Amusement park systems
The system addresses the inefficiency in analyzing gaming machine profit and loss data by allowing for comprehensive trend analysis across multiple periods, ensuring accurate classification and stable operation.
Patent Information
- Application Number
- JP2024139037
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-20
- Publication Date
- 2026-03-05
AI Technical Summary
Existing gaming machine management systems struggle to efficiently analyze profit and loss information over multiple periods, leading to potential misclassification and operational decline, as they primarily rely on recent data which may be incomplete or insufficient for comprehensive trend analysis.
A system that allows for the output of gaming information reports for a second target period earlier than the first target period, enabling comprehensive analysis by comparing gaming information from multiple angles and periods.
Enables efficient examination of gaming information by presenting indicators that facilitate multi-dimensional analysis, reducing the risk of misclassification and enhancing operational stability of gaming machines.
Smart Images

Figure 2026036435000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a system for an amusement park. [Background technology]
[0002] In gaming parlors, the gaming machines they install are constantly analyzed to improve their operation. For example, Patent Document 1 describes how, as shown in [Figure 14] and [Figure 18], standard values are set for operation information such as outs and profit and loss information such as SP ball gross profit, and the machines are managed by being sorted into one of the categories based on the comparison results. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-146369 Summary of the Invention [Problem to be solved by the invention]
[0004] Among these categories, for example, the "Money Tree" category shown in Figure 14, which is particularly populated with new machines, has both operating information and profit and loss information that meet the standard values, but if the profit and loss information remains strict, there is a risk that operation will decline and the machine will become a "Loser" once the effect of the new machine fades. Here, if a machine is expected to operate for a long time, the profit and loss information should be lenient so that it will move to the "Star" category, and some gaming parlors want to refer to other gaming information, such as trend information that shows trends over time, in order to make such judgments.
[0005] However, because this type of gaming information was previously output for the same target period as the PPM, if you specified the most recent period, such as the most recent week, in the PPM report, it was possible that the data you wanted to refer to would be missing, such as if you were only able to output trend information for one period on a weekly basis. This type of problem can occur not only with PPM reports and trend information, but also when you want to look at multiple gaming reports and consider them from multiple angles.
[0006] The present invention has been made in consideration of the above-mentioned circumstances, and its purpose is to provide an amusement facility system that can present indicators that allow game information to be efficiently examined when game information is to be examined from multiple angles by referring to multiple game forms. [Means for solving the problem]
[0007] The invention described in claim 1 comprises a gaming information specifying means (for example, a management device 6) capable of specifying gaming information (for example, out, etc.) for each model or gaming machine by at least one of a gaming signal (for example, a data signal including a data item indicating an out) output from a gaming machine side and an operation input, a first ledger (for example, a PPM ledger shown in FIG. 11 or FIG. 13) showing gaming information (for example, classification information, etc.) for each model or gaming machine specified by the gaming information specifying means, and a gaming information processing unit (for example, a management device 6) for each model or gaming machine shown in the first ledger. and a report output means (e.g., the management device 6, etc.) that outputs a second report (e.g., the trend report shown in FIG. 12 or the analysis report shown in FIG. 14, etc.) that shows related information different from the technical information (e.g., trend information, analysis information, etc.), and the report output means outputs the second report for a second target period (e.g., "July 23rd to July 29th" or "July 30th to August 3rd" shown in FIG. 12, etc.) that includes a period earlier than the first target period in the first report (e.g., "August 20th to August 22nd" shown in FIG. 11, etc.) based on the first target period.
[0008] According to this configuration, when a first report and a second report showing related information different from the gaming information of the first report, which is targeted at the model or gaming machine unit shown in the first report, are output, the second report is output for a second target period that includes a period earlier than the first target period in the first report, based on the first target period in the first report.Therefore, when it is desired to examine gaming information from multiple angles by referring to multiple gaming reports, it is possible to present indicators that allow efficient examination of gaming information. [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] Figure showing the raw data list (model A) [Figure 5] Figure showing game information collection (machine A) [Figure 6] Diagram showing theoretical information (Model A) [Figure 7] Diagram showing theoretical information (Model A) [Figure 8] Figure showing PPM forms [Figure 9] A diagram showing transition information [Figure 10] Diagram showing insights [Figure 11] Figure showing output example 1 [Figure 12] Figure showing output example 1 [Figure 13] Figure showing output example 2 [Figure 14] Figure showing output example 2 [Figure 15] Figure showing output example 3 [Figure 16] Figure showing output example 3 [Figure 17] Output selection settings 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 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 each of the gaming devices 2 and information display devices 3 is connected to a relay device 4. The relay device 4 is connected to a management device 6 (corresponding to a gaming information identification means, a report output means, and an information selection means) 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 the gaming value and balance. Membership cards are valid until a preset expiration date (e.g., three years), are issued to registered member players, and record a member ID (member identification information) that can identify the card of the member player. General cards are valid only for the day, are issued to an unspecified number of general players, including players who are not registered members of the gaming parlor, and record a general ID (general identification information) that can identify each individual card. Furthermore, if a player wishes, cards can also be issued to registered players. Furthermore, as long as the gaming value and balance can be associated with a recording medium like an IC card, it is of course possible to adopt a configuration in which the management device 6 records them in association with the identification information of the recording medium, rather than recording them on the recording medium.
[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 / 200, and the probability rate, which is the percentage of jackpots that subsequently enter a probability state (probability change) and result in a jackpot (probability change jackpot), is 50% for center hole wins and 70% for the electric chute. When a jackpot occurs, the large prize slot 25 opens for the allocated number of rounds (R). Here, for center hole wins, all Rs are allocated to 4R, while for the electric chute, 50% are allocated to 10R and 50% to 4R. The maximum number of prizes per R is 10, and the maximum opening time is 30 seconds. When either the maximum number of prizes or the maximum opening time is reached, one R ends.
[0022] (4) During the probability change, the probability of winning increases to 1 / 50, and the time-saving state (time-saving) in which the winning rate of the second starting slot 24 increases is activated, and this compound time-saving state continues until a jackpot occurs. On the other hand, if a normal jackpot that does not become a probability change occurs, the time-saving state (single time-saving state) continues until 100 pattern changes are performed, and if a jackpot does not occur, it returns to the normal state.
[0023] (5) 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 for the second starting port 24.
[0024] In addition to such gaming machines, gaming machines other than the exemplified gaming machines, such as gaming machines that are provided with a so-called ceiling function, or gaming machines that have multiple jackpot probabilities that can be changed by settings, may also be subject to management.
[0025] The gaming machine 1 outputs a data signal including the following data items as the game progresses, such as when the player shoots a ball into the starting holes 23, 24 and the starting winning occurs. 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. 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.
[0026] 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. 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. 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. Also, 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 in a probability change state and that the state is on (in other words, it is not necessary to indicate that the state is on during a time-saving state that is not a probability change state). Furthermore, by managing gaming information such as that shown in Figures 4 and 5 by associating it with dates on a business day basis, it is possible to specify any period, as described below, and extract gaming information for that period and derive corresponding information.
[0027] A data signal such as a message that can identify the above-mentioned 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 cheating information can also be output. Note that for each data item, "on" means that when a data signal such as the above-mentioned message is transmitted, a message indicating data on is transmitted, and when a pulse signal is transmitted, it means that the signal is transmitted when on.
[0028] 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.
[0029] 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.
[0030] 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 corresponding to multiple value granting processes can be accepted (for example, up to 11,000 yen).
[0031] (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).
[0032] (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.
[0033] (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.
[0034] (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 (banknotes or coins) 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.
[0035] (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.
[0036] (7) The remote control receiver 36 receives commands from the employee remote control 35 and executes various processes according to the command contents.
[0037] 4 shows a list of raw data for "machine A" that is compiled and managed by the management device 6. The definitions of each item are as follows. Note that "average" indicates the average for gaming machines for machine A. Out = Indicates the gaming value consumed in the gaming machine 1 identified by the data item indicating out. Safe = Indicates the gaming value awarded in response to a win on the gaming machine 1 identified by the data item indicating safe. Start = Indicates the number of times the device is activated in the gaming machine 1 specified by the data item indicating Start. Note that "Sweet" indicates game information corresponding to a special state period such as time reduction, including the following. Sales balls = Indicates the gaming value (number of loaned balls, value of consideration) given in exchange for monetary value at the corresponding gaming device 2 identified by the sales signal.
[0038] Number of jackpots = The number of jackpots specified by the data item indicating the number of jackpots (number of times). "Normal" indicates the number of jackpots other than "specific", and "specific" indicates the number of specific jackpots that meet specific conditions (for example, T1Y within the standard range set for T1Y (for example, 800 or more)).
[0039] T Out = Indicates an out during T (during a jackpot or a sweet hit). T Safe = Indicates safety during T (during jackpot and sweet hit). T1 out = Indicates an out during T1 (during a jackpot). T1 Safe = Indicates safety during T1 (during a jackpot). Special T1 Out = Indicates an out during T1 that applies only to specific jackpots. Special T1 Safe = Indicates safe during T1, only for specific jackpots.
[0040] For convenience of explanation, this embodiment is based on the premise that the gaming parlor does not have a replay system based on so-called saved balls (deposit points), but if the gaming parlor has a replay system, it is desirable to calculate the replay points including the sales points. Note that the replay points that are used to pay back the points that the player has earned on that business day do not need to be included in the sales points.
[0041] Figure 5 shows the gaming information summary for "machine A" that is compiled and managed by the management device 6. Note that "average" indicates the gaming machine average for machine A (the value corresponding to "total" in the raw data list shown in Figure 4). The definitions of each item are as follows:
[0042] Base = Indicates the payout rate for each state (normal, sweet). "Normal" is determined by B safe ÷ BO, and "sweet" is determined by B safe A ÷ BOA. Including below, "BO", which is an out during normal times, is determined by out - T out, "B safe", which is a safe during normal times, is determined by safe - T safe, "BOA", which is an out during sweet times, is determined by T out - T1 out, and "B safe A", which is a safe during sweet times, is determined by T safe - T1 safe, but BO, B safe, BOA, and B safe A can also be determined as raw data. Note that below, the base during normal times will simply be referred to as base, and the base during sweet times will also be referred to as BA.
[0043] Average S = The ratio of the number of symbol changes to the number of outs for each state. "Average S" is determined by the normal (sweet) start divided by BO (BOA). In the following, the average S during normal play will also be referred to as S, and the average S during sweet play will also be referred to as SAA. BY = The payout rate is calculated by subtracting the average S x starting balls from the base under normal conditions. In other words, it indicates the payout rate excluding the pattern fluctuation. The starting balls are calculated using "3".
[0044] T1Y = Average number of balls paid out during a jackpot. Determined by (T1 safe - T1 out) ÷ total number of jackpots. Total number of jackpots = number of regular jackpots + number of special jackpots. T1O = Average jackpot out. Determined by T1 out / total number of jackpots. Special T1Y = T1Y for specific jackpots. Determined by (Special T1 Safe - Special T1 Out) ÷ number of specific jackpots. Special T1O = T1O for specific jackpots. Determined by Special T1 Out / number of specific jackpots.
[0045] Payout rate = The ratio of safes to outs (payout rate, award rate). Determined by Safe / Out. B-SA = Indicates the difference in the number of balls during normal play. Identified by BO-B Safe. Customer retention rate = The ratio of B-Sa to sales. Determined by B-Sa ÷ sales. Gross profit = indicates the operating profit of the amusement parlor based on the amount of play. It is determined by the formula: Sales amount - acquired balls x rental cost x cost rate. Note that the calculation is based on acquired balls (acquired value) = sold balls + safe - out, sales amount = sold balls x rental cost, rental cost = 4 yen, and cost rate = 90.9%.
[0046] Unit price = Sales amount per out. Determined by sales amount / out. Gross profit per ball = Gross profit per out. Determined by gross profit / out. Sales share = The ratio of the arcade's profit and loss (ball losses) to the actual sales amount (ball sales). Determined by winning balls divided by ball sales.
[0047] 6 and 7 show theoretical information for model A. The theoretical information includes specification data indicating the specifications of the gaming machine 1, actual data such as that shown in FIG. 5, and examples of theoretical values such as payout rates when advantageous states such as jackpots and probability variations occur without bias in the lottery, such as the jackpot lottery determined by the specification data and the actual data, as well as their definitions and calculation formulas. It is also possible to use calculation methods other than those shown in the examples, such as using average T1Y as actual data instead of round coefficients or special T1Y. Such gaming information may be determined not only on a gaming machine basis, but also on a model basis.
[0048] 8 shows a so-called PPM form (classification form, corresponding to the first form) for classifying gaming machines 1 by model. It is desirable to target gaming machines 1 belonging to a group in units of groups, such as pachinko and slot machines, which have a common type of gaming machine 1 or rental rate (type), but it is also possible to adopt a group that targets all gaming machines 1 installed in an entire gaming facility.
[0049] "Model" indicates the model name, and "Number" indicates the number of machines of that model. "Out" indicates the average value per gaming machine in the actual gaming information (actual value) shown in Figure 4, and "Total Out" indicates the total out for all machines belonging to that model (20 machines for model A). "Gross margin" indicates the theoretical gross margin shown in Figure 7 (hereinafter, gross margin will also be referred to as gross margin). However, for example, not only the actual value in the gaming information summary shown in Figure 5 but also an assumed value such as an operation input value may be used. Similarly, "Out" may also be an assumed value such as an operation input value or a theoretical value. "Gross margin" can be determined by multiplying the out by the gross margin, but if an actual value is used, it may be determined in any way, such as by using the gross margin in the gaming information summary shown in Figure 5. Furthermore, "Average" at the bottom indicates the average value per gaming machine (only the number of machines is per model), and "Total" indicates the overall total value.
[0050] The "categories" are so-called PPM categories, and show the results of comparing the Out (operation information) and the Ratio of Balls (profit and loss information) with their respective reference values (average values in Figure 8, so Out is "20,000" and Ratio of Balls is "0.20"). Compared to the reference values, if both Out and Ratio of Balls are high (reaching the reference value), the machine is designated as a "money tree" (e.g., Model A). If Out is high but Ratio of Balls is low (not reaching the reference value), the machine is designated as a "star" (e.g., Model E). If Out is low but Ratio of Balls is high, the machine is designated as a "loser" (e.g., Model J). If both Out and Ratio of Balls are low, the machine is designated as a "problem child" (e.g., Model M). To make the results easier to understand, Figure 8 shows that Out and Ratio of Balls are colored orange if they are higher than the reference value, and blue if they are lower. In Figure 8, for example, "32000 (orange)" shown in the out of model A indicates that the out (32000) is higher than the reference value (20000), so the numerical value "32000" is displayed or printed in "orange," and for example, "13000 (blue)" shown in the out of model J indicates that the out (13000) is lower than the reference value (20000), so the numerical value "13000" is displayed or printed in "blue."
[0051] FIG. 9 shows transition information showing the transition of gaming information divided into weekly units. That is, this information is obtained by dividing the corresponding gaming information into predetermined periods (weekly units) based on the gaming information aggregation shown in FIG. 5 and aggregating it. Items such as outs and payout rates may be calculated by directly aggregating the gaming information in FIG. 5, or the theoretical values explained in FIG. 7 may be used. Since gaming information such as that shown in FIG. 5 is managed by business days, for example, by specifying the last day of aggregation (August 25th in FIG. 9), the information can be aggregated by going back and dividing the information into predetermined periods starting from that day. Alternatively, by specifying the first day of aggregation (July 1st in FIG. 9), the information can be aggregated by dividing the information into predetermined periods starting from that day. Of course, both the processing date and the last day may be specified. While FIG. 9 shows an example of aggregation by machine type (e.g., machine type A), aggregation by gaming machine type may also be performed.
[0052] FIG. 10 shows analytical information obtained by classifying gaming information by average S (corresponding to specific gaming information). As a method of derivation, for example, if the average S (normal) of machine No. 1 in the gaming information aggregation shown in FIG. 5 is "6.7%, " the gaming information of machine No. 1 on that business day is allocated to the S range to which "6.7%" belongs (6.65%-6.85% shown in the "average S" column). By performing such allocation on a business day basis and on a gaming machine basis to classify the gaming information and aggregating the classified gaming information, FIG. 10 can be derived. Note that FIG. 10 shows an aggregation by machine type for machine A, but aggregation by gaming machine type is also possible.
[0053] The number of divisions and the width of the range of the S range, which indicates the division of the average S, can be set arbitrarily (in the case of Figure 10, the number of divisions is "9" and the width of the range is "0.2%). Also, although Figure 10 covers all business days, it is possible to specify the target business days and exclude business days other than the specified business days from the calculation. Furthermore, Figure 10 can be calculated either by gaming machine or by model.
[0054] In Figure 10, the average S classification (S range) has ranges identified by "yellow" and "orange," but "yellow" classification identifies the lowest S range within the range where the installation ratio has reached a first predetermined value (e.g., "5%) and where the out of the range has improved by a reference value (e.g., "3000") or more compared to the previous range. In other words, the classification of "6.05%-6.25%" where the installation ratio is "9.3%" and the out (27905) of the range (6.05%-6.25%) has improved by "3000" or more compared to the out (24240) of the previous range (5.85%-6.05%) is identified by "yellow."
[0055] The "orange" classification identifies the lowest S range among the ranges in which the installation ratio reaches a second predetermined value (e.g., "5%) and is higher than the category classified by "yellow," and in which the out of the next range is not improved by more than a reference value (e.g., "500") compared to the next range. In other words, the "6.45%-6.65%" classification in which the installation ratio is "21.1%" and the out (30717) of the next range (6.65%-6.85%) is not improved by more than "500" compared to the out (32000) of the range (6.45%-6.65%) is classified by "orange."
[0056] If such a condition is not met, it is not necessary to display the identification. Also, for example, it is possible to perform multiple identifications by excluding a condition such as "lowest", or it is possible to appropriately exclude any condition such as a condition related to the installation ratio. In addition to the average S, the game information may be aggregated by classifying it by, for example, gross profit on balls or out.
[0057] 11 and 12 show an example in which a transition report (corresponding to the second report), which is a report corresponding to the transition information shown in FIG. 9, is displayed by selecting the "Money Tree" model B while the PPM report (corresponding to the first report) shown in FIG. 8 is displayed. Specifically, this shows the case where the "Transition Information" selection button at the top of the PPM report is selected while model B is selected. In this case, the selected items "Model B" and "Transition Information" are identified in "yellow," and this is indicated in FIG. 11 as "Model B (yellow)" and "Transition Information (yellow)." Also, in FIG. 11, "Figure 12" is displayed to the right of the ball size column. This indicates that FIG. 12 is displayed to the right of the ball size column, i.e., the PPM report shown in FIG. 11 and the transition report shown in FIG. 12 are displayed side by side in the left-right direction.
[0058] In the PPM report, the period is set to "August 20th to August 22nd," and it is possible to grasp the most recent situation by selecting a period close to the most recent period (corresponding to the first target period), but the trend information displays not only the current period but also a period including past periods (corresponding to the second target period). The second target period will be explained below.
[0059] When outputting trend information from a PPM form, the last day of the first target period specified in the PPM form (August 22 in FIG. 11) is set as the last day of the second target period, while July 23, a specific period (four weeks in FIG. 12) prior to the first day of the first target period (August 20 in FIG. 11), is set as the first day of the second target period. Then, by aggregating trend information in predetermined time units (for example, one week) from the first day, trend information corresponding to the second target period can be derived.
[0060] In this embodiment, the transition information corresponding to the second target period is derived as described above, but for example, the period covering the first target period may be set as the final period of the transition information, and transition information going back a specific period from there may be derived. In this case, there is no difference if the first target period shown in Figure 12 is used, but if, for example, "August 12th to August 22nd" is used as the first target period, differences arise when "August 12th to August 22nd" is used as the final period, and the transition information for the specific period is derived from there, with "August 5th to August 11th" as the period before that, and "July 29th to August 4th" as the period before that.
[0061] Furthermore, the last day of the first target period may be set as the last day of the final period of the second target period, and trend information may be derived by counting back from that point in predetermined time increments. For example, if the first target period is "August 20th to August 22nd," the final period may be "August 16th to August 22nd," and trend information may be derived by counting back specific periods in predetermined time increments, such as "August 9th to August 15th" or "August 2nd to August 8th." Furthermore, as long as the first target period is included, the last day of the first target period and the last day of the second target period may not be the same, and a period beyond the first target period may be included. For example, if the first target period is "August 20th to August 22nd," it is conceivable to count back specific periods in predetermined time increments from that point, as in the trend information shown in FIG. 9. In this way, the last day of the second target period does not necessarily have to be the same day as the last day of the first target period, as long as it is a day based on the last day of the first target period (a day that can be determined based on the last day of the first target period), and it can be determined in any way. Furthermore, if it includes a period earlier than the first target period, the second target period can be determined in any way, such as by adopting the entire target period as the second target period, or by adopting a specific period excluding the first target period. In this case, the second target period can be determined in any way, as long as it is determined based on the first target period (a period that can be determined based on the first target period).
[0062] Furthermore, the trend information is output with the model shown in the PPM form selected, but as shown in Fig. 12, that model is output with priority. Specifically, in Fig. 12, model B is selected and trend information is output, but compared to the PPM form, model B is given priority in the output order and displayed higher than model A (this corresponds to outputting the second form with priority given to the model or gaming machine corresponding to the target information, provided that the target information has been selected). In other words, if there is a model of interest in the PPM form, selecting that model and outputting trend information makes it easier to understand the trend information for that model. In this case, Fig. 12 illustrates an example of putting model B higher in the output order, but the model may be displayed with any priority, for example, by displaying model B larger than other models or by using some kind of distinctive display.
[0063] Furthermore, when prioritizing, models corresponding to the selected model may also be prioritized. Specifically, for example, when model P is selected in a PPM report, the trend information is output in an output order with model P at the top. However, other "problem child" models to which model P is assigned (e.g., model M, model N, etc.) may be output in an output order following model P, and then output in a predetermined order such as "money tree" and "star." In other words, when considering a "problem child" model such as model P, it becomes easier to grasp the status of other "problem child" models. Furthermore, the selected model P may be output with priority given to the category, with the output order of model P remaining unchanged. Furthermore, other corresponding models, for example, from the same manufacturer or with similar specifications, may also be prioritized.
[0064] 12 illustrates an example in which transition information is output by machine type, but for example, as shown in Figures 14 and 16 described below, a selected machine type field may be provided, and by selecting a machine type in the selected machine type field, gaming information compiled by machine type belonging to the selected machine type may be output as transition information. Similarly, in Figure 14, a selected machine number field corresponding to a gaming machine belonging to the selected machine type may be provided, and by selecting a gaming machine in the selected machine number field, gaming information by machine type for the selected gaming machine may be output, or gaming information by machine type compiled by machine type rather than gaming information by machine type may be output.
[0065] In this embodiment, an example is given in which pachinko gaming machines are the output target of gaming information, but as the target models or gaming machines, target gaming machines can be selected in units of gaming machine groups such as gaming parlors, gaming rates, gaming types, etc., and the selected gaming machines can be output targets. If such a gaming machine group is selected as the target of the PPM report, related information (second report) such as the above-mentioned transition information and analysis information described later will also target the same gaming machine group.
[0066] The output pattern for outputting related information can be selected as shown in the output selection setting in FIG. 17. The "Start Source" and "Transition Destination" in FIG. 17 correspond to the PPM form and transition form shown in, for example, FIGS. 11 and 12, respectively. In the output selection setting, one of "Normal Start," "Horizontal Alignment," and "Vertical Alignment" is selected. For example, in the examples shown in FIGS. 11 and 12, "Horizontal Alignment" is selected to output FIG. 11 (PPM form) and FIG. 12 (transition form, related information) side by side. However, other output methods are also possible, such as selecting "Normal Start," outputting FIG. 12 in a separate window, such as a pop-up window, or selecting "Vertical Alignment," outputting FIG. 11 and FIG. 12 side by side. Of course, other output methods may also be used. The above-described output patterns also apply to FIGS. 13, 14, 15, and 16, which will be described later.
[0067] 13 and 14, similar to FIGS. 11 and 12, show an example in which an analysis report (corresponding to the second report) corresponding to the analysis information shown in FIG. 10 is displayed by selecting model B and "analysis information" from the PPM report shown in FIG. 8. In this case, too, the selected "model B" and "analysis information" are identified in "yellow," and this is indicated in FIG. 13 as "model B (yellow)" and "analysis information (yellow)." Also, in FIG. 13, "Figure 14" is displayed to the right of the rough product information column, which indicates that FIG. 14 is displayed to the right of the rough product information column, i.e., the PPM report shown in FIG. 13 and the analysis report shown in FIG. 14 are displayed side by side in the horizontal direction. The second target period and the priority given to the selected model B are the same as in FIG. 12, but the differences are explained below.
[0068] In the analysis information, by selecting a model in the "selected model" column, the analysis information is updated to the analysis information targeted at the selected model. That is, in Fig. 14, model B is selected, so analysis information targeted at model B is displayed, but if model E is selected, for example, analysis information targeted at model E is displayed. Here, model B is prioritized in the selected model column at the top, and model B is displayed as the target when the analysis information display begins, which is different from the case in Fig. 12, but either one of these may be used, or another priority method may be adopted.
[0069] 15 and 16, similar to FIGS. 11 and 12, show an example in which an all-machine ledger (corresponding to the third ledger), which is a ledger corresponding to the gaming information aggregation shown in FIG. 5, is displayed by selecting model B and "all machine information" from the PPM ledger shown in FIG. 8. In this case, too, the selected models "model B" and "all machine information" are identified in "yellow," and this is indicated in FIG. 15 as "model B (yellow)" and "all machine information (yellow)." Also, in FIG. 15, "Figure 16" is displayed to the right of the ball roughness column, which indicates that FIG. 16 is displayed to the right of the ball roughness column, i.e., the PPM ledger shown in FIG. 15 and the all-machine ledger shown in FIG. 16 are displayed side by side in the left-right direction.
[0070] In the all-machine information, selecting a machine in the "selected machine" column updates the all-machine information to the all-machine information for the selected machine. That is, since machine B is selected in FIG. 16, all-machine information for machine B is displayed. However, if machine E is selected, all-machine information for machine E is displayed. In FIG. 16, the gaming information summary shown in FIG. 5 is displayed, but the gaming information shown in FIG. 4 or gaming information not shown may also be displayed. Furthermore, by selecting an item name, it is possible to change the output to a different item, including other reports (the trend report shown in FIG. 12 and the analysis report shown in FIG. 14). For areas indicated by sliders (slider 51 shown in FIG. 12, sliders 52 and 53 shown in FIG. 16), it is possible to display areas that are not displayed by operating the slider. Furthermore, for example, although no slider is displayed for the selected machine, a slider may be provided if the number of machines increases. Sliders may also be provided as appropriate depending on the display area.
[0071] In the all-machine information shown in FIG. 16, model B selected in the PPM report is displayed as the selected model, as in FIG. 14, but unlike in FIGS. 12 and 14, the target period (corresponding to the third target period) is specified as the same period as the first target period (August 20th to August 22nd). That is, since it is sufficient to grasp the current status as in the PPM report, the third target period is set to the same period as the first target period. However, for example, a period covering a special period (e.g., one week) going back from the last day of the first target period may also be used as the third target period. In this way, the third target period may be specified in any way as long as it is different from the second target period, but it is desirable to specify it based on the first target period (a period that can be specified by the first target period) as with the second target period.
[0072] As described above, according to this embodiment, the following advantageous effects can be obtained: In an amusement facility system, when a PPM ledger sheet and a trend ledger sheet or analysis ledger sheet, which are related information for the machine types shown in the PPM ledger sheet, are displayed, the trend ledger sheet or analysis ledger sheet is displayed for a second target period that is based on a first target period in the PPM ledger and includes a period earlier than the first target period. Therefore, for example, when checking the most recent status of a gaming machine using the PPM ledger sheet and referring to related information to further analyze the results of that check, it is possible to reduce the risk of not being able to check gaming information due to a lack of data or the risk of gaming information being unreliable due to a small population. This makes it possible to present indicators that allow for efficient examination of gaming information when examining gaming information from multiple angles by referring to multiple gaming ledger sheets.
[0073] The first report is a PPM report that classifies machines by comparing gaming information with a reference value, while the second report is a trend report that shows the trend in gaming information on a weekly basis, and an analysis report that classifies by average S and outputs specified gaming information. Therefore, after referring to the PPM classification results, it is possible to handle operations such as referring to the trend report to select machines to switch to, or referring to the analysis report to consider how much adjustment should be made to average S, gross profit, etc. when switching.
[0074] The last day of the second target period is set to the last day of the first target period or a day before or after that last day, while the first day of the second target period is set to a day that is a specific period before the first day of the first target period.Therefore, once the first target period is set, it is possible to appropriately identify the corresponding second target period while reducing the need to perform new setting operations.
[0075] When selecting a model displayed in a PPM report and displaying related information, the selected model is given priority when displaying trend reports and analysis reports. Therefore, if there is a model of interest in a PPM report and you want to display related information, it becomes easier to check the related information for that model of interest.
[0076] When displaying other gaming information such as all-machine information corresponding to the PPM ledger, the target period is set to a period different from the second target period for the trend information, analysis information, etc., so that, for example, the most recent gaming information can be confirmed using the PPM ledger and all-machine information with the same first target period as the PPM ledger, while the trend information and analysis information can cover a slightly longer period, reducing the risk of missing gaming information and allowing for a multifaceted examination of gaming information.
[0077] The present invention is not limited to the above-described embodiment, and may be modified or expanded as follows. Although a PPM report has been exemplified as the first report, other reports such as all-machine information may also be used as the first report. Also, while trend information and analysis information have been exemplified as the second report, the second report may be, for example, a model-specific summary (not shown) or all-machine information as shown in Figure 5. As the third report, not only all-machine information but also other reports such as those mentioned above may be used, and the report to be used may be selected as needed.
[0078] Although the example has been given in which the model name is selected when selecting a model on the PPM form, any information indicating the model, such as the out or gross profit corresponding to the model, may also be selected. Also, instead of or in addition to the model, a gaming machine may be selected, and the same processing as when the model is selected may be performed. When outputting related information, the example given shows that the model is selected in the PPM form, but it is not necessary to select a model. If no model is selected, the related information can be output in the same priority order as the PPM form without prioritizing any model.
[0079] When outputting related information, the example given is of outputting the gaming machine group that is the target of the PPM report, but as long as the gaming machines and models that are the target of the PPM report are included (compatible), it is not necessary to output the related information to the same gaming machine group as the PPM report.
[0080] In the example shown above, when classifying machines by PPM, outs are used as the operation information and the theoretical gross profit per ball is used as the profit and loss information, but as mentioned above, other gaming information may be used. For example, any gaming information that indicates the operation status, such as operation time or the number of symbol changes, may be used as the operation information. Similarly, any gaming information that indicates the profit and loss status of the gaming machine, such as payout rate, gross profit, or operating share, may be used as the profit and loss information, or gaming machines may be classified by one type of gaming information.
[0081] 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 (for example, 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 or information input through manual input may also be set as a reference value.
[0082] All of the game information listed above may be specified directly by the input signal or indirectly by using an arithmetic expression. Furthermore, the type of game machine may be classified in any way, such as by manufacturer or by specification, as long as it indicates the type of game machine. 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.
[0083] For "above or above" and "exceed," either one can be used, and expressions such as "reached" correspond to either "above or above" or "exceeded." The same is true for "below or below," and expressions such as "did not reach" correspond to both. Display is used as an example of a notification method, but other notification methods such as printing can also be used.
[0084] While a pachinko machine has been exemplified as the target gaming machine, other gaming machines, such as slot machines, may also be used. In this example, a so-called smart pachinko machine that does not pay out gaming value has been exemplified, but a conventional pachinko machine that pays out gaming value may also be used, as well as a slot machine. Since gaming media paid out from not only point-based gaming machines as in this embodiment but also conventional payout-type gaming machines can be considered, the term "gaming value" is used appropriately to encompass both. Furthermore, in the case of slot machines, adjustments are made based on the settings of the gaming machine. Therefore, it is also conceivable that the number of gaming machines that are set to a predetermined gaming machine setting value, such as an average setting value or mode 1, as gaming information corresponding to the underdog gross profit may be determined and presented by well-known simulations based on the underdog gross profit.
[0085] Although the examples have been given in which each process is performed by the management device 6, some or all of the processes may be performed by the gaming devices 2, the relay device 4, or a server or the like installed outside the gaming facility that can communicate with the management device 6, or the entire system may be configured with only the relay device 4 or only the server. Furthermore, whether or not to adopt the illustrated configurations may be changed depending on the appropriate settings, and the illustrated configurations, including modified examples, may be combined in any way, or configurations may be excluded as appropriate. [Explanation of symbols]
[0086] In the drawing, 1 is a gaming machine, and 6 is a management device (gaming information specifying means, report output means, information selecting means).
Claims
1. a gaming information specifying means for specifying gaming information for each model or gaming machine based on at least one of a gaming signal output from the gaming machine and an operation input; a form output means for outputting a first form showing game information for each model or gaming machine identified by the game information identification means, and a second form showing related information different from the game information of the first form, the second form being targeted at the model or gaming machine indicated in the first form; The report output means is an amusement park system that outputs the second report for a second target period that includes a period earlier than the first target period in the first report, based on the first target period in the first report.
2. The first document is a classification document for classifying the machine type by comparing the game information with a predetermined reference value, The amusement park system described in claim 1, wherein the second report includes at least one of a trend report showing the trend of gaming information over a specified period of time, and an analysis report that outputs specified gaming information by dividing it by specific gaming information.
3. the last day of the second target period is based on the last day of the first target period; 3. The gaming facility system according to claim 1, wherein the first day of the second target period is a day that precedes the first day of the first target period by a specific period.
4. information selection means for selecting target information indicating the type or gaming machine to be output on the first form; An amusement park system as described in claim 1 or 2, wherein the report output means outputs the second report by giving priority to the model or gaming machine corresponding to the target information, provided that the target information has been selected.
5. the form output means is capable of outputting a third form different from both the first form and the second form, 3. The game arcade system according to claim 1, wherein the third report has a third target period that is different from the second target period.
Citation Information
Patent Citations
Game parlor system
JP2020146369A