the control unit 55) controls the gaming state of the gaming machine 10 to a "jackpot gaming state," it can identify that the gaming state is a "jackpot gaming state." When the hall computer 50 controls the gaming state of the gaming machine 10 to a "time-shortened state," it can identify that the gaming state is a "time-shortened state." Furthermore, the hall computer 50 can distinguish between a "probability variable state (time-shortened state)" and a "higher probability variable state (higher time-shortened state)."
[0052] In addition, the hall computer 50 (specifically, the control unit 55) functions as a counting means, and can count the "number of outs," "number of safes," "number of jackpots," and "number of special / time-saving modes."
[0053] (Pachinko machine game mode) Next, a specific game mode of the pachinko machine 10a will be described.
[0054] The pachinko machine 10a is a gaming machine (so-called V-ST machine) that can be controlled to a jackpot game state based on the result of the variable display of the special symbol being a jackpot, and can also be controlled to a probability variable state (probability variable state) in which the probability of a jackpot increases until the variable display of the special symbol is performed a predetermined number of times based on the occurrence of a V prize in the big prize slot during the jackpot game.Then, it is controlled to a time-saving state so as to overlap with the probability variable state.
[0055] Specifically, the pachinko machine 10a executes a variable display of a first special symbol when a gaming ball enters the first start winning slot, and executes a variable display of a second special symbol when a gaming ball enters the second start winning slot. Hereinafter, the first special symbol may be referred to as special symbol 1, and the second special symbol may be referred to as special symbol 2.
[0056] If the jackpot symbol is displayed as a result of the special symbol variation display, it is a "jackpot." If a losing symbol different from the jackpot symbol is displayed as a result of the special symbol variation display, it is a "miss."
[0057] Furthermore, when a gaming ball passes through the passage gate, the pachinko machine 10a executes a variable display of a normal symbol. If a winning symbol is displayed as a static display of the variable display of the normal symbol, the display result of the normal symbol will be "win." Furthermore, if a losing symbol is displayed as a static display, the display result will be "miss." When a "win" is achieved, a variable winning device (a so-called electric chute) provided in the second start winning port is opened for a predetermined period of time. As a result, the second start winning port is opened, allowing the gaming ball to win. Note that, since a variable winning device is not provided in the first start winning port, the gaming ball can win regardless of the display result of the variable display of the normal symbol.
[0058] After the display result of the special symbol variation display becomes "jackpot," the game is controlled to a jackpot game state that is advantageous to the player. In the jackpot game state, the player can win prize balls by making the game ball enter the big prize slot. The more rounds in the jackpot game state and the longer the open upper limit period, the more advantageous it is for the player.
[0059] On the condition that a V entry occurs in the large prize entry slot during the jackpot game state, the game will be controlled to a time-saving state after the jackpot game state ends, and may be controlled to a probability variable state or a higher probability variable state. In the time-saving state, time-saving control is executed. Specifically, control is executed to shorten the average fluctuation time of special symbols compared to the normal state. Also, in the time-saving state, control is executed to shorten the average fluctuation time of normal symbols compared to the normal state, and control is executed to increase the probability that the normal symbols will "win" compared to the normal state. As a result, in the time-saving state, it is easier for the game ball to enter the second start prize entry slot.
[0060] In the probability variable state and the higher probability variable state, in addition to the time-saving control, probability variable control is executed to make the probability of the display result being a "jackpot" higher than in the normal game state. In the probability variable state and the higher probability variable state, the time-saving control not only improves the fluctuation efficiency of the special symbol but also makes it easier to get a "jackpot."
[0061] The transition of game states and types of jackpots in the pachinko machine 10a will be specifically explained using Figures 4 and 5. Figure 4 shows the transition of game states in the pachinko machine 10a. Figure 5(a) shows a table that specifies the allocation of jackpot types when a jackpot is won in the normal game state. Figure 5(b) shows a table that specifies the allocation of jackpot types when a jackpot is won in the probability variable state (time-shortened state). Figure 5(c) shows a table that specifies the allocation of jackpot types when a jackpot is won in the higher probability variable state (higher time-shortened state).
[0062] As shown in Figure 4, pachinko machine 10a starts playing in the normal game mode. The normal game mode is a non-time-saving mode in which time-saving control is not executed. In the non-time-saving mode, it is difficult for the game ball to enter the second start entry slot. Therefore, in the normal game mode, the aim is to win the first start entry slot. In the normal game mode, the probability of winning is set to 1 / 99. The types of jackpots in Special Chart 1 in the normal game mode consist of a 3R normal jackpot and a 3R special jackpot. When a jackpot is won, a 3R normal jackpot is selected 50% of the time, and a 3R special jackpot is selected 50% of the time (Figure 5(a)).
[0063] When a 3R normal jackpot is won, the game transitions to a 3-round jackpot game state, and after the jackpot game state ends, the game transitions to the normal game state (Figures 4(a) and (b)). When a 3R probability jackpot is won, the game transitions to a 3-round jackpot game state, and after the jackpot game state ends, the game transitions to the probability jackpot state (Figures 4(c) and (d)). In the jackpot game state, approximately 100 prize balls are paid out per round. Therefore, in the jackpot game state, the player can win 100 prize balls x the number of rounds.
[0064] The special mode and the time-saving mode overlap. In the time-saving mode, it is possible for the game ball to enter the second starting entry slot. Therefore, in the special mode, the aim is to win the second starting entry slot. In the special mode, the probability of winning is set to 1 / 45. The types of jackpots in the special mode on Special Chart 2 consist of 8R high-ranking special jackpots, 6R high-ranking special jackpots, 5R high-ranking special jackpots, and 2R high-ranking special jackpots. When a jackpot is won, the 8R high-ranking special jackpot is selected 10% of the time, the 6R high-ranking special jackpot is selected 10% of the time, the 5R high-ranking special jackpot is selected 20% of the time, and the 2R high-ranking special jackpot is selected 60% of the time (Figure 5(b)).
[0065] If a 2R probability jackpot is won, the game will transition to a 2-round jackpot game state, and will then transition to the probability jackpot state after the jackpot game state ends (Figures 4(e) and (f)). If a 5R probability jackpot is won, the game will transition to a 5-round jackpot game state, and will then transition to the probability jackpot state after the jackpot game state ends (Figures 4(g) and (h)). If a 6R probability jackpot is won, the game will transition to a 6-round jackpot game state, and will then transition to the probability jackpot state after the jackpot game state ends (Figures 4(i) and (j)). If an 8R higher probability jackpot is won, the game will transition to an 8-round jackpot game state, and will then transition to the higher probability jackpot state after the jackpot game state ends (Figures 4(k) and (l)).
[0066] The probability variation state ends if no jackpot is won before the number of times the special symbol changes reaches 50. When the probability variation state ends, the game transitions to the normal game state (Figure 4 (m)).
[0067] The higher probability variable state and the time-saving state overlap. In this embodiment, the time-saving state that overlaps with the higher probability variable state is referred to as the higher time-saving state, but the content of the time-saving control is the same as the time-saving control in the time-saving state that overlaps with the probability variable state. However, the higher time-saving state is an advantageous state in that the time period is longer than the time-saving state. In other words, the higher probability variable state is an advantageous state in that the probability variable period is longer than the probability variable state.
[0068] In the high probability state, the player plays with the aim of winning the second start prize slot, just like in the high probability state. In the high probability state, the probability of winning a jackpot is set at 1 / 45. The types of jackpots in Special Chart 2 in the high probability state consist of 8R high probability jackpots, 6R high probability jackpots, 5R high probability jackpots, and 2R high probability jackpots. When a jackpot is won, the 8R high probability jackpot is selected 10% of the time, the 6R high probability jackpot is selected 10% of the time, the 5R high probability jackpot is selected 20% of the time, and the 2R high probability jackpot is selected 60% of the time (Figure 5(c)).
[0069] If a 2R high-order probability jackpot is won, the game will transition to a 2-round jackpot game state, and after the jackpot game state ends, the game will transition to the high-order probability state (Figure 4(n), (o)). If a 5R high-order probability jackpot is won, the game will transition to a 5-round jackpot game state, and after the jackpot game state ends, the game will transition to the high-order probability state (Figure 4(p), (q)). If a 6R high-order probability jackpot is won, the game will transition to a 6-round jackpot game state, and after the jackpot game state ends, the game will transition to the high-order probability state (Figure 4(r), (s)). If an 8R high-order probability jackpot is won, the game will transition to an 8-round jackpot game state, and after the jackpot game state ends, the game will transition to the high-order probability state (Figure 4(t), (u)).
[0070] The high-rank probability state ends if no jackpot is won before the number of special symbol changes reaches 130. When the high-rank probability state ends, the game transitions to the normal game state (Figure 4 (t)).
[0071] As described above, when an 8R high probability jackpot is won in the probability variable state, it is possible to control the LT (special state) in which the game alternates between the jackpot game state based on the high probability jackpot and the high probability jackpot state, so that a large number of game balls can be acquired. The main board, which functions as the control means of the pachinko machine 10a, can control the LT in which the game alternates between the jackpot game state based on the high probability jackpot and the high probability jackpot state by referring to the jackpot type allocation table shown in Figure 5 (c) in the high probability jackpot state (high board time-shortened state) when an 8R high probability jackpot is won in the probability variable state.
[0072] In this embodiment, the output of LT information begins via the external terminal of the pachinko machine 10a when an 8R high-order probability variable jackpot, which triggers the activation of LT, begins. Meanwhile, the output of LT information ends when the number of times the special symbol changes during the high-order probability variable state (high-order time-saving state) during LT reaches a specified number (130 times). The output of LT information also ends if a V prize cannot be obtained during a jackpot during LT, and if a transition to a high-order probability variable state (high-order time-saving state) cannot be made after the jackpot. The output of LT information also ends if a jackpot is won on special chart 1 during LT. In other words, if a jackpot is won on special chart 1, the game will transition to a normal game state or a probability variable state after the jackpot (in other words, the game will not transition to a high-order probability variable state), and the output of LT information ends. In this way, by setting the output termination condition of LT information, it is possible to appropriately distinguish between LT intervals and non-LR intervals.
[0073] Furthermore, in this embodiment, the control unit 55 of the hall computer 50 can count the game information received by the external terminal board of the hall computer 50 during the non-LT section, which is a first period not determined to be an LT, as first game information (number of probability variable / time-saving events, number of jackpots, number of safes, number of outs, etc.), and can count the game information received by the external terminal board of the hall computer 50 during the LT section, which is a second period determined to be an LT, as second game information (number of probability variable / time-saving events, number of jackpots, number of safes, number of outs, etc.). In other words, the control unit 55 can manage the game information separately for the LT section and the non-LT section.
[0074] (LT identification) The control unit 55 of the hall computer 50 functions as a determination means capable of determining whether or not the LT has been controlled. Various methods for determining the LT in the control unit 55 will be explained below, but any one of these methods may be implemented, or multiple methods may be implemented in combination. Combining multiple methods can improve the accuracy of determining the LT.
[0075] [Identification method based on LT information] As a method for identifying the LT, a method for identifying the LT based on the LT information output from the pachinko machine 10a will be described with reference to FIG.
[0076] As shown in FIG. 6, if the control unit 55 has received jackpot 1 information when receiving LT information, it identifies the jackpot based on the reception of the jackpot 1 information as a "LT trigger jackpot," which is a jackpot that triggers the start of LT. The LT information is transmitted one second after the transmission of the jackpot 1 information. Therefore, the control unit 55 receives the LT information one second after the reception of the jackpot 1 information. This prevents the identification of an irregular situation in which a jackpot does not occur despite the reception of LT information, and ensures that the jackpot based on the reception of the jackpot 1 information is identified as the jackpot that triggers the start of LT. Furthermore, if the control unit 55 has received jackpot 2 information after the end of the "LT trigger jackpot" when receiving LT information, it identifies the probability variable state based on the jackpot 2 information as a higher probability variable state. Note that the "*" in the figure indicates the timing when the LT information was received one second late.
[0077] In addition, HC1 and HC2 in the figure indicate two methods of managing the game status managed by the control unit 55 of the hall computer 50.
[0078] The management method shown in HC1 is a management method that does not retroactively change the game state. In other words, since the LT information is received one second after the jackpot 1 information is received, the game state for this one second is mistakenly recognized as a normal jackpot that does not trigger LT activation. However, this management method does not change the mistakenly recognized jackpot to a "LT activation jackpot."
[0079] On the other hand, the management method shown in HC2 is a management method that retroactively changes the game state. In other words, it is a management method that retroactively changes a jackpot that was mistakenly recognized as a normal jackpot that does not trigger LT activation to a "LT activation jackpot."
[0080] In this identification method, it is preferable to use the HC2 management method, which retroactively changes the game status, to perform various controls, but it is also possible to use the HC1 management method to perform various controls, or to allow the administrator to select any management method.
[0081] [Method of determining the number of starts during the probability change state (time-saving state)] As a method for specifying LT, a method for specifying LT based on the number of starts during the probability change state (time-saving state) will be explained using Figure 7. In other words, it can be said that this is a method for specifying the start of LT based on the number of times the special pattern changes (number of times played).
[0082] As shown in FIG. 7, the control unit 55 determines whether to activate LT based on the number of times start information is received while receiving jackpot information 2. Specifically, the probability variable state (time-saving state) ends when the number of times the special symbol changes reaches 50, and the higher-level time-saving state (higher-level time-saving state) ends when the number of times the special symbol changes reaches 130. Therefore, if the number of times the special symbol changes continues 51 or more times during the time-saving state, the higher-level probability variable state (higher-level time-saving state) is determined. Therefore, if start information is received 51 or more times while probability variable information (time-saving information) is determined from jackpot information 2, activation of LT is determined. Note that in the figure, "*" indicates the timing when the 51st start information is received while receiving probability variable information (time-saving information).
[0083] The start number specifying the LT may be a single number equal to or greater than 51 (51, 55, 60, etc.), but it is preferable that the user can change it to any value.
[0084] Furthermore, although this example shows an example in which start information is transmitted by parallel communication, this example may also be implemented by transmitting and receiving the latest number of times the special symbol has changed by serial communication.
[0085] Also, HC1 and HC2 in the figure indicate two ways of managing the game status managed by the hall computer 50, but the management method of HC1 is the same as the management method in the "identification method based on LT information," so a detailed explanation will be omitted.
[0086] On the other hand, the management method shown in HC2, when it is determined that LT will be activated, changes the special state (time-saving state) at the time of determination to a higher special state (higher time-saving state), and changes the jackpot before the transition to the higher special state (higher time-saving state) to an "LT activation jackpot."
[0087] In this identification method, it is preferable to use the HC2 management method, which retroactively changes the game status, to perform various controls, but it is also possible to use the HC1 management method to perform various controls, or to allow the administrator to select any management method.
[0088] [Determination method based on the number of safes during the jackpot game state] As a method for determining the LT, a method for determining the LT based on the number of safes through one jackpot will be described with reference to FIG.
[0089] In this embodiment, since there is no safe number specific to the jackpot that triggers LT activation, it is not possible to identify the jackpot that triggers LT activation based on the safe number. In other words, since the number of prize balls at the time of winning is the same for the jackpot that triggers LT activation and other jackpots, it is not possible to identify the jackpot that triggers LT activation based on the number of prize balls for one winning. However, in this embodiment, the number of rounds selected for the jackpot that triggers LT activation is different from the number of rounds for other jackpots, so it is possible to identify the jackpot that triggers LT activation based on the number of safes throughout the jackpot that triggers LT activation. In other words, the jackpot that triggers LT activation is an 8R jackpot, while other jackpots are either 2R, 5R, or 6R (see Figure 5(b)). Therefore, in the jackpot that triggers LT activation, approximately 800 prize balls are paid out in 8R, while other jackpots do not reach 800 prize balls. For this reason, the control unit 55 determines whether to activate LT by regarding 800 prize balls in a jackpot that occurs in a probability variable state (time-shortened state) as the safe number in a jackpot that triggers LT activation.
[0090] As shown in Fig. 8, specifically, the control unit 55 determines whether to activate LT based on the number of safe information received when jackpot 1 information is received. That is, when the number of safes during a jackpot reaches 800, it is determined that the game is controlled to a jackpot gaming state that triggers the activation of LT. Therefore, when safe information is received 80 or more times while jackpot 1 information is being received (when the number of safes reaches 800 or more, since 1 safe = 10), the activation of LT is determined. Note that the "*" in the figure indicates the timing when the 80th safe information is received while a jackpot signal is being received.
[0091] The safe number for specifying the LT may be a single number greater than 700 (700, 800, etc.). In other words, any number that can be distinguished from a jackpot that does not activate the LT is acceptable, but it is preferable that the administrator can change it to any value.
[0092] Also, HC1 and HC2 in the figure indicate two ways of managing the game status managed by the hall computer 50, but the management method of HC1 is the same as the management method in the "identification method based on LT information," so a detailed explanation will be omitted.
[0093] On the other hand, the management method shown in HC2 is a method of identification based on the number of safes during a jackpot game state, and when it is determined that LT will be activated, the jackpot at the time of identification is changed to the jackpot that triggers LT activation.
[0094] In this identification method, it is preferable to use the HC2 management method, which retroactively changes the game status, to perform various controls, but it is also possible to use the HC1 management method to perform various controls, or to allow the administrator to select any management method.
[0095] In addition, the method of determining the number of safe balls during a jackpot game state based on the number of safe balls may also determine the number of safe balls using expected prize ball information instead of safe ball information.
[0096] (Other identification methods) In a pachinko machine 10a that can be controlled by LT, if the consumption time per one special pattern variable display (one game) is in the probability variable state (time-shortened state) > higher probability variable state (higher time-shortened state), the control unit 55 can identify the LT using the following identification methods (a) and (b). A: It is possible to identify the activation of LT by identifying the number of start information received per unit time while receiving jackpot information 2. In other words, it is a method of identifying that LT is in progress when the number of fluctuations over a certain period of time during a state in which it has been determined that the time is being reduced exceeds a threshold. B: It is possible to identify the activation of LT by determining the number of safe information received per unit time while receiving jackpot information 2. In other words, this is a method of identifying the activation of LT based on the ball output (speed of ball output increase) for a certain period during a state that has been identified as being in a time-saving state. This method is based on the fact that when the playing period during LT is shortened, the gradient value of the ball output becomes larger compared to other states.
[0097] In addition to the methods shown in A and B above, LT activation may be determined, for example, based on the number of safes per unit number of outs. That is, since the number of safes increases during LT, LT activation can be determined when the number of safes per unit number of outs exceeds a certain number. Also, for example, LT activation may be determined based on the reception time of jackpot 1 information. That is, LT activation can be determined by comparing the reception time of jackpot 1 information with the playing period of the jackpot gaming state that triggers LT activation.
[0098] (Data managed during LT) Next, the data managed by the hall computer 50 during LT will be described with reference to Figure 9. The data managed by the hall computer 50 during LT can be displayed on the display unit 54 of the hall computer 50.
[0099] As shown in Figure 9, the control unit 55 (i.e., the hall computer 50) manages data during LT for each pachinko machine 10a installed in the gaming parlor. That is, each pachinko machine 10a installed in the gaming parlor is assigned an individual machine number. The machine number is linked to data regarding the specific model of the pachinko machine 10a and its installation location in each island of the gaming parlor. The hall computer 50 stores this information.
[0100] When the LT is specified, the hall computer 50 can manage data during the LT as a state separate from the normal game state, the jackpot state, the probability change state, and the time-saving state.
[0101] Examples of data managed during LT include LT out, which indicates the number of outs in the higher time-saving state during LT, LT safe, which indicates the number of safes in the higher time-saving state during LT, the number of jackpots during LT, which indicates the number of jackpots (number of consecutive jackpots) during LT, total safes during LT, which is the total number of safes from when the LT is activated to when the LT ends, the rate of entry into LT, the maximum MY (maximum number of balls released) during LT, and the probability of the first hit during LT.
[0102] The rate of entry into LT can be calculated by dividing the number of initial LT hits (the number of jackpots that trigger LT) by the total number of jackpots.
[0103] The maximum MY during LT (the difference between the smallest and largest difference in the number of balls) manages the maximum MY from the start of the jackpot game state that triggers LT to the end of the higher probability state (higher time-saving state). You can also create a ranking of the number of balls won in one LT using this maximum MY.
[0104] The probability of an LT first hit can be calculated by dividing the number of LT initial hits (the number of jackpots that trigger LT) by the total number of plays. The probability of an LT first hit can also be calculated by dividing the number of LT initial hits (the number of jackpots that trigger LT) by the number of plays during the probability change (time reduction). With this kind of data, it is possible to check the machine's performance and evaluate it, and if the probability is too low, it can also be effective in detecting cheating and malfunctions.
[0105] (LT-related ball output abnormality judgment) Since the continuation rate differs between the probability variable state (time-saving state) and the higher probability variable state (higher time-saving state), it is also possible to set abnormal ball output values for each. For example, by setting the abnormal ball output value in the probability variable state (time-saving state) to ○○○ balls and the abnormal ball output value in the higher probability variable state (higher time-saving state) to △△△ balls (○○○ balls < △△△, etc.), it will also be effective against cheating and malfunctions.
[0106] (LT display) The hall computer 50 can display on a display installed in the amusement center (e.g., displaying together with the operating map) the state of the LT, such as "LT activated jackpot" or "higher probability change state," thereby enabling players and visitors to recognize that the LT is being activated.
[0107] As shown in Fig. 10, for example, the control unit 55 displays a game island 201 on the display screen of a display 200 installed in a game center. Then, on each game island 201, a display indicating that LT is being activated is displayed at a position corresponding to the pachinko machine 10a in which LT is being activated. In the example shown in Fig. 10, a jackpot display 202 ("LT hit" in the figure) indicating that the game is in a jackpot game state during LT, and a time-saving display 203 ("LT time-saving" in the figure) indicating that the game is in a higher probability variable state (higher time-saving state) during LT are displayed.
[0108] The hall computer 50 can also display information about the LT on other gaming devices (call lamps, data disclosure devices, etc.).
[0109] 11, the control unit 55 can display information related to the LT using a calling device 100 corresponding to each gaming machine 10 in the gaming facility. The calling device 100 is composed of a liquid crystal display and includes a display unit 101 that displays game data and information related to presentation (images, videos), a light-emitting unit 102 that has multiple built-in LEDs and issues notifications related to the game using predetermined light-emitting patterns, a sound output unit 103 that can output sounds, etc., and a call button 104 that can be operated to call an attendant at the gaming facility. The calling device 100 includes a control unit that is a computer equipped with a CPU, ROM, RAM, etc. and controls the entire device.
[0110] The call device 100, for example, displays "LT in progress" on the display unit 101 when the LT is in progress, thereby enabling the player to recognize that the LT is in progress. The display unit 101 may also display the number of initial LT attempts, the probability of the initial LT win, the maximum MY during the LT, etc.
[0111] (Effects of this embodiment) (1) After terminating a first specific gaming state (a jackpot gaming state relating to a 3R probability variable jackpot in a normal gaming state, a jackpot gaming state relating to a 2R probability variable jackpot, a 5R probability variable jackpot, or a 6R probability variable jackpot in a probability variable state) as a specific gaming state in which it is easy to acquire gaming value, it is possible to control to a first special gaming state (probability variable state) as a special gaming state in which the probability of transitioning to the specific gaming state is higher than that of the normal gaming state, and after terminating a second specific gaming state (a jackpot gaming state relating to an 8R higher probability variable jackpot in a probability variable state) as the specific gaming state, a second special gaming state as the special gaming state in which the number of games is specified to be greater than that of the first special gaming state. a control means (transition control shown in FIG. 4 by the main board of the pachinko machine 10a) that can control the state (higher probability variable state) and an output means (output of game information shown in FIG. 2 by the external terminal board of the pachinko machine 10a) that can output game information related to the game, and the control means is controllable to a special state (LT) that can increase the probability of being controlled to the second special game state (higher probability variable state) from after being controlled to the second specific game state until being controlled to the normal game state (allocation of jackpot types in the higher probability variable state shown in FIG. 5(c)), a receiving means capable of receiving the gaming information output from the output means (receiving the gaming information shown in FIG. 2 by the external terminal board of the hall computer 50); The device further includes a determining means (FIGS. 6 to 8) capable of determining whether or not the device has been controlled to the special state based on the game information received by the receiving means. Therefore, by determining that the game has been controlled to a special state based on the output mode of the game information, it is possible to determine that the game has been controlled to a relatively advantageous special game state, thereby enabling appropriate management of game information for each game state.
[0112] (2) The output means When the control means controls the special state, special game information (LT information) can be output as the game information (FIG. 2). The determination means It is possible to determine that the special state has been controlled based on the fact that the receiving means has received the special game information (FIG. 6). Therefore, it is possible to identify that the game has been controlled to a special state simply by adding special game information, thereby reducing the cost of identifying the special state.
[0113] (3) The output means Number of games to be played can be specified by game number specifying information (start information); When the control means controls the special game state, the game information includes special game information (jackpot 2 information), It is possible to output (Figure 2), The determination means It is possible to determine whether or not the special state has been controlled based on the number-of-games specifying game information and the special game information received by the receiving means (FIG. 7). Therefore, since it is possible to identify that control has been effected in a special state based on game information that has been conventionally used, it is possible to reduce the cost of identifying the special state.
[0114] (4) The second specific gaming state is: A specific gaming state (a jackpot gaming state relating to an 8R higher probability variable jackpot in a probability variable state) in which more game value can be acquired than the first specific gaming state (a jackpot gaming state relating to a 3R probability variable jackpot in a normal gaming state, a jackpot gaming state relating to a 2R probability variable jackpot, a 5R probability variable jackpot, or a 6R probability variable jackpot in a probability variable state), The output means The number of granted game values can be specified by game information (safe information) of the number of granted game values; When the control means controls the specific game state, the game information includes specific game information (jackpot 1 information), can be output, The determination means It is possible to determine whether or not the special state has been entered based on the awarded game value number game information and the specific game information received by the receiving means (FIG. 8). Therefore, since it is possible to identify that control has been effected in a special state based on game information that has been conventionally used, it is possible to reduce the cost of identifying the special state.
[0115] (5) A counting means (control unit 55) is provided that can count the game information received by the receiving means, The counting means The game information received by the receiving means during a first period (non-LT period) that is not determined to be the special state (LT) can be counted as first game information (number of probability change / time reduction, number of jackpots, number of safes, number of outs, etc.), The game information received by the receiving means during the second period (LT interval) determined to be the special state can be counted as second game information (number of special / time-saving events, number of jackpots, number of safes, number of outs, etc.). Therefore, data in special states can be managed separately, and game information for each game state can be managed appropriately.
[0116] (6) The gaming system is After terminating a first specific gaming state (a jackpot gaming state relating to a 3R probability variable jackpot in a normal gaming state, a jackpot gaming state relating to a 2R probability variable jackpot, a 5R probability variable jackpot, or a 6R probability variable jackpot in a probability variable state) as a specific gaming state in which it is easy to acquire gaming value, it is possible to control to a first special gaming state (probability variable state) as a special gaming state in which the probability of transitioning to the specific gaming state is higher than that of the normal gaming state, and after terminating a second specific gaming state (a jackpot gaming state relating to an 8R higher probability variable jackpot in a probability variable state) as the specific gaming state, it is possible to control to a second special gaming state (higher probability variable state) as the special gaming state in which a greater number of games than the first special gaming state is specified. The control means includes a control means (transition control shown in FIG. 4 by the main board of the pachinko machine 10a) capable of controlling the second specific game state and output means (output of game information shown in FIG. 2 by the external terminal board of the pachinko machine 10a) capable of outputting game information related to the game, and the control means includes a receiving means (receiving game information shown in FIG. 2 by the external terminal board of the hall computer 50) capable of receiving game information output from a gaming machine (pachinko machine 10a) that is controllable to a special state (LT) that can increase the probability of being controlled to the second special game state (higher probability variable state) from the time of being controlled to the second specific game state until being controlled to the normal game state (distribution of jackpot types in the higher probability variable state shown in FIG. 5(c)), The device further includes a determining means (FIGS. 6 to 8) capable of determining whether or not the device has been controlled to the special state based on the game information received by the receiving means. Therefore, by determining that the game has been controlled to a special state based on the output mode of the game information, it is possible to determine that the game has been controlled to a relatively advantageous special game state, thereby enabling appropriate management of game information for each game state.
[0117] (Regarding the prior art related to (1) to (6) above) A conventional patent document (JP Patent Publication No. 2004-248962) discloses a gaming device and a gaming system that determines whether a gaming machine is in a special state advantageous to a player, such as a probability variable state, based on a gaming signal output from the gaming machine.
[0118] Incidentally, in recent gaming machines, there are known ones that can be controlled to a special state that is more likely to be controlled to a relatively advantageous special gaming state among the special gaming states when certain conditions are met, but the above gaming device and gaming system were unable to determine whether they were being controlled to a special state.
[0119] Therefore, the present embodiment aims to provide a gaming device and a gaming system that can determine whether a gaming machine that can be controlled to a special state has been controlled based on the output mode of game information from the gaming machine.
[0120] The gaming device and gaming system of this embodiment can solve the problems that need to be improved in conventional gaming devices and gaming systems.
[0121] As a result, by determining that the game has been controlled to a special state based on the output mode of the game information, it is possible to determine that the game has been controlled to a relatively advantageous special game state, thereby making it possible to appropriately manage game information for each game state.
[0122] The above describes the gaming device and gaming system of the present invention by showing preferred embodiments, but it goes without saying that the gaming device and gaming system of the present invention are not limited to the above-mentioned embodiments, and various modifications can be made within the scope of the present invention. For example, in the above embodiment, the hall computer 50 was described as being applied as the gaming device of the present invention, but this is not limited to this. In addition to the rental machine 20, the machine computer 30 and the island computer 40, the gaming system may also be configured with a counting device, a prize exchange device, a gaming data display device, etc., and other devices that can be connected to the gaming system, or it may be configured with a combination of all or some of these. For example, the transaction information transmitted from the lending machine 20 to the hall computer 50 may remain stored in its storage means without being transmitted from the lending machine 20, in which case the lending machine 20 itself can function as a gaming device according to the present invention. [Explanation of symbols]
[0123] 10 Gaming machines 20 Rental Machines 50 Hole Computer 55 Control Unit
Claims
1. A gaming device comprising: control means capable of controlling a first special gaming state as a special gaming state in which the probability of transitioning to the specific gaming state is higher than that of a normal gaming state after a first specific gaming state as a specific gaming state in which gaming value can be easily acquired is terminated; and control means capable of controlling a second special gaming state as the special gaming state in which a greater number of games than the first special gaming state is specified after a second specific gaming state as the specific gaming state is terminated; and output means capable of outputting gaming information regarding games, wherein the control means is provided in correspondence with a gaming machine capable of controlling to a special state capable of increasing the probability of being controlled to the second special gaming state from the time of being controlled to the second specific gaming state until being controlled to the normal gaming state, a receiving means capable of receiving the game information output from the output means; a determining means for determining whether the special state has been entered based on the game information received by the receiving means; A gaming device comprising:
2. The output means When the control means controls the game to the special state, special game information can be output as the game information. The determination means It is possible to determine that the special state has been entered based on the reception of the special game information by the receiving means.
2. The gaming device according to claim 1.
3. The output means Number-of-plays specifying game information that enables specifying the number of games; When the control means controls the special game state, the game information includes special game information, and can be output, The determination means It is possible to determine whether the special state has been controlled based on the number-of-games specifying game information and the special game information received by the receiving means.
3. The gaming device according to claim 1 or 2.
4. The second specific gaming state is The specific gaming state in which the obtainable gaming value is set to be larger than that in the first specific gaming state, The output means Awarded game value number game information that can identify the number of awarded game values; When the control means controls the specific gaming state, specific gaming information is included as the gaming information. can be output, The determination means It is possible to determine whether the special state has been entered based on the awarded game value number game information and the specific game information received by the receiving means.
3. The gaming device according to claim 1 or 2.
5. a counting means for counting the game information received by the receiving means; The counting means The game information received by the receiving means during a first period in which the special state is not determined to exist can be counted as first game information, The game information received by the receiving means during a second period in which the special state is determined to exist can be counted as second game information.
3. The gaming device according to claim 1 or 2.
6. a control means for controlling a gaming machine to a first special gaming state as a special gaming state in which the probability of transitioning to the specific gaming state is higher than that of a normal gaming state after a first specific gaming state as a specific gaming state in which gaming value can be easily acquired is terminated, and for controlling a gaming machine to a second special gaming state as the special gaming state in which the number of games played is greater than that of the first special gaming state after a second specific gaming state as the specific gaming state is terminated; and an output means for outputting gaming information relating to games, wherein the control means includes: a receiving means for receiving gaming information output from a gaming machine that can be controlled to a special state that can increase the probability of being controlled to the second special gaming state from the time when the gaming machine is controlled to the second specific gaming state until when the gaming machine is controlled to the normal gaming state; a determining means for determining whether the special state has been entered based on the game information received by the receiving means; A gaming system comprising:
Citation Information
Patent Citations
Data managing system for game hall, and terminal device for game machine
JP2004248962A