Amusement arcade systems and game information display devices
The amusement arcade system and game information display device address the challenge of managing and displaying gaming information for machines with bonus triggers, allowing players to anticipate and adjust settings for enhanced gaming experiences by identifying and outputting state-specific game information.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-24
- Publication Date
- 2026-04-03
AI Technical Summary
Conventional data aggregation devices fail to manage and display unique gaming information related to gaming machines with bonus triggers, where the bonus probability varies based on the BET number and the BET number is fixed after each type of bonus, lacking the ability to anticipate and adjust settings for subsequent bonuses.
An amusement arcade system and game information display device that identifies the type of normal state after a bonus ends, collects and outputs game information for each identified type, enabling players to anticipate subsequent bonuses and adjust settings accordingly, suitable for gaming machines with bonus triggers.
Enables players to play in a way that anticipates subsequent bonuses and adjusts settings in response to bonus triggers, enhancing the gaming experience by providing state-specific game information display.
Smart Images

Figure 2026057946000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming hall system and a gaming information display device.
Background Art
[0002] Conventionally, a data aggregation device for a gaming machine has been disclosed that can accurately aggregate the number of games of a gaming machine and the bet number (hereinafter referred to as BET number) for each game only from the "bet pulse" output from the gaming machine (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In recent years, in order to enhance the gaming experience, gaming machines equipped with a so-called bonus trigger have emerged, which utilize the fact that the bonus probability varies depending on the BET number and the BET number after the end of each type of bonus is fixed in advance. Although conventional data aggregation devices can aggregate the BET number and the number of games selected by the player for each game, they do not consider at all the management and display of the unique gaming information of the new gaming characteristics where the BET number is fixed in advance as described above, and improvement is desired in this regard.
[0005] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming hall system and a gaming information display device that can suitably cope with a gaming machine equipped with a gaming characteristic called a so-called bonus trigger.
Means for Solving the Problems
[0006] The amusement arcade system described in claim 1 is capable of executing a unit game (for example, a game played by operating the start lever 15) by consuming a predetermined number of game media (for example, game points) from among a plurality of predetermined numbers (for example, the number of bets), and as a result of the unit game, the game transitions to a special state (for example, a bonus) that is more advantageous to the player than the normal state, and multiple probabilities of transitioning from the normal state to the special state are set for each predetermined number (for example, different random numbers for winning a bonus for each set value). In a gaming machine (for example,) after the end of the special state (for example, after the end of a bonus), one of the multiple specified numbers is fixed according to the type of special state (for example, BB role 1, BB role 2, RB, etc.) (for example, 1 bet after black 7BB, 2 bets after white 7BB, etc.), and the normal state is divided into a low probability state (for example, a game state with 3 bets, etc.) and a high probability state (for example, a game state with 2 bets or 1 bets, a bonus trigger state, etc.) according to the fixed specified number. In a gaming arcade system targeting slot machines (e.g., slot machine 1), the system includes: detection means (e.g., information display device 3, control unit 48, management device 6, etc.) for detecting signals output from the gaming machine (e.g., out signal, safe signal, black 7BB signal, white 7BB signal, RB signal, etc. shown in Figure 9); game state identification means (e.g., information display device 3, control unit 48, management device 6, etc.) for identifying the game state based on the signals detected by the detection means; and game information collection means for collecting game information based on the signals detected by the detection means. The system comprises a stage (for example, an information display device 3, a control unit 48, a management device 6, etc.) and a game information output means (for example, an information display device 3, an information display unit 43, a management device 6, a monitor 8, etc.) that outputs game information collected by the game information collection means. The game state identification means identifies which of the normal states the system is in (for example, whether it is a low probability state or a high probability state), and the game information collection means collects game information (for example, state-specific game information as shown in Figure 11) for each normal state identified by the game state identification means.
[0007] The game information display device described in claim 6 is capable of executing a unit game (for example, a game played by operating the start lever 15) by consuming a predetermined number of game media (for example, game points) from among a plurality of predetermined numbers (for example, the number of bets), and as a result of the unit game, the game state transitions to a special state (for example, a bonus) that is more advantageous to the player than the normal state, and multiple probabilities of transitioning from the normal state to the special state are set in units of the predetermined number (for example, the random number for winning a bonus differs for each set value), and after the special state ends (for example, after the bonus ends), one of the plurality of predetermined numbers is fixed according to the type of special state (for example, BB role 1, BB role 2, RB, etc.) (for example, 1 bet after black 7 BB, 2 bets after white 7 BB, etc.), so that the normal state transitions to a low probability state (for example, a game state with a 3 bet, etc.) and a high probability state (for example, a game state with a 2 bet or 1 bet, a bonus trigger state, etc.) according to the fixed predetermined number. In a game information display device for a game machine (e.g., slot machine 1) classified as such, the device includes: detection means (e.g., information display device 3, control unit 48, etc.) for detecting signals output from the game machine (e.g., out signal, safe signal, black 7BB signal, white 7BB signal, RB signal, etc. shown in Figure 9); game state identification means (e.g., information display device 3, control unit 48, etc.) for identifying the game state based on the signals detected by the detection means; game information collection means (e.g., information display device 3, control unit 48, etc.) for collecting game information based on the signals detected by the detection means; and game information output means (e.g., information display device 3, information display unit 43, etc.) for outputting game information collected by the game information collection means. The game state identification means identifies which of the normal states is being played (e.g., low probability state or high probability state), and the game information collection means collects game information (e.g., state-specific game information shown in Figure 11, etc.) for each normal state identified by the game state identification means.
[0008] According to the above configuration, the system targets gaming machines equipped with bonus triggers, identifies the type of normal state after the bonus ends, and collects and outputs game information for each identified type of normal state. This makes it possible to play in a way that anticipates subsequent bonuses for each normal state, and to consider setting adjustments in response to the occurrence of bonus triggers. Thus, it is well-suited for gaming machines equipped with a gameplay feature called a bonus trigger. [Brief explanation of the drawing]
[0009] [Figure 1] A schematic diagram showing the configuration of a game arcade system in one embodiment. [Figure 2] Front view of slot machine and card unit [Figure 3] Slot machine functional block diagram [Figure 4] Diagram showing the reel arrangement [Figure 5] Diagram showing the roles [Figure 6] Diagram showing the winning table for the internal lottery during normal operation. [Figure 7] Diagram showing the winning table for the internal lottery during the bonus round. [Figure 8] Card Unit Functional Block Diagram [Figure 9] Time chart of game signals output from slot machines [Figure 10] Diagram showing the display of bonus history in the management device. [Figure 11] Diagram showing the display of game information by status in the management device. [Figure 12] Diagram showing the display of bonus history on an information display device. [Figure 13] A diagram showing the display of bonus trigger status information on an information display device. [Figure 14] Diagram showing the display of bonus breakdown on an information display device. [Figure 15] This diagram shows the display when a bonus trigger is identified and the display while the bonus trigger state is active on an information display device. [Figure 16]Diagram showing settings for each model in the management device [Figure 17] Diagram showing signals used in the unit game identification process in the management device [Figure 18] Flowchart showing the unit game identification process [Figure 19] Flowchart showing the unit game identification process
Mode for Carrying Out the Invention
[0010] Hereinafter, an embodiment will be described with reference to the drawings. FIG. 1 shows the overall configuration of a gaming casino system. In the gaming casino, a large number of (multiple models of) medal-less slot machines (hereinafter referred to as slot machines) 1 are installed as gaming machines. A card unit 2 and an information display device 3 (corresponding to a gaming information display device, a detection means, a gaming information identification means, a gaming information collection means, a gaming information output means, a unit game identification means, and a notification means) are installed corresponding to each slot machine 1. The slot machine 1, the card unit 2, and the information display device 3 are each connected to a relay device 4 in pairs, and the relay device 4 is connected to a management device 6 (corresponding to a detection means, a gaming information identification means, a gaming information collection means, a gaming information output means, a unit game identification means, and a notification means) via a LAN 5. A POS and a balance calculator (both not shown) are also installed in the gaming casino, and the POS and the balance calculator are also connected to the management device 6 via the LAN 5. Although not shown in FIG. 1, in reality, for example, hundreds of slot machines and pachinko gaming machines are under the management of the management device 6.
[0011] The POS has a card insertion slot into which an IC card such as a membership card (member recording medium) or a general card (general recording medium) issued by the card unit 2 is inserted. When an IC card is inserted, the inserted IC card is received, and the points and card identification information recorded on the IC card are read by a card reader (not shown), and a prize exchange process is performed based on the stored points and the like corresponding to the read points and card identification information.
[0012] The payment machine has a card insertion slot into which an IC card is inserted. When an IC card is inserted, the inserted IC card is received, and the remaining deposit amount recorded on the IC card is read by a card reader (not shown), and based on the read remaining deposit amount, a process of returning banknotes and coins is performed. Further, the payment machine has a banknote insertion slot into which banknotes are inserted. When banknotes are inserted, a process of adding the inserted amount to the remaining deposit amount recorded on the IC card is performed.
[0013] The membership card is a card that is valid until a preset expiration date (for example, three years) and is issued to players who have registered as members in advance. The points corresponding to the membership card are stored in the member account of the management device 6 for each lending unit price. An IC chip built into the membership card records a member ID that can identify the card, and at the same time, deposit balance information that can identify the remaining deposit amount deposited in the card unit 2 is recorded (associated). The points corresponding to the membership card are associated with the membership card by reading out point information (acquired value information) that can identify the points stored in the member account of the management device 6 for each lending unit price from the member account.
[0014] The general card is a card that is valid only on the day and is issued to an unspecified number of players including players who are not registered as members in the casino. In addition, it can be issued to players who have registered as members if they wish. An IC chip built into the general card records (associates) a general ID that can identify the card, and at the same time, deposit balance information that can identify the remaining deposit amount deposited in the card unit 2 and point information (acquired value information) that can identify the points obtained by the player through gaming during the day are recorded (associated) for each lending unit price. In addition, if the deposit balance information, point information, etc. are associated with a recording medium such as an IC card, a configuration may be adopted in which the management device 6 records them in association with, for example, the identification information of the recording medium instead of recording them on the recording medium.
[0015] The management device 6 is installed in the gaming hall, for example, in an office, and is connected to a keyboard 7 operated by the gaming hall manager, a monitor 8 (corresponding to a means for outputting game information and a means for notifying), a printer (not shown), etc. The management device 6 receives various game signals and game information output from the gaming machines (slot machine 1, card unit 2, information display device 3, etc.) and manages game data for each slot machine 1, personal data for each registered member, the operating status of slot machine 1, card unit 2, information display device 3, etc.
[0016] In the amusement arcade system, a configuration equivalent to that of the slot machine 1, card unit 2, information display device 3, relay device 4, LAN 5, and management device 6 installed in one amusement arcade is also installed in other amusement arcades. Each of these management devices 6 installed in each amusement arcade is connected to a management server (not shown) installed separately from each amusement arcade via a public network such as the internet or VPN connection, and is configured to communicate various game signals and game information with the management server via the public network. The management server aggregates and manages the various game information created by the management devices 6 in each amusement arcade.
[0017] Let me describe slot machine 1. As shown in Figure 2, slot machine 1 includes a performance display unit 11, a drum unit 12, a BET button 13, a performance button 14, a start lever 15, a left stop button 16, a middle stop button 17, a right stop button 18, a touch panel type information display unit 19, a decorative lamp unit 20, and the like.
[0018] As shown in Figure 3, the slot machine 1 comprises, in terms of its electrical configuration, a main control unit 21 mainly composed of a microcontroller, and a transmitting / receiving unit (I / F) 22 that transmits and receives various game signals and game information between it and the card unit 2. The main control unit 21 is mainly composed of a microcontroller having a CPU, a memory unit such as ROM or RAM, I / O, etc. The main control unit 21 has a random number generation unit that generates random numbers in the internal lottery, and a random number extraction unit that extracts one random number from the random numbers generated by the random number generation unit.
[0019] When the start lever 15 is operated, the main control unit 21 inputs a detection signal indicating that the start lever 15 has been operated. When the left stop button 16, middle stop button 17, right stop button 18, BET button 13, and performance button 14 are operated, the main control unit 21 inputs a detection signal indicating that the corresponding button has been operated. When the setting change operation unit 23, which is used to set the setting values (for example, "setting value 1" to "setting value 6") described later, is operated, the main control unit 21 inputs a detection signal indicating that a setting change operation has been performed. When the touch panel 24 is operated, the main control unit 21 inputs a detection signal indicating that a touch operation has been performed.
[0020] The main control unit 21 outputs a display signal to the information display unit 19, causing various display information to be displayed on the information display unit 19. The main control unit 21 outputs a drive signal to the reel drive unit 25, driving each reel 26a to 26c. When the reel drive unit 25 receives a drive signal from the main control unit 21, it drives the reel motors 27a to 27c corresponding to each reel 26a to 26c to rotate (start) each reel 26a to 26c. Sensors 28a to 28c are arranged corresponding to each reel 26a to 26c to detect the passage of a reference position piece, and the reference position detection unit 29 detects the reference position of each reel 26a to 26c based on the detection signals input from each sensor 28a to 28c, and outputs a signal indicating the detection result to the main control unit 21.
[0021] The main control unit 21 outputs a performance control signal to the performance control unit 30. When the performance control unit 30 receives a performance control signal from the main control unit 21, it outputs the performance signal to the audio output unit 31 to drive the speaker 32, outputs the performance signal to the decorative lamp unit 20 to drive the decorative lamp unit 20, and outputs the performance signal to the display control unit 33 to drive the performance display unit 11 and perform various effects.
[0022] The reel arrangement in slot machine 1 is as shown in Figure 4. The payout configuration in slot machine 1 is as shown in Figure 5. In this embodiment, the following are set: BB payout 1 and BB payout 2 as Big Bonus (hereinafter referred to as BB, corresponding to the second special state), Regular Bonus (hereinafter referred to as RB, corresponding to the first special state) payout, Replay payout, 1-point payout, 7-point payout, and 15-point payout.
[0023] Slot machine 1 operates as follows: (1) The bonus probability differs depending on the number of bets (corresponding to a specified number), and the number of bets required after the end of each bonus is predetermined.
[0024] (2) When game points are received from card unit 2, it becomes possible to bet (BET) the amount of points corresponding to those game points. The game (corresponding to a unit game) is started by operating the BET button 13 to bet the predetermined number of points and operating the start lever 15. An internal lottery is performed to determine the internal winning combination in response to the start of the game, and each reel 26a to 26c is rotated (started). In the internal lottery, one random number is selected from the random numbers generated by the random number generation unit by the random number extraction unit, and if there is an internal winning combination, the flag corresponding to that internal winning combination is set.
[0025] (3) When stop buttons 16-18 are operated, the symbols of the internally winning combination (the rotation of the corresponding reels 26a-26) are pulled in within a predetermined pull-in range and stopped. In this case, the main control unit 21 executes stop control (control that stops each reel 26a-26c with a winning symbol or a losing symbol according to the type of internally winning combination flag) including so-called pull-in control (sliding control) based on the flag of the internally winning combination. The pull-in control is a control that, from the moment the operation of each stop button 16-18 is detected, can pull in symbols within a predetermined pull-in range (up to a maximum of 4 symbols) onto the active line and stop them. If the symbol corresponding to the internally winning combination flag is not within the pull-in range described above, the symbol cannot be pulled in onto the active line and stopped, so no win occurs and a so-called missed win occurs.
[0026] (4) The game determines whether a win has occurred based on the symbols displayed when the reels stop, and awards game points according to the type of winning combination. For example, if the winning combination is worth 15 points, 15 game points will be awarded.
[0027] (5) There are two game states: normal state and bonus state. If a winning combination is a bonus combination in the normal state, the game transitions to the bonus state. In the normal state, the internal probability of winning a combination is low, and the payout rate, which indicates the percentage of points awarded, is below 100%. In contrast, in the bonus state, the internal probability of winning a combination is high, and the payout rate is above 100%.
[0028] (6) The game score is sent to card unit 2 in response to the counting operation (touch panel) and the game score is deducted.
[0029] (7) The following game signals are transmitted to the card unit 2. "Out signal": A signal indicating the number of points used in the game. "Safe signal": A signal indicating the score obtained as a result of the game. "Bonus signal": A signal output during a bonus state (corresponding to a special state) (corresponding to a signal corresponding to the special state). It is output either commonly or distinctly depending on the type of bonus. In this embodiment, as shown in Figure 9 described later, a black 7BB signal corresponding to BB role 1, a white 7BB signal corresponding to BB role 2, and an RB signal corresponding to RB role are output. However, no signal indicating which normal state is being played is output.
[0030] (8) The required number of bets for each game is predetermined and fixed depending on the type of bonus. Winning a bonus fixes the number of bets, and subsequent games after the bonus ends are played with the corresponding number of bets. The fixed number of bets continues until a bonus is won, and is fixed again after the bonus ends. For example, after a Regular Bonus (RB) ends, the number of bets is fixed at 3 points, and after a Big Bonus (BB) ends, the number of bets is fixed at 2 points or 1 point (corresponding to the fixed number of bets being one of several predetermined numbers depending on the type of special state). The number of bets is fixed according to the type of bonus played immediately before, so the player cannot change it. Hereinafter, games with a number of bets of 3 points, 2 points, and 1 point will be referred to as 3-point games, 2-point games, and 1-point games, respectively, and the term "game" may be omitted as appropriate.
[0031] (9) The number of random numbers for winning bonuses and small wins varies depending on the BET amount, and the number of random numbers for each BET amount is as shown in Figures 6 and 7. Figure 6 shows "Setting Value 1" as an example, but there are multiple setting values, and the number of random numbers for winning bonuses differs for each setting value. For example, if there are "Setting Value 1" to "Setting Value 6", the smaller the setting value, the less favorable the setting is for the player, and the larger the setting value, the more favorable the setting is for the player.
[0032] (10) As shown in Figure 6, compared to 3-point betting, 1-point and 2-point betting have a larger number of winning random numbers for BB role 1, BB role 2, and RB role, thus improving the probability of winning a bonus. Since the probability of winning a bonus improves after BB ends, BB is referred to as the bonus trigger (hereinafter referred to as BT), and the period during which the probability of winning is improved is referred to as the bonus trigger state (hereinafter referred to as the BT state, which corresponds to the high probability state). Furthermore, the game states for 3-point betting, 1-point betting, and 2-point betting are referred to as the low probability state, the first high probability state, and the second high probability state, respectively. That is, the first high probability state (game state for 1-point betting) and the second high probability state (game state for 2-point betting) are the BT state. In this embodiment, the number of winning random numbers for BB role 1, BB role 2, and RB role in the single-bet game state ("1250", "1250", and "3900", respectively) is greater than the number of winning random numbers for BB role 1, BB role 2, and RB role in the two-bet game state ("260", "260", and "680", respectively) (the high probability state is further divided into a first high probability state and a second high probability state which has a lower transition probability than the first high probability state).
[0033] (11) When BB role 1 is won, Black 7 BB starts, when BB role 2 is won, White 7 BB starts, and when RB role is won, RB starts. As shown in Figure 7, during the bonus, a 15-point role is always won as a result of the game. BB ends when the number of game points awarded exceeds a predetermined number, Black 7 BB ends when the number of points awarded exceeds, for example, 300 points, and White 7 BB ends when the number of points awarded exceeds, for example, 200 points. RB ends when the number of points awarded exceeds a predetermined number different from BB (for example, 120 points) or when a predetermined number of small role wins (for example, 8 times) are achieved.
[0034] (12) Each bonus is played with a single bet, but the bet amount may differ for each bonus. It is predetermined that after a Black 7BB, a single bet is made (i.e., the first high probability state), and after a White 7BB, a double bet is made (i.e., the second high probability state). In addition, the normal state after initialization, such as when the settings are changed or when the machine is shipped, is considered a low probability state.
[0035] Card Unit 2 will now be described. Card Unit 2 functions as a score processing device that performs various score-related processing, such as the processing of awarding points necessary for playing the game and the processing of issuing IC cards that record the points.
[0036] The card unit 2 includes a status lamp 41 that indicates the game status of the slot machine 1 and the status of the card unit 2 (error status, etc.), a banknote slot 42 into which banknotes are inserted, a touch panel type information display unit 43 (corresponding to a game information output means and notification means) that accepts operation input from the player and displays various game data, a loan button 44 for performing a loan operation, a re-play button 45 for performing a re-play operation, a return button 46 for performing a return operation, and a card slot 47 into which an IC card is inserted. The card unit 2 also includes a camera (not shown) that takes pictures of the upper body, including the player's face.
[0037] As shown in Figure 8, the card unit 2 comprises, in terms of its electrical configuration, a control unit 48 mainly composed of a microcontroller (corresponding to detection means, game information identification means, game information collection means, and unit game identification means), a transmitting / receiving unit (I / F) 49 that transmits and receives various game signals and game information with the slot machine 1, and a transmitting / receiving unit (I / F) 50 that transmits and receives various game signals and game information with the relay device 4. The control unit 48 is mainly composed of a microcontroller having a CPU, a storage unit such as ROM or RAM, I / O, etc.
[0038] The control unit 48 receives the determination result from the banknote processing unit 51, which determines the authenticity of banknotes inserted into the banknote slot 42. When the disbursement button 44, the replay button 45, or the return button 46 is operated, the control unit 48 inputs a detection signal indicating the operation of the corresponding button. When the touch panel 52 is operated, the control unit 48 inputs a detection signal indicating a touch operation. The control unit 48 outputs a lighting signal to the status lamp 41, which lights up according to the game state of the slot machine 1 and the state of the card unit 2. The control unit 48 also outputs a display signal to the information display unit 43, which displays various display information on the information display unit 43. The control unit 48 receives a detection signal from the card stock unit 53, which stores IC cards, indicating the number of IC cards stored.
[0039] The control unit 48 receives various information from the reader / writer unit (R / W) 54 when the reader / writer unit 54 reads the various information recorded on the IC card inserted into the card slot 47, and also outputs a write signal to the reader / writer unit 54, causing the reader / writer unit 54 to write the various information to the IC card inserted into the card slot 47.
[0040] Card unit 2 operates as follows: (1) The system receives, aggregates, and stores the various game signals from slot machine 1, and transmits them to the management device 6 and information display device 3 via relay device 4. The player's deposit balance and game score are also transmitted to management device 6. The system receives and stores various setting information (game machine number, model name, score unit price, etc.) from management device 6.
[0041] (2) When a banknote is inserted into the banknote slot 42, it is added to the deposit balance and stored. When an IC card is inserted into the card slot 47, the deposit balance and points associated with the card ID are read and displayed. When the disbursement button 44 is operated, a fixed amount (for example, 1000 yen) is converted into game points (for example, 50 points for a 20 yen slot) and sent to the slot machine 1. When the replay button 45 is operated, the points or stored points are converted into game points in increments of 50 points and sent to the slot machine 1. The points, game points, and total points (sum of points and game points) are stored and displayed. Point addition information and point subtraction information are received from the slot machine 1, the stored points are updated according to the received point addition information and point subtraction information, and the point information is transmitted to the relay device 4 according to the update of the points.
[0042] (3) When the return button 46 is operated while at least one of the deposit balance and points is present, the deposit balance and points are recorded on the IC card and issued. When recording points and stored points, the type information corresponding to the slot machine 1 that was acquired is also recorded. Points and stored points may also be referred to as held medals and stored medals. (4) Up to 10 IC cards are stored.
[0043] The information display device 3 will now be described. The information display device 3 operates as follows. (1) The system receives various setting information from the management device 6 via the relay device 4, and also receives various game information from the slot machine 1 and card unit 2 via the relay device 4, and creates and displays various display information based on the received setting information and game information.
[0044] (2) Based on the game information, various data are compiled and displayed, and the game state of slot machine 1 is identified and display information corresponding to the identified game state is displayed. Based on the signals output from slot machine 1, the time of a unit symbol change is calculated based on the start and stop timing of the symbol change, the game state of slot machine 1 is identified based on the time of the unit symbol change, and display information corresponding to the identified game state is displayed.
[0045] The management device 6 will now be described. The management device 6 receives various game signals output from the slot machine 1 (corresponding to detection means) and collects game information such as the number of wins, the number of bonuses, and the number of games played (corresponding to game information collection means). As shown in Figure 9, the slot machine 1 outputs an out signal, a safe signal, a black 7BB signal corresponding to BB role 1, a white 7BB signal corresponding to BB role 2, and an RB signal corresponding to RB role. Note that in Figure 9, output periods and number of outputs are omitted as appropriate for the sake of simplicity. As a unit game is executed, the slot machine 1 outputs a pulse out signal corresponding to the number of bets. For example, in a normal state where it is a 3-point bet game, an out signal corresponding to 3 points is output 3 times. Here, the outs output per unit game are called game outs, and the number of game outs in an n-point bet (n is a natural number from "1" to "3") is called the n-game outs, depending on the number of pulse signals. Note that the number of game outs in one game can be determined according to the fulfillment of pre-set conditions for identifying game outs, such as the signal output interval not reaching a set period or the reception of a safe signal.
[0046] In Figure 9, during the period from "t1" to "t2", no bonus signals are output, so it is identified as a low probability state (corresponding to a means for identifying the game state). The low probability state is a game state with a 3-point bet. During the period from "t2" to "t3", a black 7BB signal is output in response to the winning of BB role 1, so it is identified as a black 7BB state (corresponding to a means for identifying the game state). During the period from "t3" to "t4", no bonus signals are output after identifying black 7BB, so it is identified as the first high probability state (corresponding to a means for identifying the game state). The first high probability state is a game state with a 1-point bet. During the period from "t4" to "t5", a white 7BB signal is output in response to the winning of BB role 2, so it is identified as a white 7BB state (corresponding to a means for identifying the game state). The period from "t5" to "t6" is identified as the second high probability state because no bonus signals are output after the white 7BB signal is identified (corresponding to the means for identifying the game state). The second high probability state is a game state where two bets are made. The period from "t6" to "t7" is identified as the RB state because an RB signal is output in accordance with the winning of the RB role (corresponding to the means for identifying the game state). The period from "t7" onward is identified as the low probability state because no bonus signals are output after the RB signal is identified (corresponding to the means for identifying the game state). In other words, in the example in Figure 9, the periods from "t3" to "t4" and from "t5" to "t6" are the BT state.
[0047] Figure 9 illustrates the case where a unique signal (black 7BB signal, white 7BB signal) is output for both the black 7BB and white 7BB, meaning that the black 7BB signal and white 7BB signal are output as separate signals. However, it is also possible that a common signal is output. In this case, the game state during the periods "t2" to "t3" and "t4" to "t5" can be appropriately determined by combining signals output from slot machine 1 (corresponding to special state information, which is information about the type of special state) such as the predetermined points awarded during the bonus, the number of continuous games, and the elapsed time. Furthermore, while the normal state after the bonus is determined by the type of bonus (determining whether it is a low probability state, a first high probability state, or a second high probability state), it may also be determined by the number of game outs after the bonus is completed, either in addition to or instead of the type of bonus. For example, after a black 7BB, a single bet is made, so the first high-probability state can be identified by detecting a 1-game out at the start of the game after the bonus ends. Similarly, after a white 7BB, a two-bet is made, so the second high-probability state can be identified by detecting a 2-game out at the start of the game after the bonus ends.
[0048] In this case, the number of games required for identification (corresponding to a predetermined period in the normal state) can be designed in any way. It may be identified by the number of game outs in the first game immediately following the end of a bonus, or a specific period may be set over two or more games, and the identification may be based on the average number of game outs during that specific period or the moving average number of game outs during that specific period. The choice of identification method may be set in advance in the management device 6, and if identification is based on the number of game outs, it may be possible to set which game state corresponds to each unit of game outs.
[0049] Furthermore, the unit game can be identified by combining the various game signals. As is well known, slot machine 1 outputs an out signal indicating the amount of game points consumed, a safe signal indicating the amount of game points awarded to the player, a bonus signal indicating that a bonus is in progress, and a signal indicating security information. The management device 6 that manages slot machine 1 combines the above signals to calculate game information such as the number of games played (number of times a unit game is executed) and the bonus probability.
[0050] In conventional technology, players can arbitrarily change the number of bets, whereas in the slot machine 1 illustrated in this embodiment, the number of bets is set according to the type of final bonus, so the number of game-outs (corresponding to a baseline value) per unit of game can be determined by understanding the game state. Therefore, the unit of game is determined by utilizing the fact that the number of bets differs depending on the game state.
[0051] Slot machine 1 outputs out signals as a number of pulses equal to the number of game outs during game execution. At this time, the pulse period of the output out signals is sufficiently shorter than the execution period of a unit game, so the number of out signals included in a game out can be detected. For example, the number of game outs in the normal state can be identified as a unit game in the normal state. Note that if the game state is identified, a unit game can be identified by detecting game outs, but if the game state is not identified, it is unclear which game state the detected game out corresponds to, and therefore the unit game cannot be identified.
[0052] If the game state is not specified, the unit game is determined by subtracting the number of game outs after a bonus or at the start of the game, similar to how the game state is determined as described above (the number of unit game executions is determined based on a reference value set by a signal regarding a predetermined number of times in a predetermined period in the normal state transitioning from a special state. This corresponds to determining the number of unit game executions based on a signal regarding a predetermined number of times in a predetermined period if the type of special state cannot be determined). For example, in the period from "t1" to "t2", the number of game outs is "3", so the number of game outs, "3", is used as the reference, and the detected outs are subtracted. 3 ÷ 3 game outs = 1 This identifies it as one game.
[0053] Similarly, for example, during the period from "t5" to "t6", since the number of game outs is "2", we use this number of game outs, "2", as the baseline and subtract the detected outs. 2 ÷ 2 game outs = 1 This identifies it as one game. This allows for the identification of a unit game even if the game state cannot be determined by the bonus signal, by adopting a standard number of out games.
[0054] The period for calculating the standard number of out games may be one or more games after the bonus ends. In addition to division, a unit game may be identified each time a specified number of outs are detected. Thus, the number of games is identified by the identified unit game. For example, it can be identified by adding "1" each time a unit game is identified, or by calculating it using the total number of outs and the standard value. Furthermore, the management device 6 may decide in advance which identification method to adopt. Alternatively, both identification methods may be adopted, and if the number of game outs corresponding to the identified game state differs from the number of game outs detected, it is preferable to adopt a method that can suitably identify the game state and the number of unit games by prioritizing one of the identification methods.
[0055] If the game state is determined at closing time, when the amusement arcade closes for the day, the method of determining the game state by detecting game outs may be continued even after the arcade reopens. However, since the game state may have changed due to setting changes, etc., at closing time, it is advisable to use a method of determining the game state based on the number of game outs until the first bonus occurs immediately after the arcade reopens. If a signal indicating a setting change is output from slot machine 1, either method of determination may be decided based on whether or not this signal is input.
[0056] The above illustrates a configuration in which slot machine 1 outputs game information as pulses, but a configuration in which a message containing multiple game information is output serially at a predetermined period (e.g., a 300ms period) is also conceivable. The information contained in the message includes information on points consumed, points awarded, number of game outs, and information on BB and RB. The message is monitored at predetermined intervals, and when the number of game outs contained in the message reaches a predetermined number, for example, when it reaches "1", the unit game is identified. If the number of game outs is "2" or "3", the unit game is identified because it has reached "1". Furthermore, in the case of a normal state in which no special state is specified, the normal state corresponding to the specified number is identified by determining which normal state it is based on the type of bonus immediately preceding it and the number of game outs in the calculation period after the bonus. Unit games are collected separately according to the identified normal state. By using a signal that is output serially at a predetermined period, there is no need to adopt a configuration such as a timer to determine the judgment period as in conventional technology, and cost reduction and processing load reduction can be expected. Furthermore, if the message contains information regarding the points awarded, it may be possible to identify that a minor role has been won based on that information regarding the points awarded.
[0057] Next, the manner in which the management device 6 displays various game information will be described. The management device 6 receives various game signals output from the slot machine 1, collects various game information, and displays it on the monitor 8 for the arcade manager. In the following description, the case in which various game information is displayed will be explained, but it is also possible to print out the various game information from a printer, and it is possible to choose either display or print output.
[0058] The management device 6 collects various game information and creates and displays the bonus history shown in Figure 10. The definitions of each item in the bonus history shown in Figure 10 are as follows. "No": Indicates the item number. "Time": Indicates the time the bonus was awarded. "Game": Indicates the game in which a bonus is triggered. "BR": Indicates the type of bonus (BB, RB). "Number of occurrences": Indicates the number of times each type of bonus has occurred. "Status": Indicates the game state at the time of bonus win (1st high probability state, 2nd high probability state, low probability state). "T1Y": Indicates the points awarded for the bonus unit. "TY": Indicates the points awarded during the winning streak period (BT state). Since the bonus probability increases after a Big Bonus (BB), the period from the BB or the high-probability state after a BB back to the low-probability state after a Regular Bonus (RB) is defined as the winning streak period (during the Battle Time (BT) state). In this case, the end of the winning streak period may be defined by the occurrence of the low-probability state, or by the occurrence of the RB that causes the low-probability state (the end of the winning streak period is defined by the signal output from the gaming machine as special state information in the first special state. If a second special state occurs, regardless of the occurrence of subsequent special states, the occurrence of the second special state is defined as the starting point of the winning streak period). In the example in Figure 10, "No. 1" to "No. 4" and "No. 6" to "No. 8" correspond to the winning streak period. Here, the bonus that serves as the starting point of the winning streak period may or may not be included as described above. The first high-probability state and the second high-probability state, which are the BT state, are displayed separately, but they may be combined and displayed as "BT".
[0059] In addition to "TY," the game information that can be collected for a winning streak includes the total number of games, the number of big wins, the probability of a big win, and the payout rate, which shows the percentage of points awarded. The game state identified by the identification method explained in Figure 9 is recorded. In the example in Figure 10, black 7BB and white 7BB are displayed without distinction as BB, but they may also be displayed separately.
[0060] Furthermore, since the normal state at the time of bonus win can be identified, game information may be created and displayed for each normal state, or composite game information may be created by integrating game information from multiple normal states. Moreover, game information for each normal state and composite game information may be output in a comparable manner (corresponding to outputting game information for each normal state and composite game information in a comparable manner). The management device 6 creates and displays the state-specific game information shown in Figure 11 (it is possible to distinguish periods according to the type of special state that generated the high probability state, and collect game information for the period according to the distinguished type of special state. It is possible to identify the type of special state in the specified period, and collect information indicating the type of special state in the specified period). The definition of each item in the state-specific game information shown in Figure 11 is as follows. "Status": Indicates the game state (1st high probability state, 2nd high probability state, low probability state). "Game (times)": Indicates the number of games played in the corresponding normal state (equivalent to the number of times a unit game is played). "Bonus Count (times): Indicates the total number of bonuses received." "Black 7BB / White 7BB / RB (times)": Indicates the breakdown of bonus occurrences (corresponding to the number of special states occurring per game state). "Bonus Probability (1 / )": Indicates the probability of winning a bonus (corresponding to the probability of a special state occurring). "Out (points)": Indicates the number of points consumed. "Safe (points)": Indicates the points awarded. "Percentage (%)": Indicates the percentage of the outcome (safe / out). For example, in the case of "low probability," the percentage = 7579 / 12422 = 61.0% "Percentage (%)": Indicates the proportion of time spent in each game state (games per state / total games). For example, in the case of "Low Probability," it is 3986 / 5511 = 72.3%.
[0061] The items listed above are just examples, and the items to be displayed can be selected as appropriate. In the example in Figure 11, game information for the first high probability state and game information for the second high probability state are displayed separately, but game information for each high probability state can be displayed without distinction, or integrated game information (corresponding to game information that integrates game information for the first and second high probability states), or integrated game information for the low probability state and high probability state can be collected and displayed in a comparable manner. This makes it possible to compare based on the presence or absence of the BT state. Furthermore, while the BT state is determined by identifying BB or high probability states regardless of subsequent unit games, if an RB occurs, the streak period may be determined if a bonus occurs during the subsequent low probability state in which a predetermined number of unit games are played (this corresponds to the case where a first special state occurs, and the occurrence of a special state during the low probability state triggered by the first special state in which a predetermined number of unit games are played, thereby determining the starting point of the streak period; on the other hand, if a second special state occurs, the occurrence of the second special state is determined as the starting point of the streak period regardless of the occurrence of subsequent special states).
[0062] Next, the manner in which the information display device 3 displays various game information will be described. The information display device 3 collects various game information by receiving various game signals output from the slot machine 1 and displays it to the player. In other words, the information display device 3 displays game information to the player that is equivalent to the various game information that the management device 6 displays to the game hall manager.
[0063] The information display device 3 collects various game information and creates and displays the bonus history shown in Figure 12. The definitions of each item in the bonus history shown in Figure 12 are as follows. "Previous Bonus": Indicates how many bonus rounds ago the information pertains to. For the current round, it displays "Currently," showing the number of games played since the last bonus. "Games (times)": Indicates the number of games played between bonuses when a bonus occurs. "BR": Indicates the type of bonus (BB, RB) (same as Figure 10). "Number of occurrences": Indicates the number of times each type of bonus has occurred (same as Figure 10). "State": Indicates the game state at the time of bonus win (1st high probability state, 2nd high probability state, low probability state) (same as Figure 10). "Points (points)": Indicates the points awarded for the bonus unit. This corresponds to "T1Y" shown in Figure 10.
[0064] In the bonus history displayed by the management device 6 shown in Figure 10, records are displayed chronologically from top to bottom, with older records displayed at the top and newer records at the bottom. In contrast, in the bonus history displayed by the information display device 3 shown in Figure 12, records are displayed chronologically from bottom to top, with older records displayed at the bottom and newer records at the top. That is, the record labeled "No. 1" in Figure 10 corresponds to the record labeled "8 times ago" in Figure 12, and the record labeled "No. 8" in Figure 10 corresponds to the record labeled "1 time ago" in Figure 12.
[0065] The bonus history displays information about the consecutive win period from the high probability state after a specified Big Bonus (BB) to the return to the low probability state after a Regular Bonus (RB). As information during the Battle Time (BT) state, the number of consecutive wins and the game points awarded during that consecutive win period are displayed using arrow icons A1 and A2. In the example in Figure 12, corresponding to the "TY" of the "No. 4" record shown in Figure 10, "4 consecutive wins, 845 points" is displayed using arrow icon A1 from the record "8 times ago" to the record "5 times ago," and corresponding to the "TY" of the "No. 8" record shown in Figure 10, "3 consecutive wins, 555 points" is displayed using arrow icon A2 from the record "3 times ago" to the record "1 time ago." In addition, if the same bonus occurs consecutively, the system may also notify the user of that fact and the history of the number of consecutive wins.
[0066] Furthermore, the information display device 3 creates and displays the BT state information shown in Figure 13 as various game information during the BT state. The definitions of each item in the BT state information shown in Figure 13 are as follows. "Entry Rate": This indicates the probability of a bonus occurring that transitions to the BT state among bonuses in the low probability state, and the number of BBs in the low probability state / the number of bonuses in the low probability state. "Average number of consecutive bonus rounds": Indicates the average number of bonus rounds from the time of transitioning to the BT state until returning to the low probability state. "Maximum number of consecutive bonus rounds": Indicates the maximum number of bonus rounds from the time of transitioning to the BT state until returning to the low probability state. "Average points earned": This indicates the average points awarded from the time of transitioning to the BT state until returning to the low probability state. "Maximum Points Earned": Indicates the maximum points awarded from the time of transitioning to BT state until returning to the low probability state. "Average Bonus Probability During Consecutive Wins": This indicates the average bonus probability from the start of the BT (Bonus Time) state until returning to the low probability state, and shows the number of bonuses in the BT state divided by the total number of games in the BT state.
[0067] By identifying the BT state, the number of bonuses, points awarded, and average bonus probability are calculated and displayed. Alternatively, the value obtained by dividing the number of Big Bonuses (BBs) in the BT state by the total number of bonuses in the BT state may be displayed as information directly indicating the continuation rate of the winning streak in the BT state. Furthermore, the continuation rate of the BT state can be indirectly displayed by displaying the percentage of Regular Bonuses (RBs). Displaying the continuation rate directly or indirectly can create expectations of the BT state continuing or inform the user of the continuation trend. In addition, the percentage of the type of bonus that will occur next may be displayed based on the bonus that occurred immediately before the winning streak.
[0068] Furthermore, the information display device 3 creates and displays the bonus breakdown shown in Figure 14 as a breakdown of bonuses for each game state. By identifying the BT state based on the game state, various game information is displayed for both the low probability state and the BT state. As the BT state, the game information is displayed by combining the first high probability state and the second high probability state, but it is also possible to distinguish between them and display both or only one of them. The low probability state and the BT state may also be combined and displayed in a way that allows comparison with the respective game information. In addition, information indicating the BT state entry rate may be displayed directly or indirectly by displaying the proportion of BB and RB in the bonuses during the low probability state. This makes it possible to make players anticipate entering the BT state or to inform them of the tendency to enter it.
[0069] The information display device 3 displays the animation screen shown in Figure 15(a) when it identifies the occurrence of a black 7BB or a white 7BB (identification of BT), and displays the animation screen shown in Figure 15(b) while in the high probability state that is entered after the end of a black 7BB or a white 7BB (while in the BT state). Any display is acceptable as long as it can inform the player of the state. In addition, when in the BT state, the number of game points acquired in the BT state, the number of bonuses in the BT state, the number of consecutive bonuses, and the bonus probability may also be displayed.
[0070] While the system is designed to display the game state based on the identified game state, if the game is in a BT (Bonus Time) state at opening time, displaying this BT state can inform players that they are in a favorable state. However, such notification raises concerns that some players may visit the arcade solely to play machines that are in BT state at opening time. Therefore, it may be possible to suppress the BT display even if the game is identified as BT state at opening time (similar to suppressing the notification of information indicating a high probability state at opening time if a high probability state is identified at closing time), and allow arcade managers to set this as appropriate. The game state at opening time can be determined by continuing the game state identified at closing time, or by using the game state identification method described above. However, if a signal indicating initialization, such as a setting change, is input from the slot machine at closing time, the identification of the BT state may be terminated and the game may be identified as a normal state (similar to suppressing the notification of information indicating a high probability state at opening time if an initialization signal is detected in the corresponding game machine). Furthermore, the gaming status may also be identified during the period between the closing and reopening of the amusement arcade, and the closing time mentioned above should be appropriately replaced with "during the closing period."
[0071] The control device 6 can pre-set the number and type of Big Bonuses (BBs) and the number of BETs after a bonus for each machine, as shown in the machine-specific settings in Figure 16, and identifies the game state via game signals based on the set information. The definitions of each item in the machine-specific settings shown in Figure 16 are as follows.
[0072] "Model": Indicates the type of slot machine. "Bonus": Indicates the type of bonus included (BB+RB, BB, etc.). "BB": Indicates the number and name of BBs (BB1, BB2, BB1+BB2, etc.). "After BB1, After BB2, After RB": Indicates the number of bets after each bonus. If the corresponding bonus is not available, "-" is shown.
[0073] In the example in Figure 16, for instance, machine "AAA" is equipped with BB and RB, with two types of BB: BB1 and BB2. After BB1, it's a single bet; after BB2, it's a double bet; and after RB, it's a triple bet. Machine "BBB" is equipped with both BB and RB, with one type of BB: BB1. After BB1, it's a double bet; BB2 is not equipped; and after RB, it's a triple bet. Machine "CCC" is equipped with only BB, with two types of BB: BB1 and BB2. After BB1, it's a single bet; after BB2, it's a double bet; and RB is not equipped.
[0074] The control device 6 pre-sets the identification method according to whether the unit game and game state can be identified by the bonus signal. In the example in Figure 17, for example, if the machine is "AAA", there are two types of BBs, BB1 and BB2, and it is necessary to distinguish between them, but since two types of BB signals are output, it is possible to distinguish between BB1 and BB2, and they are identified by the bonus signal. If the machine is "BBB", there is one type of BB, BB1, and it is not necessary to distinguish between them, and since one type of BB signal is output, they are identified by the bonus signal. If the machine is "CCC", there are two types of BBs, BB1 and BB2, and it is necessary to distinguish between them, but since only one type of BB signal is output, it is not possible to distinguish between BB1 and BB2, and they are identified by game out.
[0075] Next, the unit game identification process will be explained with reference to Figures 18 to 19. As mentioned above, there are two configurations for the signal output of the slot machine 1: one in which game information is output as a pulse, and another in which a message containing multiple game information is output serially at a predetermined interval. Here, we will explain each of these configurations: the one in which the slot machine 1 outputs game information as a pulse, and the one in which the slot machine 1 outputs a message containing multiple game information serially at a predetermined interval.
[0076] (1) Configuration for outputting game information as pulses (see Figure 18) When the conditions for transitioning from the main process (not shown) to the unit game identification process are met, and the control device 6 transitions from the main process to the unit game identification process and starts the unit game identification process, it detects a game out (S1) and determines whether the game state has been identified or not (S2). If the control device 6 determines that the game state has been identified (S2: YES), it identifies the unit game (S3), adds "1" to the game count (S4), terminates the unit game identification process, and returns to the main process.
[0077] If the control device 6 determines that the game state has not been identified (S2: NO), it determines whether the game out is "1" (S5). If it determines that the game out is "1" (S5: YES), it sets the reference out to "1" (S6), identifies the unit game (S7), adds "1" to the number of games (S4), terminates the unit game identification process, and returns to the main process.
[0078] If the control device 6 determines that the number of game outs is not "1" (S5: NO), it determines whether the number of game outs is "2" (S8). If it determines that the number of game outs is "2" (S8: YES), it sets the reference out to "2" (S9), identifies the unit game (S10), adds "1" to the number of games (S4), terminates the unit game identification process, and returns to the main process.
[0079] If the control device 6 determines that the number of game outs is not "2" (S8: NO), it sets the reference out to "3" (S11), identifies the unit game (S12), adds "1" to the number of games (S4), terminates the unit game identification process, and returns to the main process.
[0080] (2) A configuration that serially outputs a message containing multiple game information at a predetermined interval (see Figure 19) When the conditions for transitioning from the main process (not shown) to the unit game identification process are met, and the control device 6 transitions from the main process to the unit game identification process and starts the unit game identification process, it receives a message included in the serial signal (S21) and determines whether the number of game outs is "1 or more", that is, whether it has reached "1" or more (S22). If the control device 6 determines that the number of game outs is not "1 or more", that is, has not reached "1" (S21: NO), it returns to step S21 and repeats the steps from S21 onwards. If the control device 6 determines that the number of game outs is "1 or more", that is, has reached "1" (S22: YES), it identifies the unit game (S23), adds "1" to the number of games (S24), terminates the unit game identification process, and returns to the main process. For other configurations, such as a configuration that distinguishes the normal state according to the number of game outs, the same configuration as the pulse output configuration can be adopted even if it is a serial output configuration.
[0081] According to the embodiment described above, the following effects can be obtained. In a gaming arcade system, targeting slot machine 1 equipped with BT (Bonus Time), the system identifies whether the normal state after a bonus ends is a low probability state, a first high probability state, or a second high probability state. Game information (e.g., number of games, number of bonuses, etc.) is collected and output for each identified normal state. This makes it possible to play with the expectation of subsequent bonuses on a normal state basis, and to consider setting adjustments according to the occurrence of BT, thus making it suitable for slot machine 1 equipped with a gameplay feature called BT.
[0082] Since the type of normal state is identified by a bonus signal or a signal indicating the number of bets, the occurrence of bonus time (BT) can be suitably identified.
[0083] By collecting combined game information that integrates game information from multiple normal states and outputting game information for each normal state and the combined game information in a comparable manner, it becomes easy to compare game information for each normal state with the combined game information.
[0084] By distinguishing between and collecting game information in a low probability state, game information in the first high probability state, game information in the second high probability state, and game information that integrates the game information in the first and second high probability states, it becomes possible to collect game information effectively.
[0085] By including the number of times a unit game is played, the number of times a bonus occurs per game state, and the probability of a bonus occurring per game state in the collection of game information, it becomes possible to appropriately manage the number of times a unit game is played, the number of times a bonus occurs per game state, and the probability of a bonus occurring per game state.
[0086] The system identifies the BT (Bonus Time) state, which is a continuous win period, based on the type of bonus and whether the normal state after the bonus ends is a low probability state, a first high probability state, or a second high probability state. It then collects and outputs game information (such as the entry rate and average number of consecutive wins) for the identified continuous win period. This makes it possible to appropriately grasp and manage game information related to BT, and to appropriately support gaming machines equipped with a gameplay feature called BT.
[0087] By collecting gameplay information over periods corresponding to the type of bonus, it becomes possible to collect gameplay information appropriately according to the type of bonus.
[0088] By identifying the types of bonuses and displaying a breakdown of those types, it becomes possible to create a sense of anticipation for bonuses during the BT (Bonus Time) state.
[0089] Since the occurrence of RB (Regular Bonus) is used to determine the end of the BT (Bonus Time) state, which is a period of consecutive wins, the duration of the BT state can be appropriately managed.
[0090] When an RB occurs, the occurrence of the bonus during a predetermined number of unit games in a low probability state is identified as the starting point of the winning streak period. On the other hand, when a BB occurs, the occurrence of the BB is identified as the starting point of the winning streak period regardless of the subsequent occurrence of a special state. Thus, the starting point of the winning streak period can be appropriately identified.
[0091] The system identifies whether the normal state after the bonus ends is a low probability state, a first high probability state, or a second high probability state based on whether the bonus is an RB, a black 7BB, or a white 7BB. It also determines the number of unit games to be played using the type of the previous bonus or game out. This allows for the appropriate determination of the number of unit games to be played even when the prescribed number in the normal state fluctuates, making it suitable for gaming machines equipped with a gameplay feature called a bonus trigger.
[0092] When the type of bonus can be identified, the number of unit games to be played is determined by the type of bonus, eliminating the need to set up an out timer or similar device to track the number of game outs. On the other hand, when the type of bonus cannot be identified, the number of unit games to be played is determined based on the number of game outs during the period after the bonus has ended, thus allowing for the appropriate identification of the number of unit games to be played regardless of whether the type of bonus can be identified or not.
[0093] Since the number of unit games is determined based on signals regarding the number of bets during a predetermined period after the arcade opens until the first bonus occurs, there is a risk that the number of unit games to be played will be unmanageable at the time the arcade opens because it is not possible to determine the number of unit games to be played depending on the type of bonus. However, by determining the number of unit games based on signals regarding the number of bets during a predetermined period, the number of unit games to be played can be appropriately managed.
[0094] The system determines whether the bonus at closing time is an RB, a black 7BB, or a white 7BB, and whether the normal state after the bonus ends is a low probability state, a first high probability state, or a second high probability state. Notifications corresponding to the determined game state are given either during closing time or opening time, which is the period from closing time to opening time of the arcade. This makes it possible to appropriately grasp and manage the BT state in accordance with the operating conditions of the arcade, and makes it suitable for use with gaming machines equipped with a game feature called BT.
[0095] If a BT (Battle Time) state is identified while the amusement arcade is closed or at the time of closing, the notification of information indicating that BT state is suppressed at opening time, thus preventing players from coming to the arcade specifically to play games in BT state only at opening time.
[0096] By suppressing the notification of information indicating the BT state at opening time and detecting signals related to the execution of unit games to provide notification of the BT state, even if the notification of a BT state identified during or at closing time is suppressed at opening time, detecting and notifying unit games makes it possible to give a sense of exclusivity to players who come in from opening time.
[0097] If a reset signal is detected, the notification of information indicating the BT state at the start of business hours will be suppressed. This ensures that regardless of the normal state identified at closing time, notification will be available at opening time according to the normal state.
[0098] If the BT (Bonus Time) state is identified at the time the arcade closes, a signal related to the number of bets is detected, and a notification indicating that initialization was not performed on the corresponding gaming machine is issued at the time of opening. Therefore, even if the notification of the bonus trigger state at the time of opening is suppressed after identifying the bonus trigger state at closing, it is possible to give players a sense of exclusivity by notifying them that initialization was not performed in accordance with the game end at the time of opening.
[0099] The game identifies a winning streak period, which is the time from when the BT state occurs until the player returns to a low probability state. Game information is collected for each winning streak period, and the winning streak period identified at closing time includes the BT state at opening time. Therefore, if the BT state is identified at opening time without initialization, game information can be collected including the BT state identified at closing time, allowing for better continuation of the previous day's game information even when playing from opening time.
[0100] If the signal serially output from slot machine 1 contains information regarding the number of bets that has reached a predetermined number, a unit game is identified, and the number of times that identified unit game has been played is determined. Therefore, even if the information regarding the number of points consumed output in the normal state after the end of a bonus is not constant, a unit game can be identified without setting a period for determining a "bet pulse," making it suitable for gaming machines equipped with gameplay features such as bonus time (BT).
[0101] The present invention is not limited to the embodiments described above, and may be modified or expanded as follows.
[0102] The collected game information is illustrative, and may include TY (Year of Play), total number of games played, number of jackpots, jackpot probability, points awarded per bonus unit, etc. It may also be collected separately for specific bonus units or consecutive win periods. Furthermore, information such as the proportion of time spent in a particular bonus state or the proportion of different bonus types may be output in a comparable manner, such as a graph.
[0103] In the gameplay of slot machine 1, the probability of winning a bonus is increased in BT state. In the random number generation for winning in BT state, random numbers other than those for replays are assigned to bonuses, so that a bonus is almost guaranteed in BT state, and BT state can be defined as a state in which bonuses are won consecutively, such as a 1G consecutive win. In this case, the information display device 3 displays consecutive bonuses as a single bonus, while the management device 6 manages consecutive bonuses as individual bonuses. Furthermore, displays indicating that bonuses are consecutive, the number of consecutive wins, and displays indicating that the same bonus is being won consecutively may also be provided. Additionally, the expected probability of a 1G consecutive win and the type of bonus when a 1G consecutive win occurs may be reported based on the collected game information.
[0104] The provided examples show the specified number of bets for 3-point, 2-point, and 1-point bets, but it is not necessary to have three types. For example, there could be two types, such as 3-point bets and 2-point bets. Alternatively, the game could be designed so that 1-point bets are used in low-probability states and 3-point bets are used in high-probability states, with a higher payout rate but a lower bonus probability in low-probability states, and a lower payout rate but a higher bonus probability in high-probability states.
[0105] While the example given is a so-called "normal type" slot machine that increases game points solely through bonuses, the example could also include so-called AT type or ART type slot machines that announce the order of button presses for small wins during special states. Furthermore, a CZ (Chance Zone) with a high probability of winning an AT or ART could be used as the special state.
[0106] Although an example was given of a slot machine that does not output a signal indicating which normal state it is in, such a signal may be output, and if a signal is output, that signal may be used to identify the type of normal state.
[0107] While the bonus unit is set to have one fixed number, it is also possible to have multiple fixed numbers, and to pre-determine which of the multiple fixed numbers will be fixed based on probability. Furthermore, the distribution may differ depending on the set value.
[0108] Game information, such as the percentage of time spent in each game state and indications of the game state, may be displayed on an information disclosure site that is made public outside the game hall. Alternatively, the information display device 3 may output the percentage of time spent in each state as a graph for comparison.
[0109] If it is not possible to suitably identify a unit game, theoretical values for each game state may be calculated and output based on the total number of games played, using information disclosed by the gaming machine manufacturer.
[0110] In the management device 6, if the BT state is present when the closing process, which indicates that the gaming hall has closed, the notification of the BT state may be suppressed after the closing process until the opening process, which indicates that the gaming hall has opened, is performed. Alternatively, although the notification of the BT state is suppressed at opening time, the occurrence of the BT state may be notified by identifying a unit game when it is suppressed (this corresponds to notifying information indicating a high probability state by detecting a signal related to the execution of a unit game). In this case, it is preferable to identify the unit game by the number of game outs. If the number of game outs is a predetermined number, for example, not a 3-point bet, a notification is made indicating that initialization was not performed (this corresponds to notifying at opening time that initialization was not performed in the corresponding gaming machine by detecting a signal related to a predetermined predetermined number), and the BT state is also notified. In this case, since the BT state has continued since the closing time of the previous day, the display may include the BT state of the current day in addition to the BT state of the previous day (this corresponds to collecting game information for each consecutive win period, and including the high probability state at opening time in the consecutive win period that includes the high probability state identified at closing time).
[0111] If there are multiple bonuses that trigger a transition to the BT state, the game information for the BT state may be output separately for each of those multiple bonuses, distinguishing the BT state.
[0112] It is also possible to set predetermined achievement conditions for game information such as consecutive wins and wins, and to perform an achievement animation to celebrate the achievement when those conditions are met. However, if there is a possibility that the BT (Bonus Time) will end, such as with RB (Regular Bonus), this may instead cause dissatisfaction among players. If the achievement condition is met by RB, the execution of the achievement animation should be suppressed.
[0113] If the BT state ends due to RB, or if the BT state does not occur, a sequence of events encouraging the revival or occurrence of the BT state may be performed for a predetermined number of games. If a bonus is won during the execution of such an event, the previous BT state may be merged with the current BT state, or the occurrence of the BT state may be identified.
[0114] The expression "to reach" can correspond to either "above" or "exceed," and it is acceptable to include both.
[0115] This explanation assumes a sealed, coinless slot machine, but it can also be applied to payout slot machines that use tokens as the game medium. In that case, terms such as "points" should be replaced with "tokens" as appropriate.
[0116] The information display device 3 and relay device 4 may substitute for some or all of the processing performed by the management device 6. Furthermore, the information display device 3 may output content that the management device 6 outputs, or vice versa. Output methods may include not only display, but also audio output, print output, or a combination thereof.
[0117] The example configurations, including variations, can be combined in any way, and some configurations may be omitted as appropriate. [Explanation of symbols]
[0118] In the drawing, 1 is a slot machine (gaming machine), 3 is an information display device (detection means, game information identification means, game information collection means, game information output means, unit game identification means, notification means), 6 is a management device (detection means, game information identification means, game information collection means, game information output means, unit game identification means, notification means), 8 is a monitor (game information output means, notification means), 43 is an information display unit (game information output means, notification means), and 48 is a control unit (detection means, game information identification means, game information collection means, unit game identification means).
Claims
1. In a gaming arcade system for a gaming machine in which a unit game can be executed by consuming a predetermined number of gaming media from among multiple predetermined numbers, and as a result of the unit game, the game transitions to a special state that is more advantageous to the player than the normal state, and multiple probabilities of transitioning from the normal state to the special state are set for each predetermined number, and after the special state ends, one of the multiple predetermined numbers is fixed according to the type of special state, thereby dividing the normal state into a low probability state and a high probability state in which the transition probability is higher than that of the low probability state, A detection means for detecting a signal output from the aforementioned gaming machine, A game state identification means that identifies the game state based on the signal detected by the aforementioned detection means, A game information collection means that collects game information based on the signal detected by the aforementioned detection means, The system includes a game information output means that outputs game information obtained by the game information collection means, The aforementioned game state identification means identifies which of the aforementioned normal states the game is in, The aforementioned game information collection means is a game arcade system that collects game information in units of normal states identified by the aforementioned game state identification means.
2. The game state identification means identifies which of the normal states is being played by using one of the signals, from among the signals corresponding to a special state and the signal indicating a predetermined number.
3. The game information collection means collects composite game information which integrates game information from multiple normal states among the game states identified by the game state identification means. The game information output means outputs game information of normal state units and the composite game information collected by the game information collection means in a comparable manner, according to the game arcade system according to claim 1 or 2.
4. The aforementioned high-probability state is further divided into a first high-probability state and a second high-probability state in which the transition probability is lower than that of the first high-probability state. The game information collection means includes the number of times the unit game is executed as the target of game information collection, and the game information identified by the game state identification means is collected by distinguishing between game information in the low probability state, game information in the first high probability state, game information in the second high probability state, and game information that integrates the game information in the first high probability state and the second high probability state, as described in claim 1 or 2 for a game arcade system.
5. The game information collection means includes game information indicating the number of times the unit game is executed, the number of times the special state occurs in the game state unit, and the probability of the special state occurring in the game state unit based on the number of executions and the number of occurrences, as described in claim 1 or 2.
6. In a game information display device for a gaming machine, a unit game can be executed by consuming a predetermined number of game media from among multiple predetermined numbers, and as a result of the unit game, the game transitions to a special state that is more advantageous to the player than the normal state, multiple probabilities of transitioning from the normal state to the special state are set in units of the predetermined number, and after the special state ends, one of the multiple predetermined numbers is fixed according to the type of special state, thereby dividing the normal state into a low probability state and a high probability state in which the transition probability is higher than that of the low probability state, according to the fixed predetermined number, A detection means for detecting a signal output from the aforementioned gaming machine, A game state identification means that identifies the game state based on the signal detected by the aforementioned detection means, A game information collection means that collects game information based on the signal detected by the aforementioned detection means, The system includes a game information output means that outputs game information obtained by the game information collection means, The aforementioned game state identification means identifies which of the aforementioned normal states the game is in, The game information collection means is a game information display device that collects game information in units of normal states identified by the game state identification means.
Citation Information
Patent Citations
Data compiling method and data display method for game machine
JP2004195026A