System for amusement facilities

The gaming system addresses the issue of uncounted balls by implementing a networked management system with payout counting and situation-based value presentation, ensuring accurate and appealing ball count displays.

JP2026067610APending Publication Date: 2026-04-21DAIKOKU DENKI KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
DAIKOKU DENKI KK
Filing Date
2024-10-09
Publication Date
2026-04-21

AI Technical Summary

Technical Problem

Conventional gaming machines struggle to accurately account for uncounted balls in upper and lower trays, leading to discrepancies between actual and presented ball information, affecting both player appeal and management accuracy.

Method used

A gaming system that includes a payout counting process, actual value identification, theoretical value identification, game situation assessment, and a selection mechanism to present either actual or theoretical ball counts based on player behavior and machine status, reducing discrepancies through a networked management system.

Benefits of technology

The system effectively minimizes discrepancies between actual and presented ball counts, enhancing player appeal and management accuracy by accurately reflecting ball counts in real-time.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026067610000001_ABST
    Figure 2026067610000001_ABST
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Abstract

This aims to minimize discrepancies between the displayed information and the actual number of balls won when presenting information about the winnings from so-called payout-type gaming machines. [Solution] In a gaming arcade system, when displaying acquired balls for a payout-type gaming machine 1, the system allows the player to choose whether to display the actual acquired balls (actual balls held) that can be identified by the counting result of the payout counting process that counts the awarded gaming balls, or the theoretical balls held that can be identified by the game information (out, safe, sales information) output from the payout-type gaming machine 5, depending on the game situation. This makes it less likely for discrepancies to occur between the actual acquired balls and the displayed balls.
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Description

Technical Field

[0001] The present invention relates to a system for a game parlor.

Background Art

[0002] In a game parlor, balls, medals, points, etc. (hereinafter referred to as acquired balls) obtained by a player are presented to the player for appeal. For example, in Patent Document 1, for a so-called smart gaming machine and a payout gaming machine (hereinafter referred to as a conventional machine) that pays out conventional balls, a composite image in which a ball box image indicating the acquired balls in the corresponding gaming machine and others are synthesized is presented to the player in a captured image of a game island where the gaming machine is installed, thereby appealing the acquired balls.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In this case, the smart gaming machine can present acquired ball information such as a ball box image and the number of acquired balls including the so-called game balls managed by the gaming machine. However, even if the conventional machine adopts a gaming device with a so-called individual counting function, it is difficult to include in the acquired ball information the uncounted acquired balls that remain in the upper tray or lower tray of the conventional machine among the actually counted acquired balls. Also, as a method of including uncounted acquired balls in the acquired ball information, a method of specifying the acquired ball information by theoretical held balls obtained by calculating the inserted balls and payout balls can be assumed. However, in the conventional machine, there are quite a few players who move between tables with a small number of balls, and if the acquired ball information is specified uniquely by the theoretical held balls, there is a possibility of a difference from the actual acquired balls. Such problems occur not only when presenting acquired ball information by a composite image as in a known example, but also, for example, when the manager of the game parlor wants to know the number of acquired balls even without presenting the acquired balls to the player.

[0005] The present invention has been made in view of the above circumstances, and its purpose is to provide a gaming system that makes it difficult for discrepancies to occur between the actual number of balls won and the information presented when displaying the winnings of a so-called payout-type gaming machine. [Means for solving the problem]

[0006] The present invention relates to a game arcade system that manages a payout-type game machine (e.g., payout-type game machine 5, etc.) that provides game value (e.g., game balls, etc.) in response to gameplay, and comprises: a presentation means (e.g., acquisition information display device 64, etc.) capable of presenting acquired value (e.g., acquired balls, etc.), which is the game value acquired by the player; a payout counting means (e.g., game device 6, etc.) that performs a payout counting process to count the game value provided by the payout-type game machine; an actual value identification means (e.g., game device 6, etc.) that identifies the actual acquired value (e.g., actual balls, etc.) that can be identified by the counting result of the payout counting process; and a system that manages a payout-type game machine (e.g., payout-type game machine 5, etc.) that provides game value (e.g., game balls, etc.) in response to a game signal output from the payout-type game machine and an operation by the player, and provides consumption value (e.g., out, etc.), which is the game value consumed by the game, prize-granting value (e.g., safe, etc.), which is the game value granted by winning, and game value granted in exchange for monetary value. The system includes: a game information identification means (e.g., a gaming device 6) for identifying game information that can identify the value of consideration (e.g., sales information (sales amount or number of balls sold)); a theoretical value identification means (e.g., a gaming device 6) for identifying a theoretical value (e.g., theoretical number of balls) that indicates the theoretical value of acquisition based on the game information identified by the game information identification means; a game situation identification means (e.g., a gaming device 6) for identifying the game situation (e.g., whether the theoretical number of balls or the actual number of balls is greater, whether the player is continuing to play without moving machines, or whether the player brought in balls when moving machines and whether the number of balls brought in is within the range acceptable to the gaming hall) based on at least one of the game signals output from the payout type gaming machine and the player's operations; and a selection means (e.g., a gaming device 6) for selecting which of the actual value and the theoretical value to be presented by the presentation means based on the game situation identified by the game situation identification means.

[0007] According to the above configuration, the system selects whether to present the actual value, which is the actual value obtained that can be identified by the counting results of the payout counting process, or the theoretical value, which is the theoretical value obtained that can be identified by the game information, depending on the game situation. This makes it possible to reduce discrepancies between the actual number of balls obtained and the information presented when presenting the acquisition information of a so-called payout type game machine. [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 smart gaming machine [Figure 3] Front view of a gaming device compatible with smart gaming machines. [Figure 4] Front view of a payout-type gaming machine [Figure 5] Front view of a gaming device compatible with payout-type gaming machines. [Figure 6] Diagram showing an example of game information. [Figure 7] Figure showing the real image and composite image 1. [Figure 8] Figure showing the real image and composite image 2. [Figure 9] Figure showing the real image and composite image 3. [Figure 10] Figure 4 shows the real image and the composite image. [Figure 11] Diagram showing a configuration example. [Modes for carrying out the invention]

[0009] The following describes one embodiment with reference to the drawings. Figure 1 is a schematic diagram showing the overall configuration of a gaming arcade system. Numerous gaming machines, including smart gaming machines 1 and payout-type gaming machines 5, are installed in the arcade. A gaming device 2 (corresponding to a smart counting means) and an information display device 3 are installed in a one-to-one correspondence with the smart gaming machine 1, and two units each of the gaming device 2 and information display device 3 are connected to a relay device 4. The relay device 4 is connected to a management device 10 (corresponding to a setting means) via LAN 9. A gaming device 6 (corresponding to a payout counting means, actual value identification means, game information identification means, theoretical value identification means, game status identification means, selection means, suppression means, and abnormality determination means) and an information display device 7 are installed in a one-to-one correspondence with the payout-type gaming machine 5, and two units each of the gaming device 6 and information display device 7 are connected to a relay device 8. The relay device 8 is connected to a management device 10 via LAN 9.

[0010] The management device 10 receives game information indicating the game status of the smart gaming machine 1 and the payout gaming machine 5, and manages the game information on a unit basis for the smart gaming machine 1 and the payout gaming machine 5. In this case, the game information for the smart gaming machine 1 is received by the management device 10 via the gaming device 2 and the relay device 4, and the game information for the payout gaming machine 5 is received by the management device 10 via the relay device 8. On the other hand, various setting information for the gaming device 2 set in the management device 10 is received by the gaming device 2 from the management device 10 via the relay device 4, and various setting information for the gaming device 6 set in the management device 10 is received by the gaming device 6 from the management device 10 via the relay device 8.

[0011] The gaming arcade is also equipped with a prize exchange terminal (hereinafter referred to as POS) 11 and a payment machine (not shown), and both the POS 11 and the payment machine are connected to the management device 10 via LAN 9. The POS 11 has a touch panel LCD display, a card slot into which IC cards such as membership cards and general cards are inserted, and a keypad for authentication processing. When an IC card is inserted into the card slot, the POS 11 performs a prize exchange process based on the gaming value such as points, deposited points, balls, and stored balls identified by the inserted IC card. When performing a prize exchange process, the POS 11 identifies the value of points that can be exchanged for prizes by, for example, reading the points or balls acquired by a general player from a general card, or by identifying a member player from a membership card and obtaining the deposited points (so-called stored balls corresponding to smart gaming machines) or stored balls deposited by that member player online from the management device 10.

[0012] The payment machine has a card slot for inserting an IC card, a banknote slot for inserting banknotes, and a return slot for returning banknotes and coins. When an IC card is inserted into the card slot, the payment machine returns banknotes and coins corresponding to the deposit balance (monetary value, hereinafter sometimes referred to as the balance) identified by the inserted IC card through the return slot. Also, when banknotes are inserted into the banknote slot, the payment machine adds the inserted amount to the balance recorded on the IC card.

[0013] The cards used by players in the gaming hall are membership cards (membership recording media) and general cards (general recording media). Membership cards are valid until a predetermined expiration date (for example, 3 years) and are issued to players who have registered as members in advance. Deposit points and stored balls corresponding to membership cards are stored in the membership account of the management device 10 for each unit price. The IC chip embedded in the membership card records a membership ID that can identify the card, as well as deposit balance information that can identify the deposit balance deposited into gaming devices 2 and 6 (they are associated). Deposit points and stored balls corresponding to membership cards are associated with the membership card when deposit information that can identify deposit points and stored ball information that can identify stored balls, which are stored in the membership account of the management device 10 for each unit price, are read from the membership account.

[0014] General cards are valid only for the day they are issued to an unspecified number of players, including those who are not registered members at the gaming facility. However, if a player requests it, it can also be issued to a registered player. The IC chip embedded in the general card records (associates) a general ID that can identify the card, as well as deposit balance information that can identify the deposit balance in the gaming device 2, point information that can identify the points and balls the player has earned through gaming on the day, and ball information that can identify the balls the player has, all recorded (associated) for each rental unit price. Of course, if the deposit balance information, point information, and ball information can be associated with a recording medium like an IC card, it is also possible to adopt a configuration where the management device 10 records them by associating them with the recording medium's identification information, rather than recording them directly on the recording medium.

[0015] The management device 10 is installed, for example, in an office or the like within the game arcade. Although detailed illustration is omitted, the management device 10 includes a control unit mainly composed of a microcomputer having a CPU and a storage unit such as a ROM and a RAM. A keyboard 12, a monitor 13, a printer (not shown), etc., which are operated by the administrator of the game arcade, are connected to the control unit. The management device 10 inputs data items and game signals output from the game machine side (smart game machine 1, payout game machine 5, game devices 2, 6, etc.), and manages game information for each smart game machine 1 and payout game machine 5, personal data for each member player, and the operating status of smart game machines 1, payout game machines 5, game devices 2, 6, etc. Further, the management device 10 manages the operating status, etc. of each device within the game arcade including the above-mentioned POS 11 and the change machine.

[0016] The smart game machine 1 will be described. The smart game machine 1 is a management game machine that stores and manages game points converted from the balance, held points, and deposited points owned by the player. On the condition that the stored game points remain, it supplies the internal pachinko balls to the launcher and launches them onto the game board. When the player wins and obtains game points, instead of paying out game balls, it mainly manages the increase and decrease by adding them as acquired points in terms of data (virtual game value).

[0017] In the smart game machine 1, the game value obtained by the player through the game, which is mainly managed on the smart game machine 1 side, is also referred to as the game machine value (game machine acquired value), and the held points mainly managed on the game device 2 side are also referred to as the device value (device acquired value). Further, the game value obtained by the player including the retained points obtained by combining those game machine values and device values (total of game points and held points) is also referred to as the acquired value.

[0018] As shown in FIG. 2, the smart gaming machine 1 includes a game board 14 from which pachinko balls are launched, an operation handle 15 that constitutes a launching device, a balance display unit 16 that displays the remaining balance, a counting button 17 for converting the game points into scored points, and a game point display unit 18 that displays the number of game points. On the game board 14, there are a normal pattern display unit 19, a normal pattern hold display unit 20, a special pattern display unit 21, a normal pattern winning hole 22, general winning holes 23 and 24, a first hold number display unit 25, a second hold number display unit 26, a first start hole 27, a second start hole 28, and a big winning hole 29. Also, below the counting button 17 and the game point display unit 18, there is a decorative panel 30.

[0019] The smart gaming machine 1 operates as follows. (1) The first start hole 27 is a winning hole with a non-varying winning rate (so-called bottom hole), and the second start hole 28 is a winning hole with a varying winning rate (so-called electric chu). A jackpot lottery is conducted in response to a winning (start winning) at each start hole 27, 28, and the lottery result is notified by a symbol variation (unit game) performed on the special symbol display unit 21, and a jackpot is determined according to the variation result.

[0020] (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 in a state where the number of held symbol variations (hold number) reaches the upper limit value, the symbol variation is not held.

[0021] (3) The winning probability of the jackpot lottery (jackpot probability) is 1 / 200, and the probability of a jackpot becoming a jackpot in a subsequent probability variation state (probability variation) (probability variation jackpot), the probability of variation is 50% for the bottom hole and 70% for the electric chu. When a jackpot occurs, the big winning hole 29 is opened for the number of rounds (R) allocated. Here, in the case of the bottom hole, all are allocated to 4R, while in the case of the electric chu, 50% is allocated to 10R and 50% is allocated to 4R. The upper limit number of winning in 1R is 10, and the upper limit opening time is 30 seconds. When either the upper limit number of winning or the upper limit opening time is satisfied, 1R ends.

[0022] (4) During the probability variation mode, the probability of hitting a jackpot increases to 1 / 50, and a combined time-saving mode (time-saving mode) is activated, where the rate of winning into starting slots 27 and 28 increases, and this continues until a jackpot occurs. On the other hand, if a regular jackpot occurs that does not result in a probability variation mode, a non-probability variation time-saving mode (single time-saving mode) is activated, which continues until 100 symbol changes occur, and if no jackpot occurs, it returns to the normal state.

[0023] (5) The second starting gate 28 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 22, is hit. In this case, the time it takes for one regular symbol to change is 30 seconds in the normal state and 3 seconds in the time-saving state. Also, the opening time 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 time it takes for the regular symbol to change is shorter compared to the normal state, while the opening time is longer, which increases the probability of winning in the second starting gate 28.

[0024] In addition to the gaming machines described above, other gaming machines that can be managed may also include those with a so-called ceiling function, those with multiple jackpot probabilities that can be changed by settings, and those with adjustable settings (modes).

[0025] The smart gaming machine 1 outputs the following data items as the game progresses, such as when the player shoots balls and when the balls enter the starting holes 27 and 28. "Out" = A data item that indicates 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. "S Prize (Number of Times)" = A data item that shows the number of starting prizes (S prizes) since the last data transmission, in units of one.

[0026] "Start (Count)" = A data item indicating the start (number of symbol changes, number of mechanism activations, number of unit games) of the special feature (special display unit 21) 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. "Operating (Status)" = A data item that indicates whether a special feature such as a changing symbol is active when data is transmitted, or whether it is off. The period from when it is turned on until it turns off is identified as when the special feature is operating. "Big Win (Number of Wins)" = A data item that shows the number of big wins 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. "Big Win (Status)" = A data item that indicates whether a big win state is active at the time of data transmission (On) or not (Off) otherwise. The period from when it is turned On until it is turned Off is identified as the big win state.

[0027] "Sweet Mode (State)" = A data item that, when data is transmitted, indicates whether the special state (Sweet Mode) or jackpot state is active, and whether it is off otherwise. The period from when it is turned on until it is turned off is identified as Sweet Mode or Jackpot. For example, if Sweet Mode (State) is on, and Jackpot (State) is on, it is identified as Jackpot, and if Jackpot (State) is off, it is identified as Sweet Mode. Sweet Mode also corresponds to the special states such as time-saving and probability change mentioned above. Sweet Mode does not necessarily have to be on during a jackpot. If both Jackpot (State) and Sweet Mode (State) are off, it is identified as the normal state. The state of being Sweet Mode or Jackpot is referred to as Special Prize Mode. Game Points = A data item that shows the game points in units of 1 point at the time of data transmission.

[0028] The data items described above are transmitted as data signals, such as telegrams, that can identify them. The cumulative data (updated data) since the last transmission is sent from the smart gaming machine 1 to the gaming device 2 at regular intervals (for example, every 300 milliseconds). Other fraudulent information besides the data items described above is also output.

[0029] The gaming device 2 will now be described. As shown in Figure 3, the gaming device 2 includes a status LED 31 that indicates the game status of the smart gaming machine 1 and the status of the gaming device 2, a banknote slot 32 into which banknotes are inserted, a camera 33 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 34 that accepts operation input from the player and displays various game data described later, a payout button (grant button) 35 that accepts payout operations (grant operations), a loan button 36 that accepts loan operations, a call button 37 that accepts calls for the gaming hall staff, a contactless mobile terminal reader 38 that can read mobile IDs, a remote control receiver 40 that receives signals from an employee remote control 39 (see Figure 1) that is carried and operated by an employee, a return button 41 that accepts return operations, a card slot 42 into which an IC card is inserted, a USB connector 43 to which a USB cable can be attached and detached, and the like.

[0030] The mobile ID read by the mobile terminal reader 38 is, for example, an ID assigned to an IC chip embedded in a FeliCa® mobile phone (hereinafter referred to as "mobile terminal"), and is a unique ID for identifying the mobile terminal. In other words, the mobile ID corresponds to member identification information that can identify the mobile terminal (member recording medium) owned by the member player. The mobile terminal reader 38 is not only incorporated into the gaming device 2, but also into the POS 11.

[0031] Game device 2 operates as follows: (1) When a banknote is accepted (banknote acceptance processing), the amount is added to the balance and displayed on both the smart gaming machine 1 and the gaming device 2. When the lending button 36 is operated (lending operation, granting operation, operation by the player) while there is a balance, one unit of lending (for example, 125 balls) is converted into game points as lending points (equivalent to the value of the payment), and the game points managed by the smart gaming machine 1 are increased by this converted amount to grant lending points (lending processing, payment granting processing), and the amount of payment according to the game rate (hereinafter referred to as the rate) is deducted from the balance. Banknotes can be accepted for the amount corresponding to multiple payment granting processes (for example, up to 11,000 yen).

[0032] (2) Points are managed, and points cannot be used directly for gameplay, but a conversion process (rewarding process, replay process) is performed to convert points equivalent to one payout unit into game points (conversion points) in response to the operation of the payout button 32 (replay operation, granting operation, payout operation). 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).

[0033] (3) When the game points of the smart gaming machine 1 increase in accordance with the game, a counting process (equivalent to a conversion counting process) is performed to convert the game points into points in accordance with the operation of the counting button 17 of the smart gaming machine 1 (counting operation). In this case, one 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 gaming device 2, such as by operating the return button 41 while there is a balance or points remaining, the balance or points will be linked to a general card and issued (issuance process). In addition, it is also possible to perform a partial issuance process in which only a portion of the points or the balance is to be issued.

[0034] (4) The issuance process is based on issuance conditions set according to the game points in the smart gaming machine 1. In this embodiment, the issuance condition is met and the issuance process becomes possible when the number of game balls becomes "0" or less. Therefore, communication (including information such as out or safe) is performed with the smart 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 process, this fact is notified to the gaming device 2, and the issuance process is permitted when the issuance condition is met. It is sufficient to update the game points and identify that the issuance condition has been met by including game point information that can identify the game points in the data items transmitted from the smart 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.

[0035] (5) Points that can be identified by the issued general card can be exchanged for prizes at POS11, and the balance can be settled in cash at the settlement machine. Incidentally, cash is an example of monetary value, including the currency accepted by the gaming device 2, but other monetary values ​​such as electronic money or credit card payments may also be accepted or settled. Furthermore, although the example shows issuing points and balances in association with general cards, it is of course also possible to issue them in association with other recording media such as membership cards or the player's mobile terminal.

[0036] (6) Through serial communication with the relay device 4, the management device 10 can identify various information such as currency acceptance processing, payment processing, balance, points held, points lent, points converted, deposit amount, counted points, points lent, sales amount which is the consideration for points lent, 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 smart gaming machine 1 and the gaming device 2 communicate directly, the smart gaming machine 1 and the gaming device 2 may also communicate via the relay device 4.

[0037] (7) The remote control receiver 40 receives commands from the employee remote control 39 and performs various processes according to the content of the commands.

[0038] The payout-type gaming machine 5 will now be described. The payout-type gaming machine 5 is a CR (card reader) pachinko machine in which the game medium (game value) is balls. Unlike the smart gaming machine 1 described above, it pays out game balls that the player has won by winning, and receives game balls that have been dispensed from the game device 6 in the upper tray. As shown in Figure 4, the payout-type gaming machine 5 has a game board 44 from which pachinko balls are launched, an operating handle 45 that constitutes the launching device, an upper tray 46, and a lower tray 47. The game board 44 has an LCD display 48, a regular prize slot 49, a first start slot 50, a second start slot 51, and a large prize slot 52. The upper tray 46 also has a balance display 53, a dispensing button 54, and a return button 55 on its upper surface. The ball capacity of the upper tray 46 is, for example, about 200 balls.

[0039] The payout-type gaming machine 5 outputs the following game signals as pulse signals in accordance with the progress of the game, such as when the player shoots balls into the starting holes 50 and 51. "Out signal" = A signal that identifies the value (out) of consumption (usage, insertion, recovery) output from the out box that collects consumed balls. Since one pulse is output for every 10 balls consumed, "number of out signals × 10" is identified as the out. Alternatively, the signal output from the payout type gaming machine 5 may also be used.

[0040] "Safe signal" = A signal that can identify the prize award value (safe) output from the payout-type gaming machine 5. Since one pulse is output for every 10 balls paid out in response to a prize, "number of safe signals × 10" is identified as safe. Alternatively, the supply signal output from the supply device may also be used as a safe signal. Furthermore, there are actual safe signals output when balls are actually dispensed and prize safe signals output when a payout is reserved in response to a prize, but it is desirable to use the latter in order to minimize the time lag between the prize and the output.

[0041] "Start signal" = A signal that can identify the start process (symbol change, mechanism operation, unit game) and start (number of start processes) in the LCD display unit 48 (mechanism) which changes (operates) when a start entry (S entry) is output from the payout type gaming machine 5. Since it is output when the symbol change is confirmed, the start process is identified according to the signal input. Alternatively, it may be substituted with the S entry signal that indicates an entry into each start port 50, 51.

[0042] "Big Win Signal" = A signal output from the payout-type gaming machine 5 that can identify the big win period. Since it is a status signal that is output at a level during a big win, the period when the big win signal is input is identified as a big win.

[0043] "Special State Signal" = A signal that can identify a special state (sweet mode) output from the payout-type gaming machine 5. Since this is a state signal that is output at a level during a special state (time-saving mode (including combined time-saving mode)) in which the winning rate of the second start port 51 is improved, the period when the special state signal is input is identified as the special state. It may also be a state signal (probability-changing signal) that is output at a level during a probability-changing mode in which the probability of winning a jackpot is improved. Furthermore, the period when neither the jackpot signal nor the special state signal is input is identified as the normal state.

[0044] The gaming device 6 will now be described. As shown in Figure 5, the gaming device 6 is a so-called individual counting machine, and has a status indicator light 56 ​​that shows the game status of the payout gaming machine 5 and the status of the gaming device 6, a coin slot 57 into which coins are inserted, a touch panel type liquid crystal display 58, a payout button 59 for dispensing the balls held, a payout nozzle 60 through which the dispensed balls pass, a card slot 61 into which an IC card is inserted, and a counting tray 62 located below the lower tray 47 of the payout gaming machine 5.

[0045] The gaming device 6 operates as follows: (1) When currency is received (currency acceptance processing), the amount received is added to the balance and displayed on both the payout gaming machine 5 and the gaming device 6. When the dispensing button 54 of the payout gaming machine 5 is operated (dispensing operation, granting operation) while there is a balance, one unit of dispensing (for example, 125 balls) is dispensed from the payout gaming machine 5 as dispensing balls and granted (dispensing processing, consideration granting processing), and the consideration amount according to the rate is deducted from the balance. Currency can be accepted for the amount corresponding to multiple consideration granting processes (for example, up to 11,000 yen).

[0046] (2) When balls acquired by a player are received, the received balls are counted (corresponding to the payout counting process), the counted balls are identified as the player's balls, and a payout process is enabled to return the player's balls in response to the operation of the payout button 59. When a payout is made, the player's balls are reduced by the amount of the refund (for example, the same number of balls as the number of balls returned). When the return button 55 (issuance operation) of the payout-type gaming machine 5 is operated while there is a balance or balls remaining, a general card that can identify the balance or balls that were stocked in the gaming device 6 is issued. Note that partial issuance, where only a portion of the balls or the balance is to be issued, is not permitted for the sake of simplicity in explanation, but it may be permitted.

[0047] (3) Through serial communication with the relay device 8, the management device 10 can identify various information such as currency acceptance processing, payment processing, balance, balls held, balls lent, converted balls, deposit amount, counted balls, balls lent, sales amount which is the payment for lent balls, 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.).

[0048] In the amusement arcade system, in addition to the above configuration, a camera 63 and an acquired information display device 64 (corresponding to a presentation means) are connected to the island management device 65, and the island management device 65 is connected to the management device 10 via LAN 9. The camera 63, the acquired information display device 64, and the island management device 65 will be described later.

[0049] Figure 6 is an example of a list of game information managed by each gaming device 2,6, where "Machine 1," "Machine 11," and "Machine 21" are assumed to be payout-type gaming machines 5, and "Machine 101" is assumed to be a smart gaming machine 1. For the sake of explanation, the values ​​of "Out (10000)," "Safe (12000)," "Sales Amount (16000)," and "Counted Balls (9000)" managed by each gaming device 2,6 are assumed to be the same. The definitions of each item are as follows.

[0050] "Counted balls" = Refers to balls that have been counted. "Disbursed balls" refers to balls dispensed in exchange for retained balls, such as during a replay. "Game balls" = Refers to the balls won by the smart gaming machine 1. Since this does not exist in the payout-type gaming machine 5, it is indicated as "-". "Balls held" refers to the number of balls acquired (i.e., counted balls - paid-out balls) managed by gaming device 2,6. For example, on machine number 1, it can be calculated as "counted balls (9000) - paid-out balls (3125) = balls held (5875)".

[0051] "Theoretical balls held" refers to the theoretical number of balls acquired (corresponding to theoretical value) indirectly determined from game information such as outs and safes. For example, it can be determined by "sales balls (sales amount ÷ rental price per ball) (corresponding to value given) - outs + safes". For example, if the rental price per ball for "machine 1" is "4 yen", then it can be calculated as "sales amount (16000) ÷ rental price per ball (4 yen / ball) - outs (10000) + safes (12000) = theoretical balls held (6000)". Figure 6 illustrates the case where the rental price per ball is "4 yen" for "machine 1", as well as "machine 11", "machine 21", and "machine 101".

[0052] "Owned balls" refers to the actual number of balls held (actual balls held) (corresponding to actual value). In smart gaming machine 1, it represents the sum of "game balls (game points)" and "owned balls (points)" (if the managed object is a smart gaming machine, this corresponds to "owned points," which include game points and points). On the other hand, in payout gaming machine 5, there are no game balls, so it represents the same value as "owned balls." For example, in machine number 101, it is calculated as "game balls (5000) + owned balls (1000) = owned balls (6000)," and in machine number 1, it is calculated as "owned balls (5875) = owned balls (5875)."

[0053] "Ball Box Balls" refers to the acquired balls that are notified to the player, as described later. In payout-type gaming machines 5, it refers to the larger of the theoretical number of balls held and the number of balls held, while in smart gaming machines 1, it refers to the number of balls held (which, although there is a slight time lag, almost matches the theoretical number of balls held).

[0054] "Status" indicates the result of the so-called error count. If the difference between the theoretical number of balls and the actual number of balls held does not reach the allowable value (for example, plus or minus 500), it is considered "normal." If it does reach the allowable value, it is considered "abnormal." (This corresponds to determining an abnormality when the relationship between the actual value and the theoretical value deviates from a predetermined allowable range.) In the example in Figure 6, for example, for machine number 21, the calculation is "Theoretical number of balls (6000) - Actual number of balls (6625) = Difference (-625)," and since the difference reaches the allowable value (corresponding to exceeding the allowable range), it is considered "abnormal." In the case of an "abnormality," the management device 10 and gaming devices 2 and 6 will issue an abnormality notification for employees to confirm the machine number in question.

[0055] When comparing theoretical balls held with actual balls held, or identifying the difference, one might use calculations such as "theoretical balls held - actual balls held." However, without specifying the theoretical balls held or actual balls held, the difference can be indirectly identified by calculations such as "sales balls - out + safe - (counted balls - paid-out balls)." Similarly, when comparing the two, one can determine which is greater by whether the result of the above calculation is positive or negative. Furthermore, without specifying the difference, one can indirectly determine whether there is a difference equal to the allowable value by whether, for example, "sales balls - out + safe - (counted balls - paid-out balls) - allowable value" is positive or negative.

[0056] Next, we will explain the processing according to the situation for each example machine number. For "machine number 1," we assume that the player has been playing continuously without moving from the machine since the start of the game. In this case, there is a difference of about "125 balls" between the theoretical number of balls held (6000 balls) and the actual number of balls held (5875 balls), which is assumed to be the balls remaining in the upper tray 46 and the lower tray 47. Since the actual number of balls won by the player includes these balls in the upper tray, the theoretical number of balls held (6000 balls), which is more than the actual number of balls held (5875 balls), is used as the target of the ball box balls (acquired value) in order to include them (this is equivalent to allowing the acquired value to be the theoretical value when the managed object is a payout type gaming machine).

[0057] Similarly, while it is assumed that the player continues playing on machine number "101" without moving to another machine, unlike the payout-type gaming machine 5, the smart gaming machine 1 does not have the concept of an upper tray, and the number of game balls is updated according to the game. Therefore, although there is a slight time lag as described above, the theoretical number of balls held (6000 balls) and the number of balls held (6000 balls) will match, and either can be used. However, in this embodiment, considering the need in the gaming hall to avoid showing players information related to outs and safes as much as possible, or to show the actual number of balls won, the number of balls held, which represents the actual number of balls won, is used as the target of the ball box.

[0058] Next, let's explain "machine number 11". "machine number 11" assumes that the player moved from another machine to play, and took some of the acquired balls with them within the limits allowed by the arcade (so-called "bringing in balls"). Specifically, if the player brought in "250 balls", the actual number of balls acquired on "machine number 11", including the theoretical number of "6000 balls", would be "6250 balls". However, since "125 balls" remain in the upper tray 46, the actual number of balls held is "6125 balls". In this case, it is difficult to determine the actual number of balls held, "6250 balls", but the ball that is closer to the theoretical number of "6000 balls" and the ball that is held, "6125 balls", is selected as the ball to be placed in the ball box. In other words, as with "machine number 1" and "machine number 11", the larger of the theoretical number of balls and the ball that is held is closer to the actual number of balls acquired, so it is selected as the ball to be placed in the ball box. In this way, if the theoretical number of balls is greater, the theoretical number of balls will be used; if the actual number of balls is greater, the actual number of balls will be used. In other words, the player can choose which balls to use in the ball box based on the results of comparing the theoretical number of balls and the actual number of balls.

[0059] Next, let's explain machine number 21. Machine number 21 is assumed to be a case where, similar to machine number 11, the player brought in balls when moving machines, but the amount of balls brought in is outside the range that the arcade can tolerate and is deemed abnormal. Specifically, since the player brought in 750 balls, which is within the tolerance limit (plus or minus 500) mentioned above, we assume that the actual number of balls won is 6750, which is the theoretical number of balls won on machine number 21 after moving, plus or minus 6000 balls. Of these, as with the other machines, 125 balls remain in the upper tray 46, so the number of balls held is 6625, which is the theoretical number of balls won on machine number 21 minus 125. This abnormality is reported to the arcade staff and becomes subject to inspection, but as with machine number 11, the number of balls held (6625 balls) is subject to inspection because it is more than the theoretical number of balls (6000 balls). Furthermore, in the event of an abnormality, the balls in the ball box may or may not be excluded from the presentation. Although not shown in the diagram, if a recording medium associated with the held balls is received, that amount can be added to the theoretical held balls and the held balls, so this amount may be taken into consideration in the various example calculations.

[0060] Furthermore, the conditions for resetting the theoretical number of balls can be predetermined and well-known. For example, when a recording medium such as a general card is issued, or considering the original gaming machine from which the brought-in balls were transferred, as mentioned above, the predetermined conditions could be met when a predetermined amount of time has elapsed or when sales have occurred while the theoretical number of balls has not reached a predetermined value (e.g., plus or minus 500).

[0061] As described above, the amusement arcade system is equipped with an acquisition information display device 64, which notifies the player of the number of balls in the ball box. Figures 7 to 10 are examples of ways in which the number of balls in the ball box is notified. In each case, the left side shows an image of the actual amusement island captured by the camera 63 (hereinafter referred to as the actual image) 101, and the right side shows an image (hereinafter referred to as the composite image) 102 created by combining the captured image with images of acquisition information, jackpot information, etc. In Figures 7 to 10, both the actual image 101 and the composite image 102 are shown for explanatory purposes, illustrating the case in which both the actual image 101 and the composite image 102 are presented to the player. However, only the composite image 102 on the right side may be presented to the player. Furthermore, the amusement arcade may allow the player to choose between presenting both the actual image 101 and the composite image 102, or presenting only the composite image 102. Furthermore, when both the real image 101 and the composite image 102 are presented, the real image 101 and the composite image 102 may be arranged vertically, and the game arcade may be able to choose between arranging them horizontally and arranging them vertically.

[0062] For example, in Figure 7, compared with the actual image 101 on the left, the composite image 102 on the right shows an image resembling a ball box (hereinafter referred to as the ball box image) A1 near the center, and images such as "6000 balls OVER" (hereinafter referred to as the OVER images) A2 and A3 superimposed above and below the corresponding gaming machine.

[0063] Here, the ball box image A1 and the OVER image A2 at the bottom of the gaming machine correspond to the balls in the ball box, which are updated as they occur, while the OVER image A3 at the top of the gaming machine corresponds to the maximum number of balls in the ball box or the theoretical maximum number of balls held. For example, if the number of balls in the ball box becomes "8000 balls" and then becomes "6000 balls", the display in the OVER image A3 at the top will remain "8000 balls OVER", but the display in the OVER image A2 at the bottom will become "6000 balls OVER".

[0064] OVER images A2 and A3 are displayed in units of a predetermined unit standard (e.g., 100 balls) relative to the number of balls in the ball box. Specifically, when the number reaches "6000 balls", it is updated to "6000 balls OVER", and then when it reaches "7000 balls", it is updated to "7000 balls OVER".

[0065] In the image of the ball box A1, for example, a standard value equivalent to one box of balls (e.g., 1500 balls) is set for the number of ball boxes in the box, and the number of ball boxes to be displayed is determined by identifying how many boxes the number of balls in the box corresponds to. However, it is also possible to display the number of balls in the box directly, rather than just showing the number of ball boxes.

[0066] Figures 8 to 10 show the image progression when a jackpot occurs from the state shown in Figure 7. Specifically, Figure 8 is a composite image of the jackpot-indicating animation (display of the word "Jackpot") A4, which was created when a jackpot occurred in the game machine in the lower left of the image. Figure 9 shows the OVER images A2 and A3 changing from "6000 balls OVER" to "7000 balls OVER" as the number of balls in the ball box increased due to the jackpot, and the animation of the ball box image A1 increasing begins. Figure 10 shows the updated ball box image A1 as a result of this animation. In other words, the ball box image A1 shown in Figure 10 is different from the ball box image A1 shown in Figure 9, as it has been updated to show the increase in the number of balls in the ball box.

[0067] This section explains how to map composite images 102 to images. On the actual image 101, it is pre-set which part corresponds to which machine number (e.g., the position of the ball tray image, the position of the gaming machine, or the position of the OVER image). Then, for any changes in the machine number, composite image 102 is added or updated to reflect the changes.

[0068] Furthermore, taking into consideration the player's portrait rights and personal impressions, the player is identified within the image, and a mosaic is applied to the composite image 102 that is not present in the actual image 101, in case the actual image 101 is not shown to the player. That is, a mosaic is applied to the area indicated by A5 in the actual image 101 shown in Figures 7 to 10. In this case, the area to which the mosaic is applied may be the entire person or only a part of it (for example, only the face).

[0069] Figure 11 shows the setting information related to the ball box ball notification described above. The definition of each item is as follows: "Model Name" = Indicates the corresponding model name. "Unit number" = Indicates the corresponding unit number. "Type" indicates either the conventional "payout type" or "smart (gaming machine)" setting. "Individual machine counting" = Indicates whether individual machine counting is available when "Type" is "Payout machine". Set to "Yes" if the corresponding gaming device has individual machine counting functionality, and to "No" if it does not. If "Theoretical Ball Count" = "Count per Machine" is set to "Yes", set to "Yes" if the theoretical ball count is to be included in the ball box count, and to "No" if it is not.

[0070] Here, if the "Type" is set to "Smart" as in model AA, there is no need to set whether or not "Individual machine counting" is enabled, and as mentioned above, the "Theoretical balls held" is almost the same as the actual number of balls held, so there is no need to set it again, and it is excluded from the settings by setting it to "-". On the other hand, if the "Payout type" is set to "None" as in model E, the dispensed balls are stacked in boxes as before, so there is no need to display composite image 102, and there is no need to set the "Theoretical balls held" again, so it is also excluded from the settings by setting it to "-".

[0071] Furthermore, if "Individual machine counting" is "enabled" but "Theoretical ball count" is "absent," as in model D, the system will not switch between theoretical ball count and actual balls held, as described above, and will fix the target of the ball box to actual balls held (this is equivalent to suppressing the display of theoretical ball count as acquired balls through the settings). This is to address the need to avoid displaying the theoretical ball count of the gaming area, or to display only the actual balls held, which can be identified, as the target of the display, similar to the case of the smart gaming machine described above. Note that Figure 11 shows an example of settings on a per-model basis, but it is of course possible to set it using other classification methods, such as setting it on a per-gaming machine basis.

[0072] As described above, this embodiment provides the following advantages and benefits. In a game arcade system, when displaying acquired balls for a payout-type game machine 1, the system selects whether to display the actual acquired balls (actual balls held) that can be identified by the counting result of the payout counting process that counts the awarded game balls, or the theoretical balls held that can be identified by the game information (out, safe, sales information) output from the payout-type game machine 5, depending on the game situation (whether the theoretical balls or the actual balls held are greater). This makes it possible to minimize discrepancies between the displayed and actual acquired balls.

[0073] The system now selects whether to display the actual number of balls held or the theoretical number of balls held based on a comparison between the two. For example, if a player starts playing without moving machines, the theoretical number of balls, which includes the balls in the upper tray, will be higher, so the theoretical number of balls will be displayed. However, if a player moves machines and brings in additional balls, resulting in a higher number of balls held, it becomes possible to display the actual number of balls held, which is closer to the actual number of balls won, even though it is difficult to consider the balls in the upper tray. This makes it less likely for discrepancies to occur between the displayed number of balls and the actual number of balls won.

[0074] The system allows the displayed number of acquired balls to include both played balls and held balls if the managed machine is a smart gaming machine 1, while it allows it to include only the theoretical number of held balls if the managed machine is a payout-type gaming machine 5. This means that smart gaming machines 1, which do not need to consider the concept of the upper tray, will continue to display the held balls as before, while payout-type gaming machines 5, which do need to consider the upper tray, will display only the theoretical number of held balls. This reduces the phenomenon where the number of acquired balls for payout-type gaming machines 5 becomes relatively smaller.

[0075] While the payout-type gaming machine 5 allows theoretical balls to be displayed as the target of the balls won, the setting allows for suppression of displaying theoretical balls as the target of the balls won. This makes it possible to meet the needs of gaming establishments that do not want to display information about their theoretical balls, or that only want to display the actual number of balls they possess.

[0076] The system selects which of the theoretical and actual ball counts to present based on a comparison, but if the difference between the theoretical and actual ball counts reaches an acceptable value (for example, plus or minus 500), it is judged as abnormal. This makes it less likely for discrepancies to occur between the actual number of balls won and the number brought in, while also allowing the game hall to appropriately handle balls that it would not otherwise accept.

[0077] The present invention is not limited to the embodiments described above, and may be modified or expanded as follows. Furthermore, the exemplary configurations, including modified versions, may be combined in any way, or some configurations may be omitted as appropriate.

[0078] In this embodiment, the ball with the larger theoretical holdings and the ball with the larger actual holdings is used as the target for the ball box. However, for example, a standard value may be added to one of them, and the target may be identified by comparing the one with the added standard value to the other, and determining whether one is greater than the other by the standard value.

[0079] If the balls to be placed in the ball box are selected based on the game situation, then, for example, if the game does not accept a recording medium or coins at the start of the game, the balls to be placed in the ball box will be the ones to be placed in, while if they are accepted, the balls to be placed in the ball box will be the ones to be placed in. In other words, it is not always necessary to select between the theoretical and actual balls based on the results of a comparison between the two.

[0080] If the actual number of balls held is selected as the target for the ball box, for example, by focusing on the player's actions such as counting the remaining balls after leaving a capacity of 46 in the upper tray or 47 in the lower tray at the end of a jackpot, the difference between the estimated acquired value (which is the actual number of balls held at the end of a jackpot plus the predetermined capacity) and the theoretical number of balls held (corresponding to the number of balls brought in) can be identified, and thereafter, the value obtained by adding this difference to the theoretical number of balls held can be used as the target for the ball box. Similarly, for example, by focusing on the player's actions such as counting all acquired balls and issuing a recording medium during a break, the difference at the time of issuance can be identified in the same way as above, and the same processing can be performed. In this way, the target for the ball box can be selected according to the game situation identified by the player's operations or game signals, and the conditions for selection can be any.

[0081] While the conventional method involves selecting between theoretically held balls and actual held balls as the target of the ball box display, or fixing the target to actual held balls, it is also permissible to target only theoretically held balls and not actual held balls (this is equivalent to allowing the value to be presented as theoretical value if the managed object is a payout-type gaming machine). Furthermore, while the method of suppressing the presentation of theoretical value by not including theoretically held balls as the target of the ball box display was given as an example, it is also permissible to suppress it by, for example, adding a correction value to the actual held balls when comparing theoretically held balls and actual held balls, making it difficult to select theoretically held balls. In addition, any suppression method is acceptable as long as it is suppressed, such as using a small font when presenting theoretically held balls, or requiring a specific operation when presenting theoretically held balls, and of course, other suppression methods other than prohibition are also acceptable for other suppressions.

[0082] Although a ball box was used as an example of acquired information, it is not necessary to use a ball box to identify or present acquired information. In other words, as shown in the embodiment, it is sufficient to simply present the ball box as is, and in that case, no further information regarding the ball box is required.

[0083] While the presentation of acquired information has been illustrated by displaying it on the acquired information display device 64, any presentation method may be adopted, such as printing and displaying the information, displaying it on information display devices 3 and 7 or gaming devices 2 and 6, or, for example, distributing it from a server outside the gaming area to the player's smartphone.

[0084] Each setting can be configured by the administrator through manual input, pre-configured by the manufacturer of the management device 10, or downloaded from an external server (e.g., a chain store headquarters). In this case, the settings will be those entered via manual input on the server. It is also possible to use past game data as a reference value.

[0085] The example game information can be identified directly by the input signal or indirectly using a calculation formula. Furthermore, the classification can be based on the type of game machine, such as by manufacturer or specifications.

[0086] The numerical values, number of digits, and items are examples only; you may use any numerical values. Similarly, the arithmetic formulas are merely examples; you may use any formula that produces a value similar to or has the same meaning as the example formula.

[0087] Either "less than" or "less than" can be used, and expressions such as "not reached" can be used for both cases. The same applies to "greater than" and "greater than"; expressions such as "reached" can be used for both. In addition, although display is given as an example of a notification method, other notification methods such as printing can also be adopted.

[0088] While pachinko machines were used as an example of the target gaming machines, other gaming machines, such as slot machines, may also be targeted. In this case, not only conventional payout-type machines but also smart gaming machines may be targeted. Furthermore, if a payout-type machine is adopted, it is not necessarily required to adopt a smart gaming machine. As this embodiment assumes both smart gaming machines and gaming media dispensed from conventional payout-type gaming machines, the expression "gaming value" encompassing both is used as appropriate.

[0089] Each of the exemplified processes may be performed not only by the gaming devices 2,6 and the management device 10, but also by relay devices 4,8, or servers located outside the gaming area that can communicate with the management device 10, or all of the processes may be performed by a single device, such as the management device 10 alone or the gaming devices 2,6 alone. Furthermore, the adoption or exclusion of the exemplified configurations may be changed as appropriate depending on the settings, the exemplified configurations, including modified versions, may be combined in any way, or configurations may be excluded as appropriate. [Explanation of Symbols]

[0090] In the drawing, 1 is a smart gaming machine, 2 is a gaming device (smart counting means), 5 is a payout type gaming machine, 6 is a gaming device (payout counting means, actual value identification means, game information identification means, theoretical value identification means, game status identification means, selection means, suppression means, abnormality determination means), 10 is a management device (setting means), and 64 is an acquired information display device (presentation means).

Claims

1. A gaming system for arcades that manages payout-type gaming machines that award game value in accordance with gameplay, A means of presentation capable of displaying the acquired value, which is the game value obtained by the player, The aforementioned payout-type gaming machine includes a payout counting means that performs a payout counting process to count the game value that has been assigned, A means for identifying the actual value that indicates the actual value obtained, which can be identified by the counting results of the aforementioned disbursement counting process, A game information identification means that identifies game information that can identify the consumption value, which is the game value consumed by the game, the prize-granting value, which is the game value granted by winning, and the consideration-granting value, which is the game value granted in exchange for monetary value, in response to at least one of the game signal output from the payout-type game machine and the operation by the player, A theoretical value identification means that identifies a theoretical value indicating the theoretical value obtained based on the game information identified by the aforementioned game information identification means, A game status identification means that identifies the game status in response to at least one of the game signals output from the payout type gaming machine and the operations performed by the player, A game arcade system comprising: a selection means for selecting which of the above-mentioned actual value and the above-mentioned theoretical value to be presented by the presentation means, based on the game situation identified by the game situation identification means.

2. The means for identifying the game situation is capable of comparing the actual value with the theoretical value, The amusement arcade system according to claim 1, wherein the selection means selects which of the actual value and the theoretical value to be presented by the presentation means, according to the comparison result of the comparison means, thereby selecting based on the game situation.

3. In addition to managing the aforementioned payout-type gaming machines, the system also manages smart gaming machines that increase game points, which represent the acquired value managed by the gaming machine, without paying out game value in accordance with the gameplay, and includes smart counting means for performing conversion counting processing to convert said game points into points, which are the acquired value managed by the gaming arcade system. The amusement arcade system according to claim 1 or 2, wherein the presentation means enables the presented acquisition value to be the points held, including the game points and the points held, when the managed object is the smart amusement machine, and the theoretical value when the managed object is the payout type amusement machine.

4. A setting means for determining whether or not to suppress the presentation of the aforementioned theoretical value, The amusement arcade system according to claim 1 or 2, further comprising: a suppression means that, when the setting means is set to suppress the presentation of the theoretical value, suppresses the presentation means from making the theoretical value the target of the presentation of the acquired value.

5. The amusement arcade system according to claim 2, further comprising an abnormality determination means that determines an abnormality when the relationship between the actual value and the theoretical value deviates from a predetermined acceptable range based on the comparison results of the game status determination means.

Citation Information

Patent Citations

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    JP2004056438A