System for amusement facilities

The casino system addresses theft risks by enabling players to switch between displaying and hiding their holding value, ensuring security and player awareness through strategic value concealment.

JP2026055484APending Publication Date: 2026-03-31DAIKOKU DENKI KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-18
Publication Date
2026-03-31

AI Technical Summary

Technical Problem

Existing casino systems face the risk of theft and difficulty in managing player's holding value display, as complete non-display makes it hard for players to grasp their balance, while partial display leaves room for theft.

Method used

A casino system with game devices that allow players to switch between displaying and hiding their holding value, using a state switching operation to conceal values above a certain threshold while keeping values below the threshold visible, thereby reducing theft risk while maintaining player awareness.

Benefits of technology

The system effectively reduces theft risk by hiding high-value displays while allowing players to understand their balance, enhancing security and convenience.

✦ Generated by Eureka AI based on patent content.

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Abstract

By making it possible to conceal all of the ownership value, the risk of theft is reduced, while still allowing for an accurate display of value. [Solution] In a gaming arcade system, the display state of held values ​​such as deposit balance, points held, and saved points can be switched. In the "hidden" display state, if the held value is not "0", the numerical value of the held value is replaced with "***" and displayed, while if the held value is "0", the numerical value of the held value is displayed as "0" (value hiding process). It is possible to hide all held values ​​to reduce the risk of theft while still displaying appropriate values.
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Description

Technical Field

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

Background Art

[0002] Conventionally, the lending unit in a casino displays the holding value such as the player's currency and stored currency. For example, in Patent Document 1, a system has been proposed in which each display of the currency and stored currency displayed on the lending unit can be switched between display and non-display in item units by the player's operation. According to this system, by making the currency and stored currency non-displayed and difficult to understand by people around, it is possible to reduce the possibility of becoming a target of shaking behavior.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in a configuration where only the currency and stored currency are made non-displayed, the remaining deposit balance remains displayed, so there is still a possibility of becoming a target of shaking behavior and a risk of card theft in which the remaining deposit balance and the holding value such as currency are associated. On the other hand, if the holding value is completely made non-displayed, it becomes difficult for the player himself / herself to grasp the holding value for judging whether to continue the game, and there is also a problem that the display state of each has to be switched again for grasping the holding value.

[0005] The present invention has been made in view of the above circumstances, and an object thereof is to provide a casino system capable of performing appropriate value display while reducing the theft risk by making all of the holding value non-displayable.

Means for Solving the Problems

[0006] The invention described in claim 1 is a game arcade system comprising a plurality of game devices provided in a one-to-one correspondence with each of a plurality of game machines, comprising: a means for identifying the possessed value (e.g., game device 2, etc.) that identifies the possessed value which is specified by at least one of the following: game value acquired by a player through playing and managed by the game machine (e.g., game points, etc.), game value acquired by the game device (e.g., points, etc.), and monetary value owned by the player and managed by the game device (e.g., deposit balance, etc.); and a display means (e.g., game device 2, etc.) provided for each of the plurality of game devices, which can switch and display the possessed value according to the display state. The system comprises a game device 2, a liquid crystal display unit 30, etc., and a state switching operation receiving means (e.g., game device 2, state switching button 46, etc.) that receives a state switching operation by a player (e.g., pressing a state switching button 46, etc.) to switch between the display states, which are divided into a first state and a second state. The first state is a state in which the held value is displayed, and the second state is a state in which a value hiding process is performed in which values ​​that have reached a predetermined standard value (e.g., the held value is not "0") are replaced with a predetermined display (e.g., "***" shown in Figure 7) that hinders estimation of the magnitude of the value, while values ​​that have not reached the standard value (e.g., the held value is "0") are excluded from the target of replacement with the predetermined display.

[0007] With this configuration, by accepting a state switching operation from the player, the display state is switched between a first state that displays the held value and a second state in which a value-hiding process is performed in which the value that has reached a predetermined standard value is replaced with a predetermined display that prevents estimation of the magnitude of that value, while the value that has not reached the standard value is excluded from the predetermined display replacement. This makes it possible to hide all held value and reduce the risk of theft, while still providing an appropriate value display. [Brief explanation of the drawing]

[0008] [Figure 1] A schematic diagram showing the overall configuration of a game arcade system in one embodiment. [Figure 2] Front view of a gaming machine [Figure 3] Front view of the gaming device [Figure 4] Diagram showing the display status of a gaming device. [Figure 5] Diagram showing the display status of a gaming device. [Figure 6] A diagram showing the changes in the display state of a gaming device. [Figure 7] A diagram showing the changes in the display state of a gaming device. [Figure 8] A diagram showing the changes in the display state of a gaming device. [Figure 9] A diagram showing the changes in the display state of a gaming device. [Figure 10] Diagram showing the settings screen of the management device. [Figure 11] A diagram showing the changes in the display state of a gaming device. [Figure 12] A diagram showing the changes in the display state of a gaming device. [Modes for carrying out the invention]

[0009] The embodiments will be described below with reference to the drawings. Figure 1 is a schematic diagram showing the overall configuration of the amusement arcade system. Numerous gaming machines 1 are installed in the amusement arcade. Gaming devices 2 (corresponding to means for identifying owned value, display means, state switching operation reception means, screen switching operation reception means, and exclusion means) and information display devices 3 are installed in a one-to-one correspondence with gaming machines 1. Gaming machines 1 are connected to gaming devices 2, and two gaming devices 2 and two information display devices 3 are connected to relay devices 4. Relay devices 4 are connected to a management device 6 (corresponding to management means and setting means) via LAN 5. Note that gaming devices 2 may be referred to as rental units.

[0010] The management device 6 receives game information indicating the game status of the gaming machine 1 from the gaming machine 1 and manages the game information on a per-gaming machine basis. In this case, the game information from the gaming machine 1 is received by the management device 6 via the gaming device 2 and the relay device 4. On the other hand, various setting information for the 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.

[0011] The control device 6 is installed in the gaming hall, for example, in an office, and is connected to a monitor 7, a keyboard 8, etc. The control device 6 manages the operating status of various devices installed in the gaming hall (gaming machines 1, gaming devices 2, information display devices 3, etc.). In addition, there are several hundred gaming machines 1 installed in the gaming hall, including so-called pachinko machines, and each gaming machine 1 is managed by the control device 6.

[0012] The arcade also has a prize exchange terminal (hereinafter referred to as POS) 9 and a payment machine (not shown) connected to the management device 6 via LAN 5. The POS 9 has a touch panel LCD display, a card slot into which IC cards such as membership cards and general cards (hereinafter sometimes referred to as cards) are inserted, and a keypad for authentication processing. When an IC card is inserted into the card slot, the POS 9 performs a prize exchange process based on the game value such as points held or points saved (deposited points) identified by the inserted IC card. When performing a prize exchange process, the POS 9 identifies the value of points that can be exchanged for prizes by, for example, reading the points held by a general player from a general card, or by identifying a member player from a membership card and obtaining online from the management device 6 the points that the member player has deposited at the arcade.

[0013] The payment machine has a card insertion slot into which an IC card is inserted, a bill insertion slot into which bills are inserted, a return slot for returning bills and coins, etc. When an IC card is inserted into the card insertion slot, the payment machine returns bills and coins corresponding to the remaining deposit amount (which may correspond to the monetary value or holding value, hereinafter sometimes referred to as the remaining amount) specified by the inserted IC card from the return slot. Also, when a bill is inserted into the bill insertion slot, the payment machine adds the inserted amount to the remaining deposit amount recorded on the IC card.

[0014] An IC card used as a recording medium in a game arcade is an IC card with an embedded IC chip that can identify game values and remaining deposit amounts. A membership card is a card that is valid until a preset expiration date (e.g., for three years), is issued to a member player who has been registered in advance, and records a member ID (member identification information) that can identify the card of the member player. A general card is a card that is valid only on the day, is issued to an unspecified number of general players including players who are not registered as members in the game arcade, and records a general ID (general identification information) that can identify each such card. Note that it can also be issued to a player who has registered as a member if the player wishes. Also, if the game value and the remaining deposit amount are associated with a recording medium like an IC card, a configuration can of course be adopted where the management device 6 records them in association with the identification information of the recording medium instead of recording them on the recording medium.

[0015] The gaming machine 1 will be described. The gaming machine 1 is a so-called smart gaming machine that stores and manages game points converted from at least one of the remaining deposit amount, points held, and points saved owned by the player. On the condition that the stored game points remain, it supplies internal pachinko balls to a launching device and launches them onto the game board. When the player wins and acquires game points, instead of paying out pachinko balls, it mainly manages the increase and decrease by adding them as acquired points in data (virtually game values).

[0016] In the gaming machine 1, the game value obtained by the player through the game, which is mainly managed on the gaming machine 1 side, is also referred to as game points (corresponding to the game machine acquisition value and the holding value), and the points mainly managed on the gaming device 2 side are also referred to as device values (corresponding to the device acquisition value and the holding value). Also, the game value obtained by the player, including the total holding points (corresponding to the total holding acquisition value and the holding value) obtained by combining the game machine value and the device value (the total of the game points and the points), is also referred to as the acquisition value.

[0017] As shown in FIG. 2, the gaming machine 1 has a playing surface 10 from which pachinko balls are launched, an operation handle 11 that constitutes a launching device, a balance display section 12 that displays the remaining deposit amount, a counting button 13 for converting game points into points, and a game point display section 14 that displays the number of game points. On the playing surface 12, there are a normal pattern display section 15, a normal pattern hold display section 16, a special pattern display section 17, a normal pattern winning opening ១៨, general winning openings 19, 20, a first hold number display section 21, a second hold number display section 22, a first start opening 23, a second start opening 24, a big winning opening 25, etc. Also, a decorative panel 26 is provided below the counting button 13 and the game point display section 14.

[0018] The gaming machine 1 operates as follows. (1) The first start opening 23 is a winning opening with a non - fluctuating winning rate (so - called bottom - line winning opening), and the second start opening 24 is a winning opening with a fluctuating winning rate (so - called electric chu). A big win lottery is conducted according to the winning (start winning) at each start opening 23, 24, and the lottery result is notified by the symbol variation (unit game) performed on the special symbol display section 17, and a big win occurs according to the variation result.

[0019] (2) When a start winning occurs during the symbol variation, the symbol variation is cumulatively held up to a predetermined hold upper limit value (for example, 4 each), and the held symbol variation is started after the symbol variation ends. If a start winning occurs when the number of held symbol variations (hold number) reaches the upper limit value, the symbol variation is not held.

[0020] (3) The probability of winning the jackpot lottery (jackpot probability) is set separately for the normal game state (normal state, normal) and the probability variation state (probability variation state, probability variation), and the probability variation rate, which is the proportion of jackpots that become probability variation jackpots after a jackpot, is 66%.

[0021] (4) When a jackpot occurs, the large prize slot 25 is opened for the corresponding number of rounds (R). The maximum number of prizes that can be won in 1R is 10, and the maximum opening period is 30 seconds. 1R ends when either the maximum number of prizes or the maximum opening period is reached. The corresponding rounds are also drawn in the same way as the jackpot lottery, and the distribution rates are as follows: if the prize enters the first starting slot 23, there is a 10% chance of 2R, a 50% chance of 8R, and a 40% chance of 15R. However, if the prize enters the second starting slot 24, there is a 10% chance of 8R and a 90% chance of 15R. In addition, the priority for consuming the reserved symbols corresponding to the prize is set higher for the second starting slot 24 than for the first starting slot 23.

[0022] (5) During the probability variation mode, the probability of winning a jackpot increases, and the rate of winning at the second starting slot 24 increases, resulting in a time-saving state (time-saving mode). Also, if a jackpot that is not a probability variation jackpot (a regular jackpot) occurs, a time-saving mode that is not a probability variation mode (a standalone time-saving mode) will be entered after the jackpot, and the time-saving mode will continue until the symbols change for a predetermined number of time-saving times (for example, 100 times) or a jackpot occurs. If the symbols change for the number of time-saving times without a jackpot occurring, the game returns to the normal state.

[0023] (6) The second starting gate 24 opens to a state with a high probability of winning when a regular symbol (regular symbol), which changes in response to a win in the regular symbol winning gate 18, is hit. In this case, the period of one regular symbol 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 period of regular symbol change is shorter compared to the normal state, while the opening period is longer, resulting in a higher probability of winning in the second starting gate 24.

[0024] (7) Since the large prize slot 25 and the second starting slot 24 are located on the right side of the playfield 10, players will aim to shoot the balls towards the right side of the playfield 10 during the time-saving mode or when a big win occurs, a technique known as "right-handed shooting." The above explanation uses machine A as an example, but the values ​​exemplified will vary depending on the machine, for example, machine B will have a different distribution of rounds, and the gameplay will also differ.

[0025] The gaming machine 1 outputs data signals containing the following data items as the game progresses, such as when the player shoots balls into the starting holes 23 and 24. Out = A data item that shows the value (out) of consumption (usage, input) since the last data transmission, in units of 1 point. Safe = A data item that shows the prize value (Safe) awarded in units of 1 point, based on the number of wins since the last data submission.

[0026] S-rank wins (number of times) = A data item that shows the number of starting wins (S-rank wins) in units of one since the last data transmission. Start (Count) = A data item indicating the start (number of symbol changes, number of mechanism activations, unit game count) of the special feature (special display unit 17) that is activated (changed) by S-winning since the last data transmission. It is counted when confirmed, but it may also be counted when the game starts.

[0027] "Operating (Status)" = A data item that indicates whether a special feature, such as a changing symbol, is active during data transmission (ON) or not active (OFF). The period from when it turns ON until it turns OFF is identified as when the special feature is active. Jackpot (Count) = A data item that shows the number of jackpots that have occurred since the last data transmission, in units of one. It is counted when it occurs, but it is also acceptable to count it when it ends. Jackpot (Status) = A data item that, when data is transmitted, indicates whether a jackpot is occurring (on) or not (jackpot status). The period from when it is on until it is off is identified as a jackpot. It corresponds to a jackpot signal that can identify a jackpot.

[0028] Sweet Mode (State) = A data item that, when data is transmitted, indicates whether the game is in a special state (Sweet Mode) or a jackpot, and is turned on; otherwise, it is turned off. The period from when it is turned on until it is turned off is identified as Sweet Mode or a jackpot. For example, if Sweet Mode (State) is on, it is identified as a jackpot if Jackpot (State) is on, and Sweet Mode if it is off. Sweet Mode corresponds to special states such as the time-saving mode and probability variation mentioned above. It does not necessarily have to be turned on during a jackpot. Also, if both Jackpot (State) and Sweet Mode (State) are off, it is identified as a normal state. The state of being a jackpot or Sweet Mode is referred to as Special Prize Mode. Note that it is sufficient to indicate that it is in probability variation mode when it is in time-saving mode, but it is also acceptable to indicate that it is in probability variation mode when it is in probability variation mode (i.e., it is acceptable not to indicate that it is on when it is in time-saving mode and not probability variation). Game points = A data item that shows the game value stored in game machine 1 in units of 1 point.

[0029] A data signal, such as a message that can identify the above data items, is transmitted from the gaming machine 1 to the gaming device 2 at predetermined intervals (300ms). The above only exemplifies information related to this embodiment, but other items such as game scores and fraud information can also be output. In each data item, "ON" means that when a data signal such as a message is transmitted as described above, a message indicating data ON is transmitted, and when a pulse signal is transmitted, the signal is transmitted when it is ON.

[0030] The gaming device 2 will now be described. As shown in Figure 3, the gaming device 2 includes a status LED 27 that indicates the game status of the gaming machine 1 and the status of the gaming device 2, a banknote slot 28 into which banknotes are inserted, a camera 29 that photographs the upper body including the player's face (only the protective cover is shown in Figure 3), a touch panel type liquid crystal display 30 that receives operation input from the player and displays various game data described later (corresponding to display means and notification means), and a game button (give button, payout button) that receives payout operations (give operations). )31, a loan button 32 for accepting loan requests, a call button 33 for accepting calls from amusement arcade employees, a contactless mobile terminal reader 34 capable of reading mobile IDs, a remote control receiver 36 for receiving signals from an employee remote control 35 (see Figure 1) carried and operated by an employee, an issuance button 37 for accepting IC card issuance requests, a card slot 38 into which an IC card is inserted, a USB connector 39 for attaching and detaching a USB cable, etc.

[0031] The mobile ID read by the mobile terminal reader 34 is, for example, an ID assigned to an IC chip embedded in a FeliCa® mobile terminal (member recording medium) (not shown), and is a unique ID for identifying the FeliCa mobile terminal. The mobile terminal reader 34 is not only incorporated into the gaming device 2, but also into the POS system.

[0032] Game device 2 operates as follows: (1) When a banknote is accepted (banknote acceptance processing), the amount is added to the deposit balance and displayed on both the gaming machine 1 and the gaming device 2. When the lending button 32 is operated (lending operation, granting operation) while there is a deposit balance, one unit of lending (e.g., 125 points) is converted into game points (value given as consideration) as lending points, and the game points managed by the gaming machine 1 are increased by this converted amount to grant lending points (lending processing, consideration granting processing), and the consideration amount according to the game rate (hereinafter referred to as the rate) is deducted from the deposit balance. Banknotes can be accepted for the amount corresponding to multiple consideration granting processes (e.g., up to 11,000 yen).

[0033] (2) Points are managed, and points cannot be used directly in the game, but a conversion process (consideration process, replay process) is performed in response to the operation of the game button 31 (replay operation, grant operation, payout operation) to convert points equivalent to one payout unit into game points (conversion value, conversion points). In this case, a separate conversion rate may be set, but in this embodiment it is set to 1:1 (the same applies to the counting process below).

[0034] (3) When the game points on the game machine 1 increase in accordance with the game, a counting process is performed to convert the game points into points as counted points in accordance with the operation of the counting button 13 on the game machine 1 (counting operation). In this case, 1 point is converted for each operation, but if the operation is continued, conversion becomes possible continuously and at an accelerated rate. After updating the game points and points in this way, if a return operation (issuance operation) is performed on the game device 2, such as by operating the issuance button 37 while there is a remaining balance of deposits or points, the deposit balance or points will be issued in association with a general card (issuance process). In addition, it is also possible to perform a partial issuance process in which only a portion of the points or the deposit balance is to be issued.

[0035] (4) The issuance process is based on issuance conditions corresponding to the game points in the gaming machine 1. In this embodiment, the issuance conditions are met and the issuance process becomes possible when the game points become a predetermined number "0" or less. Therefore, communication (including information such as out or safe) is performed with the gaming machine 1 at regular intervals (for example, every 300ms), and when the game points become "0" due to use in the game or counting processing, this fact is notified to the gaming device 2, and if the issuance conditions are met, the issuance process is permitted. It is sufficient to update the game points and identify that the issuance conditions have been met by including game point information that can identify the game points in the data items transmitted from the gaming machine 1, but other identification methods such as separately providing a data item to indicate that the game points have become "0" or outputting a separate signal may also be adopted.

[0036] (5) Points that can be identified by the issued general card can be exchanged for prizes at POS9, and the deposit balance can be settled into currency (banknotes and coins) at the settlement machine. Although cash is an example of monetary value, including the currency accepted by the gaming device 2, other forms of monetary value such as electronic money or credit card payments may also be accepted or settled. Furthermore, although the example shows issuing points and deposit balances in association with general cards, it is also possible to issue them in association with other recording media such as membership cards or the player's FeliCa mobile terminal.

[0037] (6) Through serial communication with the relay device 4, the management device 6 can identify various information such as currency acceptance processing, payment processing, deposit balance, points held, loan points, conversion points, deposit amount, counted points, sales amount which is the consideration for loan points, and acceptance and issuance processing of recording media. These can also be identified using pulse signals (for example, one pulse for every 1000 yen deposited, one pulse for every 100 yen sold, etc.). Although the example shows a configuration in which the gaming machine 1 and the gaming device 2 communicate directly, the gaming machine 1 and the gaming device 2 may also communicate via the relay device 4.

[0038] (7) The remote control receiver 36 receives commands from the employee remote control 35 and performs various processes according to the content of the commands.

[0039] Figure 4 shows the display state of the LCD display unit 30 when the gaming device 2 has received the deposit balance and points, but is not accepting input from the player (so-called standby state). In the drawings described later, including Figure 4, points such as points are shown in terms of the number of balls, such as "balls held," to make them easier for players accustomed to conventional payout-type gaming machines to understand. Hereafter, points, game points, etc., may be explained as "balls held" or "game balls" as appropriate.

[0040] The LCD display unit 30 includes a rate display unit 41, a grant unit display unit 42, a card type display unit 43, a holding value display unit 44, and a game button explanation display unit 45. The rate display unit 41 displays the rate that indicates the price per game value set for each game machine. The grant unit display unit 42 displays the maximum number of game values ​​granted (number of units granted) when a grant operation is performed. In the example in Figure 4, the rate is "4 yen / ball" and the grant unit is "125 balls", so the price deducted from the deposit balance in one lending operation is 4 yen / ball × 125 balls = 500 yen. It is possible to set grant units separately for monetary granting processing (so-called lending processing) that uses monetary value as consideration and deposit granting processing (so-called point replay processing) that uses the previous day's points as consideration.

[0041] The card type display unit 43 indicates the type of card accepted by the gaming device 2. In the example shown in Figure 4, the gaming device 2 has accepted a general card and displays "General Card". However, if the gaming device 2 accepts a membership card, it will display "Membership Card" as shown in Figure 5(a). Similarly, if it accepts currency, it will display "General Card".

[0042] The value display unit 44 displays the player's value, such as the deposit balance added when the player inserts money, and the points and saved points, which are game value earned by the player through gameplay. It is also possible to display the saved points, which are the sum of the game points and points managed by the game machine 1. In the example in Figure 4, the deposit balance is "1000 yen" and the points are "1000 balls". When displaying saved points, as shown in Figure 5(b), "Replayable" is displayed and the saved points are shown. When displaying saved points, as shown in Figure 5(c), either "Balls Held" or "Balls Held" is enabled to display either the balls held or the points held. In other words, it is possible to switch between enabling the display of "Balls Held" and "Balls Held". When the display of "Balls Held" is enabled, the balls held are displayed, while when the display of "Balls Held" is enabled, the points held are displayed. Furthermore, if the system becomes capable of processing a replay using accumulated points in accordance with the prescribed replay start operation, "Replay Available" will be displayed; otherwise, "Balls Held" or "Balls Held" will be displayed.

[0043] The game button explanation display unit 45 displays an explanation of the granting operation performed when the game button 31 is pressed. In the example in Figure 4, "Pay Out Points" is displayed to indicate that points are being paid out, but when points are being paid out from storage, "Pay Out Stored Points" is displayed as shown in Figure 5(d). If the player possesses both points and stored points, the points will be preferentially converted to game points in response to the operation of the game button 31, and "Pay Out Points" will be displayed.

[0044] The gaming device 2 appropriately displays, for example, a state switching button 46 (corresponding to a means for receiving state switching operations) that can be pressed by the player. The state switching button 46 switches the display state of the held value when pressed by the player (corresponding to a screen touch or state switching operation). Specifically, it switches between a first state ("Display" display state) which displays the held value, and a second state ("Hidden" display state) which switches the display of held values ​​that are not "0" (corresponding to values ​​that have reached a predetermined standard value) to a "***" display (corresponding to a predetermined display that hinders the estimation of the magnitude of the value), thereby hiding the numerical value of the held value, while the display of held values ​​that are "0" (corresponding to values ​​that have not reached a predetermined standard value) is kept "0" without hiding the numerical value of the held value, thus performing a value hiding process. Note that in the first state, the held value is displayed without performing the value hiding process. When the display state is "Displayed" and the state switching button 46 is pressed, the display state is switched from "Displayed" to "Hidden". Conversely, when the display state is "Hidden" and the state switching button 46 is pressed, the display state is switched from "Hidden" to "Display".

[0045] Furthermore, the display status is indicated by the icon design of the status switching button 46 (equivalent to indicating the display status), and the icon design for the "displayed" display status and the icon design for the "hidden" display status are distinguished. The icon design for the "hidden" display status is a design in which a "diagonal line" is added to the icon design for the "displayed" display status, as shown in Figure 6 below. Note that the icon design of the status switching button 46 is not limited to the example design as long as it can distinguish between the "displayed" display status and the "hidden" display status.

[0046] In this embodiment, a state switching button 46 is provided, and the display state of the held value is switched by pressing the state switching button 46. However, instead of providing a state switching button 46, the function of the state switching button 46 may be given to the entire held value display unit 44, and the display state of the held value may be switched by pressing any area of ​​the held value display unit 44.

[0047] Let me explain about accumulated points. Accumulated points are the game value that member players deposit with the arcade. Game value deposited on the previous day or earlier is called previous day's accumulated points (previous day's deposit value), and game value deposited on the day of the arcade is called today's accumulated points (today's deposit value). These accumulated points can be used as payment for so-called replay processing or prize exchange, but for example, regarding replay processing, today's accumulated points can be used as payment without limit, while previous day's accumulated points are allowed with a set limit (for example, "2500 points").

[0048] Furthermore, if the member card is accepted by the gaming device 2, all points accumulated on the day are treated as points, and for example, replay processing is permitted without communication with the management device 6. Communication with the management device 6 occurs only when a predetermined notification event occurs (first notification condition is met), such as when points are depleted due to replay or when an issuance process is performed. On the other hand, for points accumulated on the previous day, communication with the management device 6 occurs when one replay process occurs (second notification condition is met), and communication is made with the management device 6 to deduct the points as payment before replay processing is enabled. Thus, the notification conditions for the two are different.

[0049] Non-member general players cannot accumulate points, so their points are linked to a general card and issued to them, allowing them to switch machines or exchange prizes. Member players, on the other hand, have their points linked to their daily accumulated points when they are issued a membership card. Therefore, in gaming device 2, the game value earned by both member and general players on a given day is managed as accumulated points. If a membership card is accepted during the issuance process, the points are linked to the membership card as daily accumulated points; otherwise, they are linked to a general card to allow for machine changes, prize exchanges, etc.

[0050] Figure 6 shows the transition of the display screen in the gaming device 2. This embodiment has a technical feature when the state switching button 46 described above is pressed (state switching operation). Here, the example shown is when the basic display state in Figure 10 is set to "Display" and the state switching operation by the state switching button 46 is set to "Enabled". Details of the various settings will be described later in Figure 10.

[0051] Figure 6(a) shows the customer waiting screen 101 in a customer waiting state where no coins or cards are being accepted. The customer waiting screen 101 displays several guidance screens in rotation (switching between them in a predetermined order at a predetermined cycle). In the example shown in Figure 6(a), the guidance "You can insert banknotes" is displayed, indicating that the gaming device 2 is ready to accept banknotes.

[0052] Figure 6(b) shows the standby screen 102 when "1000 yen" is inserted into the gaming device 2 from the display state of the customer waiting screen 101 shown in Figure 6(a). On the standby screen 102, the inserted amount is added and displayed in the deposit balance column, and the example in Figure 6(b) shows the state where "1000 yen" is displayed in the deposit balance column. In addition, a status switching button 46 icon is displayed in the upper right corner of the deposit balance column. In the example in Figure 6(b), the icon design of the status switching button 46 indicates that the display state is "Displayed".

[0053] Figure 6(c) shows the standby screen 103 when the state switching button 46 is pressed from the display state of the standby screen 102 shown in Figure 6(b). In the standby screen 103, the display state is switched from "displayed" to "hidden," the icon design of the state switching button 46 is switched from "displayed" to "hidden" and displayed, the display of holdings that are not "0" is switched to the display of "***" and replaced so as to hide the numerical value of the holdings, while the display of holdings that is "0" continues to be "0" without hiding the numerical value of the holdings (corresponding to the value hiding process). That is, the numerical value of the deposit balance is replaced from "1000" to "***" and the display of the deposit balance is replaced from "1000 yen" to "*** yen," while the display of the number of balls held is excluded from the replacement target and continues to be "0 balls."

[0054] Figure 7(a) shows the processing screen 104 when the loan button 32 is pressed from the display state of the standby screen 103 shown in Figure 6(c). Pressing the loan button 32 performs a loan process, and the deposit balance equivalent to one loan is deducted from the deposit balance before the loan process. In the processing screen 104, even if the display state is "hidden", the state switching button 46 is not displayed, and it is excluded from the state switching operation and value hiding process (this is equivalent to excluding the processing screen from the value hiding process). That is, in the processing screen 104, the state of "hidden" continues from the standby screen 103, but the deposit balance "500 yen" and the loan "125 balls" are displayed. Furthermore, the deposit balance of "500 yen" is the result of "4 yen / ball × 125 balls = 500 yen" being deducted from the deposit balance of "1000 yen" before the lending process, and the lended "125 balls" indicates that the converted game points of "125 balls" were assigned to game machine 1.

[0055] By excluding the processing screen 104 from the state switching operation and value hiding process, the value will be displayed when the player transitions to the processing screen 104 through their own actions, allowing the player to understand their own value regardless of the display state without having to perform a state switching operation. Furthermore, since understanding one's own value is important information for the player in deciding whether or not to continue playing, this also ensures convenience during gameplay.

[0056] Figure 7(b) shows the standby screen 105 when the lending process is completed from the display state of the processing screen 104 shown in Figure 7(a). On the standby screen 105, the "hidden" state from before the lending process is maintained, the deposit balance of "500 yen" is displayed as "*** yen", and the points held, which have been converted to game points and added to the points held, are displayed. However, the total is "125 balls", not "0 balls", so it is displayed as "*** balls". Note that if the display target to be enabled is switched from points held to points held, the points held are "0 balls", so "0 balls" is displayed.

[0057] Although the lending operation was used as an example of player operation, even in cases where a player presses the game button 31 to grant points or saved points as payment, or when the player presses the counting button 13 on the game machine 1 to convert game points into points, these are excluded from the state switching operation and value hiding operation when the player transitions to another screen.

[0058] Figures 8 and 9 show the transition of the display state when the "Short Loan" operation is performed from the menu screen while the display is "hidden". "Short Loan" (corresponding to a special usage process) is a function that can only be used when the store has set a minimum loan unit smaller than one unit, in addition to the normally set loan unit of one. In this embodiment, the minimum loan unit will be explained as "25 balls (worth 100 yen)".

[0059] Figure 8(a) shows the standby screen 201, which is the same as the standby screen 103 shown in Figure 6(c) above. Figure 8(b) shows the menu screen 202 when an area other than the status switching button 46 is pressed from the display state of the standby screen 201 shown in Figure 8(a). On the menu screen 202, buttons corresponding to "Share held tokens", "Use other accounts", "Secure lock", "Withdraw deposit balance", "Lend a little", "Detailed information", "Smartphone stored tokens", and "Combine" are displayed, and the held value and status switching button 46 are hidden.

[0060] Figure 8(c) shows the special standby screen 203 that appears when the "Lend a Little" button is pressed from the display state of the menu screen 202 shown in Figure 8(b). The special standby screen 203 displays the guidance "Lend balls with the lend button," but unlike the normal standby screen, it does not hide the held value regardless of the display state. The top of the screen shows the minimum lending unit (25 balls for 100 yen), and the bottom of the screen displays the deposit balance "1000 yen" without replacing it with "*** yen" (this is equivalent to excluding the special standby screen from the value hiding process). Pressing the cancel button at the bottom returns to the standby screen 201 shown in Figure 8(a) above.

[0061] Figure 9(a) shows the processing screen 204 when the loan button 32 is pressed from the display state of the special standby screen 203 shown in Figure 8(c). Pressing the loan button 32 performs a loan process, and the deposit balance corresponding to one loan transaction, which is the smallest loan unit, is deducted from the deposit balance before the loan process. That is, the deposit balance "900 yen" is the result of "4 yen / ball × 25 balls = 100 yen" being deducted from the deposit balance "1000 yen" before the loan process in one loan transaction, and the loaned "25 balls" indicates that the converted game points "25 balls" have been assigned to the game machine 1.

[0062] Figure 9(b) shows the special standby screen 205 when the loan process is completed from the display state of the processing screen 204 shown in Figure 9(a). On the special standby screen 205, the deposit balance is subtracted from the special standby screen 203 shown in Figure 8(c) and displayed as a result of the loan process.

[0063] Figure 9(c) shows the standby screen 206 when the cancel button is pressed from the display state of the special standby screen 205 shown in Figure 9(b). On the standby screen 206, the "Hide" display state is enabled, the deposit balance of "900 yen" is displayed as "*** yen", and the points held of "25 balls" is displayed as "*** balls". If the cancel button is not pressed from the display state of the special standby screen 205 shown in Figure 9(b), it is possible to perform "short loans" continuously by pressing the loan button 32 again.

[0064] Even in cases where the screen transition does not result in a processing screen due to player actions, the special standby screen 203 and special standby screen 205 are excluded from state switching operations and value hiding processes, and the held value is displayed.

[0065] Figure 10 shows the setting screen for the basic display state and state switching operation that can be set in the management device 6. When "Display standby card information" is selected in the item selection unit 51, the explanation content regarding the selected "Display standby card information" ("Regarding the display of standby card information, the initial state is...") is displayed in the explanation display unit 52, and the operation setting unit 53 is displayed. In the operation setting unit 53, "Sales type name" indicates a group of gaming machines (corresponding to a predetermined group unit) that are classified by rate, with pachinko being displayed as "P" and slots as "S".

[0066] The "Waiting Card Information Display" shows information about the basic display state (the display state at the start of the game), which is the initial display state (corresponding to the first setting information), and information about whether or not to enable the player's state switching operation (corresponding to the second setting information). The basic display state sets the display state on the waiting screen when the player inserts their held value (at the start of the game) to either "Display" or "Hide". In the display state when "Hide" is selected (corresponding to the second state), the display of held value that is not "0" is switched to the display of "***", replacing it to hide the numerical value of the held value, while the display of held value that is "0" is performed as a value hiding process, continuing to display as "0" without hiding the numerical value of the held value. In the display state when "Display" is selected (corresponding to the first state), the held value is displayed without performing the value hiding process. In addition, if the state switching operation is set to enabled (operation enabled), the display state switching operation using the state switching button 46 on the waiting screen becomes enabled. The setting selection is a combination of information regarding the basic display state and information regarding whether or not to enable the player to switch the state, and there are four patterns to choose from as shown below: "Display", "Hide", "Display (with operation)", and "Hide (with operation)".

[0067] The relationship between the display in the operation setting unit 53 and its settings is as follows. These settings can be selected by appropriately operating the pull-down buttons 54a to 54f for each "product type name". "Displayed": The default display state is "Displayed," and the state switching operation is "Disabled." "Hidden": The default display state is "Hidden," and the state switching operation is "Disabled." "Displayed (Operation Enabled)": The default display state is "Displayed," and the state switching operation is "Enabled." "Hidden (Operation Enabled)": The default display state is "Hidden," and the state switching operation is "Enabled."

[0068] In the gaming device 2, if the issuance button 37 is pressed while there is a remaining balance or points, the issuance process is performed. When the storage medium (general card, membership card, etc.) is removed, the display state setting is reset, and the display returns to the basic state as shown in Figures 11 and 12.

[0069] Figures 11 and 12 show the transition of the display state when the display state is reset by the card issuance process. Note that the example shown is when the basic display state is set to "Displayed" and the state switching operation is set to "Enabled" in the settings screen described in Figure 10.

[0070] Figure 11(a) shows the standby screen 301 when the deposit balance is "1000 yen" and the points held are "1000 balls", and the state has been switched to "hidden". The deposit balance of "1000 yen" is replaced with "*** yen", and the points held are replaced with "*** balls".

[0071] Figure 11(b) shows the guidance information screen 302 when the issuance button 37 is pressed from the standby screen 301 shown in Figure 11(a). Pressing the issuance button 37 initiates the issuance process, the value held is stored on the general card, and the card is ejected from the gaming device 2. The guidance information screen 302 displays the message "Please take your card" after the general card is ejected and until the general card is removed. The issuance process resets the display state set to "Hidden" in the gaming device 2 and sets "Displayed" as the default display state.

[0072] Figure 11(c) shows the customer waiting screen 303 when a general card is removed from the display state of the information screen 302 shown in Figure 11(b). The customer waiting screen 303 rotates through several information screens, similar to the customer waiting screen 101 shown in Figure 6(a) above. In the example in Figure 11(c), the guidance "You can insert a card" is displayed, indicating that the card can be inserted into the gaming device 2.

[0073] Figure 12(a) shows the waiting screen 304 when a regular card is inserted, based on the display state of the customer waiting screen 303 shown in Figure 11(c). As described above, the "hidden" information is reset and "displayed" is set as the basic display state, so the deposit balance "1000 yen" and points held "1000 balls" are displayed, and the icon design of the state switching button 46 is switched from "hidden" to "displayed".

[0074] As described above, this embodiment provides the following advantages and benefits. In the amusement arcade system, the display state of held values ​​such as deposit balance, points, and saved points can be switched. In the "hidden" display state, if the held value is not "0", the numerical value of the held value is replaced with "***" and displayed, while if the held value is "0", the numerical value of the held value is displayed as "0" (value hiding process is performed). This makes it possible to hide all held values ​​to reduce the risk of theft while still providing appropriate value display.

[0075] By excluding the processing screen displayed during the execution of processes such as granting and counting performed by the player from the value hiding process, it is now possible to appropriately hide the held value while providing useful information on changes in held value, such as when to stop playing, without requiring the player to switch the display state from "hidden" to "displayed".

[0076] By excluding the special waiting screen for "short-term lending" from the value hiding process, when performing short-term lending, which differs from normal lending, even if the display status for increases or decreases in held value is "hidden," it becomes possible to display a suitable screen that draws the player's attention without requiring an operation to switch the display status from "hidden" to "displayed."

[0077] By now indicating whether the display status is "shown" or "hidden," it becomes easier to understand the display status.

[0078] Since the basic display state and the enable / disable status switching operation can now be set on a group basis by the management device 6, it becomes possible to provide players with opportunities to experience status switching operations, such as setting a relatively high-stakes group within the store to "Hidden (Operation Available)," and to design stores that allow players to enjoy playing with greater peace of mind.

[0079] The present invention is not limited to the embodiments described above, and may be modified or expanded as follows. The example given shows the state switching button 46 also serving as the state display icon, but the state switching button 46 and the state display icon may be separate. For example, an area slightly larger than the state display icon or the entire holding value display section 44 may be used as the state switching button 46. The example given shows the state switching button 46 being placed in the deposit balance display area, but the state switching button 46 may be placed in any area on the screen. The example given shows the display status being indicated using an icon design, but other indications such as the strings "Show" or "Hide" may be used, or the display status may not be indicated at all.

[0080] The example given shows how to replace any value other than "0" (greater than or equal to the threshold value "1") with "***" when the holding value, such as deposit balance and acquired value, is "hidden." However, other values, such as those related to the minimum lending unit (e.g., "100 yen" or "25 balls" at a rate of 4 yen / ball), may be used as the threshold value depending on the holding value. The status display icon may be hidden if none of the holding values ​​reach the threshold value, and the status display icon may be redisplayed when any of the holding values ​​reach the threshold value. Furthermore, the status switching operation may be disabled when the status display icon is hidden.

[0081] The example given shows how to replace the numerical value of the holdings with "***" when it is set to "hidden," but other formats are also acceptable, such as a string of characters that means "hidden," a series of other strings or symbols that do not have meaning, such as "△△△," or a design such as mosaic tiles or black squares. Furthermore, it is also acceptable to replace it with a value smaller than the holdings (for example, "100 yen" or "25 balls" related to the minimum loan unit), or to replace it with a blank display that erases the holdings (for example, " yen" or " "). In this way, any display can be used as a predetermined display that prevents estimation of the magnitude of the value.

[0082] In Figure 4, the LCD display unit 30 of the gaming device 2 shows examples of held value such as deposit balance, points, stored balls, and points held. However, it is also possible to include the display of points (converted to other accounts) converted to a different rate for gaming value acquired by playing on gaming machines with different rates, such as in the case of so-called "cross-account entry". For example, if a player holds 4000 balls at a rate of 1 yen / ball, it may be converted to a rate of 4 yen / ball and displayed as 4000 balls × 1 yen / ball ÷ 4 yen / ball = 1000 balls. In addition, a special standby screen may be used as the standby screen in the case of cross-account entry, or the held value may be hidden as in the normal standby screen.

[0083] Figure 7 illustrates a case where the processing screen is excluded from the value hiding process, but the processing screen may also be included in the value hiding process. Figure 8 illustrates a case where the special waiting screen is excluded from the value hiding process, but the special waiting screen may also be included in the value hiding process. Figure 10 illustrates setting information collectively by sales type name, but it is also possible to set them separately by model, game machine, or game center. Furthermore, while the example shows setting both the basic display state and the state switching operation, it is also possible to make it possible to set only one of them.

[0084] The example given illustrates how to reset the display settings when issuing a card, but it is also acceptable to reset the display settings when there are few game balls available and card issuance is restricted, or when the game machine is inactive.

[0085] Each setting can be configured by the administrator through manual input, pre-configured by the management device manufacturer, or by downloading setting information from an external server (e.g., chain store headquarters). In this case, the setting will be the one entered via manual input on the server. It is also perfectly acceptable to use past game data as a reference value.

[0086] All the game information exemplified can be identified directly by the input signal or indirectly using a calculation formula. Furthermore, while data signals such as telegrams were used as examples of game signals, other signal inputs such as pulse signals can also be used, as illustrated.

[0087] The numerical values, number of digits, and items are examples only; any numerical values ​​may be used. Furthermore, the identification output may be any format other than those exemplified, such as adding symbols; at a minimum, printing and display output are expected.

[0088] Regarding "greater than" and "exceeding," either can be used, and expressions such as "reached" or "exceeded" can correspond to either. The same applies to "less than" and "less than," and expressions such as "did not reach" can correspond to both.

[0089] The target gaming machines can include not only the example pachinko machines, but also slot machines, which are so-called smart gaming machines that manage gaming media solely as data, as well as conventional pachinko and slot machines that dispense gaming media. Furthermore, considering cases where gaming media are dispensed or handled as data, it is stated that gaming value will be assigned as needed.

[0090] Some or all of the processing performed by the gaming device 2 may be performed by the information display device 3, relay device 4, or management device 6, etc., and the configuration may be any way. Furthermore, the example configurations, including variations, may be combined in any way, and configurations may be omitted as appropriate. [Explanation of Symbols]

[0091] In the drawing, 1 is a gaming machine, 2 is a gaming device (means for identifying owned value, display means, state switching operation reception means, screen switching operation reception means, exclusion means), 6 is a management device (management means, setting means), 30 is a liquid crystal display unit (display means, notification means), and 46 is a state switching button (state switching operation reception means).

Claims

1. A gaming arcade system comprising multiple gaming devices, each of which is provided in a one-to-one correspondence with a multiple gaming machine, A means for identifying the possessed value, which is determined by at least one of the following: game value acquired by a player through playing the game and managed by the game machine; game value acquired by the game device and managed by the game device; and monetary value owned by the player and managed by the game device. A display means provided for each of the aforementioned multiple gaming devices, which can switch and display the held value according to the display state, The system includes a state switching operation receiving means that accepts a state switching operation by a player to switch between the display states, which are divided into a first state and a second state, The first state is a state that indicates the value held, The second state is a gaming system in which a value-hiding process is performed, in which the value of the held value that has reached a predetermined standard value is replaced with a predetermined display that prevents estimation of the magnitude of that value, while the value that has not reached the standard value is excluded from the predetermined display replacement.

2. The display screen during gameplay, which is displayed by the display means, is divided into a standby screen for receiving usage operations related to usage processing that utilizes the held value, and a processing screen displayed during said usage processing, and a screen switching operation receiving means for receiving screen switching operations by the player to switch between the display screens, The amusement arcade system according to claim 1, further comprising exclusion means for excluding the processing screen from the value hiding process.

3. The aforementioned usage processing is divided into normal usage processing and special usage processing. The exclusion means is a special waiting screen for accepting the usage operation related to the special usage processing, which is excluded from the target of the value hiding processing, as described in claim 2 of the amusement arcade system.

4. The amusement arcade system according to claim 1 or 2, further comprising a notification means for notifying the aforementioned display state.

5. A management means for managing the setting information of the gaming device installed in the gaming arcade, The system includes a setting means that allows setting the setting information in predetermined group units, The amusement arcade system according to claim 1 or 2, wherein the setting information includes at least one of first setting information indicating the display state when the state switching operation is not performed, and second setting information indicating whether or not to enable the state switching operation.

Citation Information

Patent Citations

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    JP2019136236A