Amusement arcade systems and game information display devices

The amusement arcade system addresses the lack of managing fixed BET number gaming features by detecting and displaying integrated gaming information, enhancing player experience through improved bonus probability management.

JP2026089983APending Publication Date: 2026-06-02DAIKOKU DENKI KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
DAIKOKU DENKI KK
Filing Date
2024-11-21
Publication Date
2026-06-02

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  • Figure 2026089983000001_ABST
    Figure 2026089983000001_ABST
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Abstract

This technology is ideally suited for gaming machines that feature a gameplay mechanic known as a bonus trigger (BT). [Solution] In a gaming arcade system, targeting a slot machine 1 in which RB1, RB2, and White 7BB, which transition to a low probability state, occur more frequently in a high probability state than in a low probability state, the bonus history is collected as integrated game information by combining information on Black 7BB that occurred from a low probability state and RB2 and White 7BB that occurred in a high probability state triggered by the Black 7BB. This is suitable for slot machines 1 equipped with a gameplay feature called BT.
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Description

Technical Field

[0001] The present invention relates to a gaming hall system and a gaming information display device.

Background Art

[0002] Conventionally, there has been disclosed a data aggregation device for a gaming machine that can accurately aggregate the number of games of a gaming machine and the bet number (hereinafter, 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 have emerged that utilize the fact that the bonus probability varies depending on the BET number and have a gaming feature called a so-called bonus trigger, where 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 feature where the BET number is fixed in advance as described above, and improvement in this regard is desired.

[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 feature 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 values ​​(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, it is possible to generate a special state (for example, a bonus) that is more advantageous to the player than the normal state, and the probability of the special state occurring in the normal state is set in units of the predetermined number (for example, the random number for winning a bonus is different depending on whether it is a 3-point bet or a 2-point bet), and after the special state ends, depending on the type of special state (e.g. The target gaming machine (e.g., slot machine 1) is one in which a predetermined number in the normal state to which the player transitions (for example, after the bonus ends) is fixed to one of the multiple predetermined numbers, and the normal state is divided into a low probability state (for example, a 3-point betting state) and a high probability state (for example, a 2-point betting state) with a higher probability of occurrence than the low probability state, depending on the fixed predetermined number, and in the high probability state, the low probability special state that transitions to the low probability state occurs more easily than in the low probability state (for example, as shown in Figure 6, the winning random number for white 7BB (BB role 2) is more frequent in 2-point betting than in 3-point betting). In a gaming arcade system, 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, RB1 signal, RB2 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 (e.g., information display device 3, control unit 48, management device 6, etc.) for collecting game information based on the signals detected by the detection means. The system includes 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 obtained by a skill information collection means, the game state identification means identifies which of the normal states the game is in, and the game information collection means collects integrated game information (for example, "bonus history" as shown in Figure 12) which integrates information on a main special state (for example, black 7BB, etc.) that arises from a low probability state and a secondary special state (for example, RB2, white 7BB, etc.) that is a low probability special state that arises in a high probability state triggered by the main special state.

[0007] The game information display device described in claim 7 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 values ​​(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, it is possible to generate a special state (for example, a bonus) that is more advantageous to the player than the normal state, and the probability of the special state occurring in the normal state is set in units of the predetermined number (for example, the random number for winning a bonus is different depending on whether it is a 3-point bet or a 2-point bet), and the special state is determined according to the type of special state. The prescribed number in the normal state to which the game transitions after completion (for example, after a bonus ends) is fixed to one of the multiple prescribed numbers, so that the normal state is divided into a low probability state (for example, a 3-point betting game state) and a high probability state (for example, a 2-point betting game state) with a higher probability of occurrence than the low probability state, depending on the fixed prescribed number, and in the high probability state the low probability special state that transitions to the low probability state occurs more easily than in the low probability state (for example, as shown in Figure 6, the winning random number for White 7BB (BB role 2) is more frequent in 2-point betting than in 3-point betting) in a gaming machine (e.g., slot machine). In a game information display device (e.g., information display device 3) targeting machine 1, etc., 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, RB1 signal, RB2 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; and 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. The system includes a game information output means (e.g., an information display device 3, an information display unit 43, etc.) that outputs game information collected by the game information collection means, the game state identification means identifies which of the normal states the game is in, and the game information collection means collects integrated game information (e.g., "bonus history" as shown in Figure 12) which integrates information on the main special state that arises from the low probability state (e.g., black 7BB, etc.) and the secondary special state that is the low probability special state that arises in the high probability state triggered by the main special state (e.g., RB2, white 7BB, etc.).

[0008] According to the above configuration, the system targets gaming machines equipped with a bonus trigger and collects integrated game information that combines information on the main special state that arises from a low probability state and the secondary special state, which is a low probability special state that arises in a high probability state triggered by the main special state. Therefore, it can be suitably adapted to 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] Diagram showing the display of bonus 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 on an information display device, and the display when a bonus is identified during a bonus trigger. [Figure 16]Diagram showing the settings for each model in the management device [Figure 17] Diagram showing the signals used for the unit game identification process in the management device [Figure 18] 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 casino system. In the casino, medal-less slot machines (hereinafter referred to as slot machines) 1 of a large number (multiple models) are installed. Corresponding to each slot machine 1, a card unit 2 and an information display device 3 (corresponding to a game information display device, a detection means, a game information identification means, a game information collection means, a game information output means, a history information creation means, and a setting means) are installed. The slot machines 1, the card units 2, and the information display devices 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 game information identification means, a game information collection means, a game information output means, a history information creation means, and a setting means) via a LAN 5. In the casino, a POS and a balance calculator (both not shown) are also installed, 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, actually, for example, hundreds of slot machines and pachinko 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, it receives the inserted IC card and reads the points and card identification information recorded on the IC card by a card reader (not shown), and performs a prize exchange process based on the deposited points (corresponding to the so-called "stored balls" in the past) 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, the return process of banknotes and coins is performed. Also, the payment machine has a banknote insertion slot into which banknotes are inserted. When banknotes are inserted, a remaining deposit amount addition process is performed to add the inserted amount to the remaining deposit amount recorded on the IC card.

[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 deposit points corresponding to the membership card are stored in the member account of the management device 6 for each loan unit price. In the IC chip built into the membership card, a member ID that can identify the card is recorded, and at the same time, remaining deposit amount information that can identify the remaining deposit amount deposited in the card unit 2 is recorded (associated). The deposit points corresponding to the membership card are associated with the membership card by reading out the deposit point information (acquired value information) that can identify the deposit points stored in the member account of the management device 6 for each loan 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. If a player wishes, it can also be issued to players who have registered as members. In the IC chip built into the general card, a general ID that can identify the card is recorded (associated), and at the same time, remaining deposit amount information that can identify the remaining deposit amount deposited in the card unit 2, and holding point information (acquired value information) that can identify the points obtained by the player through gaming during the day are recorded (associated) for each loan unit price. In addition, if the remaining deposit amount information, holding 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 without 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), 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 Big Bonus (hereinafter referred to as BB) consists of the 1st BB (hereinafter referred to as BB1, corresponding to the main special state) and the 2nd BB (hereinafter referred to as BB2, corresponding to the secondary special state, 2nd secondary special state, and low probability special state) roles, the Regular Bonus (hereinafter referred to as RB) consists of the 1st RB (hereinafter referred to as RB1, corresponding to the low probability special state) and the 2nd RB (hereinafter referred to as RB2, corresponding to the secondary special state, 1st secondary special state, and low probability special state) roles, the Replay role, the 1-point role, the 7-point role, and the 15-point role.

[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 (outs) used in the game. "Safe signal": A signal indicating the score (safe) obtained as a result of the game. "Bonus signal": A signal output during the occurrence of a bonus state (corresponding to a 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, an RB1 signal corresponding to RB1 role, and an RB2 signal corresponding to RB2 role are output. However, no signal is output to indicate which normal state is being played.

[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 BB1 ends, the number of bets is fixed at 2 points, and after RB1, RB2, and BB2 ends, the number of bets is fixed at 3 points. Since the number of bets is fixed according to the type of bonus played immediately before, players cannot change it to play games with arbitrary bets. Hereinafter, games with a number of bets of 3 points and 2 points will be referred to as 3-point games and 2-point games, respectively, and the term "game" may be omitted as appropriate.

[0031] (9) The number of winning random numbers for bonuses and small wins varies depending on the BET amount, and the number of winning 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 bonus winning random numbers differ 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 a 3-point bet, a 2-point bet has a larger number of winning random numbers for both BB role 2 and RB role 2, improving the probability of winning a bonus. Also, RB role 2 has a larger number of winning random numbers than BB role 2. After BB role 1 ends, the game is fixed to a 2-point bet, and the probability of winning a bonus effectively improves. Therefore, BB role 1 will be called the bonus trigger (hereinafter referred to as BT), and the period during which the winning probability is improved will be called the bonus trigger state (hereinafter referred to as the BT state, which corresponds to the high probability state). Furthermore, the game states of 3-point bets and 2-point bets will be called the low probability state and the high probability state, respectively. In other words, the high probability state (the game state of 2-point bets) is the BT state.

[0033] (11) When BB role 1 is won, the Black 7 BB starts; when BB role 2 is won, the White 7 BB starts; when RB role 1 is won, RB1 starts; and when RB role 2 is won, RB2 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; for example, Black 7 BB ends when the number of points awarded exceeds 250, and White 7 BB ends when the number of points awarded exceeds 200. RB ends when the number of game points awarded exceeds a predetermined number or when a predetermined number of small wins are achieved; for example, RB1 ends when the number of points awarded exceeds 80 or when a predetermined number of small wins (for example, 6 or 8) are achieved, and RB2 ends when the number of points awarded exceeds 110 or when a predetermined number of small wins (for example, 6 or 8) are achieved. Thus, for example, White 7 BB is set to award more points to the player compared to RB2 (corresponding to a higher expected value of the game value to be earned by the player).

[0034] (12) Each bonus is bet on one number, but the bet may differ for each bonus. As mentioned above, after a Black 7BB, it becomes a 2-number bet (high probability state), and after a White 7BB, RB1 and RB2, it becomes a 3-number bet (low probability state). In terms of gameplay, in the low probability state, BB1 or RB1 is mainly won, and after a Black 7BB, it becomes a BT. When it becomes a BT, BB2 or RB2 is mainly won, but since there are few losing random numbers, bonuses are won almost continuously. After a White 7BB or RB2, it returns to a low probability state, so it is a so-called normal type game machine, but after a Black 7BB, you can expect the payout (game points) of a White 7BB or RB2. Rarely, a BB1 may be won during BT, resulting in a winning streak, but it may be made so that BB1 is not won during BT. Also, the normal state after initialization, such as when the settings are changed or when it is shipped, is 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) 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, history information creation means, and setting 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 banknotes are inserted into the banknote slot 42, they are 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 deposited 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 deposited points, the type information corresponding to the slot machine 1 won is also recorded. Points and deposited 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 points earned, bonus count, and game count (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, an RB1 signal corresponding to RB role 1, and an RB2 signal corresponding to RB role 2. 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 game where 3 points are bet, 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 out count, depending on the number of pulse signals. Furthermore, the number of game outs in a single game can be determined based on the fulfillment of pre-set conditions for identifying a game out, such as when the signal output interval does not reach a set period or when a safe signal is received.

[0046] In Figure 9, the period from "t1" to "t2" is identified as a low probability state because no bonus signals are output (corresponding to a means for identifying the game state). The period from "t2" to "t3" is identified as a black 7BB state because a black 7BB signal is output in response to the winning of BB role 1 (corresponding to a means for identifying the game state). The period from "t3" to "t4" is identified as a high probability state (corresponding to a means for identifying the game state) because no bonus signals are output after the black 7BB state has been identified. The period from "t4" to "t5" is identified as an RB2 state because an RB2 signal is output in response to the winning of RB role 2 (corresponding to a means for identifying the game state).

[0047] During the period from "t5" to "t6", no bonus signals are output after the RB2 state is identified, so it is identified as a low probability state (corresponding to a means of identifying the game state). During the period from "t6" to "t7", 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 of identifying the game state). During the period from "t7" to "t8", no bonus signals are output after the black 7BB state is identified, so it is identified as a high probability state (corresponding to a means of identifying the game state). During the period from "t8" to "t9", 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 of identifying the game state).

[0048] During the period from "t9" to "t10," no bonus signals are output after identifying the white 7BB state, so it is identified as a low probability state (corresponding to the means for identifying the game state). The period from "t10" to "t11" is identified as the RB1 state because the RB1 signal is output in response to the winning of the RB1 role (corresponding to the means for identifying the game state). The period from "t11" to "t12" is identified as the low probability state because no bonus signals are output after the RB1 state has been 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 "t7" to "t8" are the high probability state and the BT state.

[0049] Figure 9 illustrates the case where a unique signal (black 7BB signal, white 7BB signal) is output for each of 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", "t6" to "t7", and "t8" to "t9" can be appropriately determined by combining signals output from slot machine 1, such as predetermined points awarded during the bonus, the number of continuous games, and the elapsed time, or by combining game information that can be determined according to those signals, or by comparing that game information with a pre-set reference value. The same applies to other signals and game information. Furthermore, since black 7BB is more likely to occur in a low probability state and white 7BB is more likely to occur in a high probability state, it is also possible to distinguish between BBs according to the state before the BB, such as calling a BB that occurs in a low probability state a black 7BB and a BB that occurs in a high probability state a white 7BB. The same applies to RB1 and RB2.

[0050] Furthermore, while the type of bonus determines whether the normal state after the bonus ends is a low-probability state or a high-probability state, it is also possible to determine this by the number of game outs after the bonus ends, either in addition to or instead of the type of bonus. For example, after a black 7BB, a 2-point bet is made, so a high-probability state can be determined by detecting 2 game outs at the start of the game after the bonus ends. After a white 7BB, a 3-point bet is made, so a low-probability state can be determined by detecting 3 game outs at the start of the game after the bonus ends.

[0051] In this case, the number of games required for identification can be designed in any way. It can be identified by the number of game outs in the game immediately following the end of a bonus round, or a specific period can be set over two or more games, and the identification can be based on the average number of game outs during that period or the moving average number of game outs during that period. The choice of identification method can be set in advance in the management device 6, and if identification is based on the number of game outs, it can be set which game state corresponds to each unit of game outs.

[0052] 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.

[0053] 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 (fixed) according to the type of final bonus, so the number of game-outs 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.

[0054] 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, by detecting the number of game outs of 3 in the normal state, it is possible to identify 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.

[0055] If the game state is not specified, the number of game outs after a bonus or at the start of the game can be used as the base number of game outs, similar to how the game state is specified above. The unit game can then be identified by subtracting the outs by this base number of game outs. For example, the period from "t1" to "t2" can be identified as a low probability state because the base number of game outs is "3". By subtracting the detected outs based on this base number of game outs, 3 ÷ 3 game outs = 1 This identifies it as one game.

[0056] Similarly, for example, the period from "t5" to "t6" can be identified as a high probability state because the baseline number of game outs is "2". On the other hand, by subtracting the outs detected based on the baseline number of game outs, "2", 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 game-outs.

[0057] The period for calculating the standard number of game outs may be one or more games after the bonus ends, and if this calculation period is a part of the game state, it is not necessary to specify the number of game outs for periods other than that part. In addition to division, a unit game may be specified each time a specified number of outs are detected. Thus, the number of games is specified by the specified unit game. For example, it can be specified by adding "1" each time a unit game is specified, or by calculating it using the total number of outs and the standard value (standard number of game outs). Furthermore, the management device 6 may decide in advance which specification method to adopt. In addition, both specification methods may be adopted, and if the number of game outs corresponding to the specified game state and the detected number of game outs are different, it is desirable to adopt a method that can suitably specify the game state and the number of unit games by prioritizing one of the specification methods.

[0058] 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.

[0059] For the sake of explanation, the explanation has been based on the assumption of pulse output, but game information may also be identified by a message-type signal, and any type of signal can be used as the game signal. In this case, since the signal is transmitted in predetermined time units, such as 300ms, the game out can be identified on a per-signal basis without relying on a timer.

[0060] 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.

[0061] 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 (times)": Indicates the game in which a bonus was triggered. "BR": Indicates the type of bonus (BB1, BB2, RB1, RB2). "Number of occurrences (times)": Indicates the number of times each type of bonus has occurred. "Status": Indicates the game state (high probability state, low probability state) at the time of bonus win. "T1Y": Indicates the points earned in the bonus unit (equivalent to the game value earned by the player. This includes safes that can be identified by the safe signal, and safe-outs (outs that can be identified by the out signal)). "TY": Indicates the points earned during the winning streak period (BT state).

[0062] Since the bonus probability increases after BB1, the period from the high probability state after BB1 to the return to the normal state after BB2 or RB2 is defined as the consecutive win period (during BT state). In the example in Figure 10, "No1" to "No2", "No3" to "No4", and "No6" to "No8" correspond to the consecutive win period. Here, the bonus that serves as the starting point of the consecutive win period may or may not be included as described above. In addition to "TY", the game information that can be collected for the consecutive win period includes the total number of games, the number of big wins, the probability of big wins, and the payout rate which shows the ratio of safe to out.

[0063] The management device 6 creates and displays the state-specific game information shown in Figure 11. The definitions of each item in the state-specific game information shown in Figure 11 are as follows: "Type": Indicates the type of bonus that occurred. If BB1 was the initial bonus (corresponding to "RB2", "BB2", or "Multiple"), it indicates the bonuses that occurred in the subsequent BT, and if there were multiple bonuses, it would be indicated as "Multiple". "Game (times)": Indicates the number of games played in the corresponding low probability state (high probability state (BT) is excluded). "Bonus Count (times)": Indicates the number of times a bonus was initially triggered.

[0064] "Occurrence Rate 1": This indicates the ratio of each initial win (distinguishing between bonuses that occurred in a low probability state (e.g., BB1, RB1)) to the total number of bonuses. If BB1 is the initial win, the occurrence rate 1 of BB1 is calculated using the following formula. BB1 occurrence rate: 1 = (19 + 3 + 1) ÷ 39 = 59.0 (%) If the initial win is RB1, the probability of RB1 occurring (1) can be calculated using the following formula. RB1 incidence rate: 1 = 16 ÷ 39 = 41.0 (%)

[0065] "Occurrence Rate 2": This indicates the proportion of each type of bonus relative to the total number of bonus rounds. The occurrence rate 2 of RB2 (corresponding to the occurrence rate of the special state) is calculated using the following formula. RB2 occurrence rate: 2 = 19 ÷ 39 = 48.7 (%) The occurrence rate of BB2 (corresponding to the occurrence rate of the special state) is calculated using the following formula. BB2 occurrence rate: 2 = 3 ÷ 39 = 7.7 (%) The multiple occurrence rates 2 (corresponding to the occurrence rate of the special condition) can be calculated using the following formula. Multiple occurrence rate: 2 = 1 ÷ 39 = 2.6 (%) The occurrence rate of RB1 (2) can be calculated using the following formula. The incidence rate of RB1 is 2 = 16 ÷ 39 = 41.0 (%) (This is equivalent to the incidence rate of RB1 1).

[0066] "Occurrence Rate 3": This indicates the occurrence rate of bonuses during BT (Battle Time) within the same initial win. For example, if BB1 is the initial win, the occurrence rate 3 of RB2 during BT (corresponding to the occurrence rate of the special state) can be calculated using the following formula. The percentage of RB2 occurrences during BT is 3 = 19 ÷ (19 + 3 + 1) = 82.6 (%) The occurrence rate of BB2 during BT (corresponding to the occurrence rate of the special state) is calculated using the following formula. The percentage of BB2 occurrences during BT is 3 = 3 ÷ (19 + 3 + 1) = 13.0 (%) The multiple occurrence rates during BT (corresponding to the occurrence rate of the special state) can be calculated using the following formula. The percentage of multiple occurrences during BT is 3 = 1 ÷ (19 + 3 + 1) = 4.3 (%)

[0067] "Bonus Probability 1": This represents (1 / probability of winning a bonus), and shows the bonus probability for each initial win. It is calculated using the following formula. Bonus probability 1 = Total number of games ÷ Total number of bonuses from the same initial win (e.g., RB2 + BB2 + multiple bonuses) The bonus probability of 1 when BB1 is the initial win can be calculated using the following formula. The bonus probability of BB1 is 1 = 7966 ÷ (19 + 3 + 1) = 346.3 The bonus probability of 1 when the initial win is RB1 is calculated using the following formula. The bonus probability for RB1 is 1 = 7966 ÷ 16 = 497.9

[0068] "Bonus Probability 2" indicates (1 / probability of winning a bonus) and shows the bonus probability for each type. The bonus probability 2 for RB2 is calculated using the following formula. The bonus probability for RB2 is 2 = 7966 ÷ 19 = 419.3 The bonus probability of BB2 is calculated using the following formula. The bonus probability for BB2 is 2 = 7966 ÷ 3 = 2655.3 The probability of multiple bonuses 2 can be calculated using the following formula. Multiple bonus probabilities 2 = 7966 ÷ 1 = 7966.0 The bonus probability of RB1 is calculated using the following formula. The bonus probability for RB1 is 2 = 7966 ÷ 16 = 497.9 (This is equivalent to the bonus probability of RB1 being 1).

[0069] "Out (points)": Indicates the number of points consumed during gameplay. This applies to the period during bonus rounds and the period leading up to a bonus round, and the same applies to "safe" and payout rates shown below. "Safe (points)": Indicates the number of points awarded through gameplay. "Average TY1": Indicates the points earned during the BT state for each type (e.g., RB2, BB2) corresponding to one initial win including a bonus during BT (e.g., BB1 + RB2). "Average TY2": Indicates the points earned during the BT state for each initial win (e.g., BB1, RB1), corresponding to one initial win including a bonus during BT (e.g., BB1 + RB2). "Percentage (%)": Indicates the percentage of the award (safe / out).

[0070] In the state-specific game information described above, the number of bonuses, occurrence rates 2 and 3, bonus probability 2, average TY 1, etc. for RB2 (corresponding to the first integrated game information for the first special state) and the number of bonuses, occurrence rates 2 and 3, bonus probability 2, average TY 1, etc. for BB2 (corresponding to the second integrated game information for the second special state) are managed in a way that allows them to be distinguished (corresponding to managing the first integrated game information and the second integrated game information in a way that allows them to be distinguished). In other words, the integrated game information is managed in a way that allows it to be distinguished based on the bonus that occurred during BT.

[0071] The items listed above are just examples, and the items to be displayed can be selected as appropriate. Furthermore, for example, various integrated game information may be collected focusing only on RB2 or BB2. In the example in Figure 11, low probability and high probability states are displayed together, but they may also be displayed separately for comparison. This allows for comparison based on the presence or absence of the BT state. While the BT state is identified by specifying BB1 or the high probability state regardless of subsequent unit games, if an RB1 occurs, the system may also identify a winning streak period (considered a BT state) if a bonus occurs during a predetermined number of unit games played in the subsequent low probability state.

[0072] 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.

[0073] 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, "Currently" is displayed, showing the number of games played since the last bonus. "Game (times)": Indicates the number of games played between bonuses when a bonus occurs (applies to low probability periods). "Number of times (times)": Indicates the total number of times for each type of bonus (including the BT portion from the initial win). "First hit": Indicates the type of bonus during low probability mode (e.g., BB1, RB1). "BT": Indicates the type of bonus during BT (e.g., BB2, RB2). "Points (points)": This indicates the game points awarded during bonuses (all bonuses that occur during low probability periods and BT are included) (equivalent to the game value acquired by the player).

[0074] 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, the bonus history displayed by the information display device 3 shown in Figure 12 displays records chronologically from bottom to top, with older records displayed at the bottom and newer records at the top, and also integrates and displays game information during BT state as appropriate, as explained below. Specifically, the records "No. 1 and 2", "No. 3 and 4", "No. 5", and "No. 6 to No. 8" shown in Figure 10 correspond to the records "8 times ago", "7 times ago", "6 times ago", and "5 times ago" shown in Figure 12, respectively.

[0075] In the bonus history shown in Figure 12, a record is added when the player enters a low probability state. This is done in anticipation of the next bonus occurring in a low probability state, and a record is added in advance. However, when the player enters a high probability state, even if a bonus occurs, no record is added because the next bonus will occur in a high probability state (the history creation condition is met when a primary special state occurs, but not when a secondary special state occurs). When the player enters a low probability state, the current game is displayed as shown at the top before a bonus occurs. That is, game information related to bonuses during BT (e.g., TY and score) is integrated into the record corresponding to the game information related to bonuses during the low probability state and displayed (collecting integrated game information, including integrated acquired value which is the combined acquired value corresponding to the primary special state and the acquired value corresponding to the secondary special state).

[0076] Records are identified and displayed according to the type of bonus during BT (in Figure 12, for example, "RB2" records are displayed with a "dot", "BB2" records with a "vertical stripe", and "multiple" records with a "horizontal stripe"). Furthermore, "multiple" records are identified and displayed to distinguish them from other records (in Figure 12, "multiple" records are displayed in "italics" to distinguish them from other records), and a "PREMIUM" icon A1 is added. Other methods of identification include changing the color of the letters and numbers or changing the background color.

[0077] If the same bonus occurs consecutively, the system may also notify the user of this fact and the history of the consecutive occurrences. As an example, the information display device 3 does not create a record for bonuses during BT, but the management device 6 does. However, any conditions can be adopted for record creation, such as the management device 6 not creating a record for bonuses during BT, but the information display device 3 creating a record.

[0078] Furthermore, the information display device 3 creates and displays bonus information as shown in Figure 13, which is various game information during the BT state. The definitions of each item in the bonus information shown in Figure 13 are as follows. "BT Entry Rate": This indicates the percentage of bonuses in a low probability state that result in a transition to the BT state. It is calculated using the following formula. BT entry rate = Number of BB1s in low probability state / Number of bonuses in low probability state "BT White 7BB Occurrence Rate": This indicates the rate at which BB2 occurs when entering BT state. It is calculated using the following formula. BT White 7BB occurrence rate = Number of BB2 occurrences during BT ÷ Number of BB1 occurrences in low probability state

[0079] "Maximum number of consecutive bonuses": Indicates the maximum number of bonuses from the time a bonus enters BT state until returning to the low probability state (during BT state). "Average points earned upon entering BT": This indicates the average points earned from the bonus that triggers BT state until returning to the low probability state. "Maximum Points Earned": This indicates the maximum points earned from the bonus state (BT state) until returning to the low probability state. "Number of Multiple Bonuses Occurring During BT": This indicates the number of times multiple bonuses occurred between the start of the BT state and the return to the low probability state. While all of these methods apply to gameplay information from the day of the business, for example, "Maximum number of consecutive wins" and "Maximum points earned" may also apply to gameplay information from periods other than the day of the business, as indicated by "Highest ever ~".

[0080] 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. The combined probability (corresponding to composite probability information) covers all bonuses such as White 7 BB and RB during the low probability state, but excludes bonuses that occur during BT and games during BT (corresponding to excluding special states that occur in the high probability state), however, they may be included depending on the settings. Regarding acquired points, not only the acquired points during bonuses but also the difference during BT are included, however, they may be excluded depending on the settings (corresponding to selectively executing whether or not to collect game information including game information in the high probability state between the main special state and the secondary special state in the integrated game information, according to the settings by the setting means). Also, acquired points may include the difference or only safe points.

[0081] In the example in Figure 14, the game information for low probability states corresponds to the bonus probability 1 for BB1 shown in Figure 11 (Black 7 BB game information (bonus probability (1 / 346.3))), the bonus probability 1 for RB1 shown in Figure 11 (RB1 game information (bonus probability (1 / 497.9))), and the combined probability (1 / 204.3) which corresponds to the total bonus probability 1 shown in Figure 11. As game information during BT state, the RB2 game information (82.6%, points earned (362 points), (bonus probability (1 / 419.3)) corresponds to the RB2 occurrence rate 3, average TY 1, and bonus probability 2 shown in Figure 11, respectively. The White 7 BB game information (13.0%, points earned (432 points), (bonus probability (1 / 2655)) corresponds to the White 7 BB occurrence rate 3, average TY 1, and bonus probability 2 shown in Figure 11, respectively. The multiple game information (4.3%, points earned (598 points), (bonus probability (1 / 7966)) corresponds to the multiple occurrence rate 3, average TY 1, and bonus probability 2 shown in Figure 11, respectively.

[0082] The information display device 3 displays the animation screen shown in Figure 15(a) when it identifies the occurrence of a Black 7BB (BT identification), and displays the animation screen shown in Figure 15(b) when it identifies the occurrence of a bonus during BT. However, any display is acceptable as long as it informs the player of the status. In addition, during BT or during a bonus that occurs during BT, the display may show the number of game points acquired in relation to the BT, the number of bonuses in the BT state, the number of consecutive bonuses, and the bonus probability. If BT is entered after a Black 7BB, the display may also show information related to BT, such as that BT has been entered and that BT is in progress, in the same manner as above.

[0083] Instead of the above-mentioned notification regarding BT, the bonus animation may be continued during BT after a Black 7BB, and the series of animations may be performed until the bonus that occurred during BT ends. In other words, the notification may be made to present the initial win that triggers BT and the bonus during BT as a single bonus. Since a bonus occurs almost "1 / 1" during BT, excluding replays, it is conceivable that slot machine 1 may also present it as a series of bonuses. In other words, it is conceivable that the animation indicating that a bonus is in progress should be performed when a replay occurs during BT, so the series of animations may be continued when such a replay occurs, or an animation indicating that it is a replay during a bonus may be performed.

[0084] 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. Note that the slot machine 1 described above corresponds to machine "AAA" shown in Figures 16 and 17.

[0085] "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 the BBs (BB1, BB2, BB1+BB2, etc.). "After BB1, After BB2, After RB1, After RB2": Indicates the number of bets after each bonus. If the corresponding bonus is not available, "-" is shown.

[0086] In the example in Figure 16, for example, if the machine is "AAA", it is equipped with BB and RB, with two types of BB, BB1 and BB2, and two types of RB, RB1 and RB2, after BB1 it is a 2-point bet, after BB2 it is a 3-point bet, after RB1 it is a 3-point bet, and after RB2 it is a 3-point bet. If the machine is "BBB", it is equipped with BB and RB, with two types of BB, BB1 and BB2, and one type of RB, RB1, after BB1 it is a 1-point bet, after BB2 it maintains the previous bet amount, and after RB1 it is a 3-point bet. If the machine is "CCC", it is equipped with BB and RB, with two types of BB, BB1 and BB2, and one type of RB, RB1, after BB1 it is a 1-point bet, after BB2 it is a 2-point bet, and after RB1 it is a 3-point bet.

[0087] The management 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. However, since two types of BB signals are output, it is possible to distinguish between BB1 and BB2 using the BB signals, and they are identified by the bonus signal. If the machine is "BBB", there are two types of BBs, BB1 and BB2, and it is necessary to distinguish between them. However, since only one type of BB signal is output, it is not possible to distinguish between BB1 and BB2 using the BB signal, and identification by game out is also not possible. However, if the predetermined points awarded during the bonus (awarded game points), the number of continuous games, the elapsed time, etc. are different, it is possible to distinguish them based on these, and they are identified using such BB data. In the case of the "CCC" model, there are two types of Big Bonuses (BBs), BB1 and BB2, and it is necessary to distinguish between them. However, since only one type of BB signal is output, it is impossible to distinguish between BB1 and BB2 based on the BB signal alone. Distinguishing between BB1 and BB2 is possible only by the game end after the BB, and thus they are identified by the game end.

[0088] Next, the unit game identification process will be explained with reference to 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.

[0089] If the control device 6 determines that the game state has not been identified (S2: NO), it determines whether the game out count is "2" (S5). If it determines that the game out count is "2" (S5: YES), it sets the reference out count to "2" (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.

[0090] If the control device 6 determines that the number of game outs is not "2" (S5: NO), it sets the reference out to "3" (S8), identifies the unit game (S9), adds "1" to the number of games (S4), terminates the unit game identification process, and returns to the main process.

[0091] According to the embodiment described above, the following effects can be obtained. In a game arcade system, targeting slot machine 1 in which RB1, RB2, and white 7BB, which transition to a low probability state, occur more frequently in a high probability state than in a low probability state, the bonus history is collected as integrated game information by combining information on black 7BB that occurred from a low probability state and RB2 and white 7BB that occurred in a high probability state triggered by the black 7BB. This makes it suitable for slot machine 1 equipped with a gameplay feature called BT.

[0092] Even if a bonus occurs during BT (Bonus Time), a new history is not created. Instead, the bonus points earned during BT are integrated into the score of the bonus that triggered BT. This makes it possible to treat the bonus that triggered BT and the bonuses earned during BT as a single, continuous bonus.

[0093] By making it possible to set whether or not to include gameplay information during BT (Bonus Time) in the integrated gameplay information, it becomes easier to meet the needs of various game establishments, such as those that want to adopt integrated gameplay information tailored to their specific circumstances, or those that want to adopt integrated gameplay information that only covers bonuses.

[0094] During the Battle Time (BT), there are two types of bonuses, RB2 and BB2, which have different payout rates. By managing integrated game information separately based on which bonus is included, it becomes possible to understand to what extent the bonus that occurred during BT affects the game information related to the series of bonuses.

[0095] By managing the occurrence rate of different bonus units with varying payout rates during BT (Battle Time), it becomes possible to understand the proportion of different bonuses that occur depending on the bonus that occurred during BT.

[0096] By excluding bonuses during BT (Bonus Time) when managing the combined probability, it becomes possible to grasp the appropriate combined probability in the low probability state, excluding bonuses that occur during BT, which can occur as part of a series of bonuses.

[0097] The present invention is not limited to the embodiments described above, and may be modified or expanded as follows.

[0098] The collected game information is illustrative, and may include TY, total number of games played, number of jackpots, jackpot probability, points earned per bonus unit, etc. It may also be collected separately for specific bonus units or winning streaks. Furthermore, information such as the percentage of awarded game points and bonus types may be output in a comparable manner, such as a graph.

[0099] In the gameplay of slot machine 1, the specified number of bets for 3-point and 2-point bets were given as examples, but it is not limited to two types. For example, there could be three types, such as 3-point bets, 2-point bets, and 1-point bets. Alternatively, a gameplay feature could be adopted where 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.

[0100] 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.

[0101] 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.

[0102] 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.

[0103] While I have given examples of gaming machines that can generate Black 7BB and RB1 during BT and White 7BB and RB2 during low probability states, it is also acceptable to use gaming machines that cannot generate Black 7BB or RB1 during BT or White 7BB or RB2 during low probability states. In short, any gaming machine is acceptable as long as the low probability special state, which transitions from a high probability state to a low probability state, occurs more frequently than the low probability state itself. Similarly, while I have given examples of gaming machines that do not have misses during bonuses, it is also acceptable to use gaming machines that do have misses.

[0104] The example given was a gaming machine where, excluding replays during BT (Bonus Time), the probability of winning a bonus is almost "1 / 1". However, it would also be acceptable to consider a gaming machine where, for example, the probability of winning a bonus during BT is almost "1 / 1" even including replays, by eliminating the random number for replay wins or minimizing it as much as possible, similar to the others. Similarly, it would be acceptable to consider a gaming machine where there are no misses during BT, resulting in a completely "1 / 1" probability of winning a bonus.

[0105] 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.

[0106] 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.

[0107] If there are multiple bonuses that trigger a transition to the BT state (for example, if the transition to BT occurs not only with the white 7BB but also with the red 7BB, which is not shown in the example), the game information may be output separately for each of these multiple bonuses, distinguishing the BT state for each BT state.

[0108] It is also possible to set predetermined achievement conditions for game information such as the number of consecutive wins and the number of points earned (game points awarded), and to perform an achievement animation to celebrate the achievement when the 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 conditions are met by RB, the execution of the achievement animation should be suppressed.

[0109] 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.

[0110] The expression "to reach" can correspond to either "above" or "exceed," and it is acceptable to include both.

[0111] 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.

[0112] 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.

[0113] The example configurations, including variations, can be combined in any way, and some configurations may be omitted as appropriate. [Explanation of symbols]

[0114] 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, history information creation means, setting means), 6 is a management device (detection means, game information identification means, game information collection means, game information output means, history information creation means, setting means), 8 is a monitor (game information output means), 43 is an information display unit (game information output means), and 48 is a control unit (detection means, game information identification means, game information collection means, history information creation means, setting means).

Claims

1. In a game arcade system for a gaming machine, a unit game can be played by consuming a predetermined number of game values ​​from among multiple predetermined numbers, the result of the unit game can generate a special state that is more advantageous to the player than the normal state, the probability of the special state occurring in the normal state is set in units of the predetermined number, and the predetermined number in the normal state to which the player transitions after the special state ends is fixed to one of the multiple predetermined numbers, so that the normal state is divided into a low probability state and a high probability state in which the probability of occurrence is higher than that of the low probability state, according to the fixed predetermined number, and in the high probability state the low probability special state that transitions to the low probability state occurs more easily than in 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 integrated game information, which is obtained by integrating information on a primary special state that arises from a primary special state and a secondary special state that is a primary special state that arises in a primary special state that is a primary special state triggered by a primary special state.

2. The system includes a history information creation means capable of creating history information when the history creation conditions that can be met depending on the occurrence of a special state are met, The aforementioned history creation conditions are met when the aforementioned primary special state occurs, but not when the aforementioned secondary special state occurs. The integrated game information is a game value indicating the game value acquired by the player, and includes an integrated acquired value obtained by integrating the acquired value corresponding to the primary special state and the acquired value corresponding to the secondary special state, as described in claim 1.

3. The system includes setting means for setting the aforementioned integrated game information, The game information collection means selectively performs, according to the setting by the setting means, whether or not to collect game information including game information in a high-probability state between a primary special state and a secondary special state in the integrated game information.

4. The aforementioned gaming machine is capable of generating a first special state and a second special state in which the expected value of the game acquired by the player is greater than that of the first special state. The game information collection means manages to distinguish between a first integrated game information for the first special state and a second integrated game information for the second special state, as described in claim 1 or 2 for a game arcade system.

5. The game information collection means collects the occurrence rate of the target special state as integrated game information targeting at least one of the first special state and the second special state, according to the game arcade system according to claim 1 or 2.

6. The aforementioned gaming machine is capable of generating multiple types of special states in the low probability state, The aforementioned game information collection means can collect composite probability information indicating the probability that any of the multiple types of special states that occurred in the low probability state occurred, The amusement park system according to claim 1 or 2, wherein the composite probability information excludes special states that occur in the high probability state.

7. In a game information display device for a gaming machine, a unit game can be executed by consuming a predetermined number of game values ​​from among multiple predetermined numbers, and as a result of the unit game, a special state that is more advantageous to the player than the normal state can be generated, the probability of the special state occurring in the normal state is set in units of the predetermined number, and the predetermined number in the normal state to which the player transitions after the special state ends is fixed to one of the multiple predetermined numbers, so that the normal state is divided into a low probability state and a high probability state in which the probability of the special state occurring is higher than that of the low probability state, according to the fixed predetermined number, and in the high probability state, the low probability special state that transitions to the low probability state is more likely to occur than in 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 game information collection means is a game information display device that collects integrated game information, which is an integrated collection of information relating to a primary special state that arises from a primary special state and a secondary special state that is a primary special state that arises in a primary special state that occurs in a primary special state triggered by a primary special state.