Amusement Park Systems

The system addresses the challenge of managing special time-saving states in gaming machines by generating and signaling distinct special states without jackpots, ensuring effective management and player advantage.

JP7617325B2Active Publication Date: 2025-01-17DAIKOKU DENKI KK
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Patent Information

Application Number
JP2024033842
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-03-06
Publication Date
2025-01-17
Estimated Expiration
2040-01-30

AI Technical Summary

Technical Problem

Conventional methods struggle to manage special time-saving states in gaming machines, such as sudden or ceiling time savings, due to the unpredictability of these states occurring without a jackpot, leading to ineffective management.

Method used

A system that includes an enclosed type game machine capable of generating first and second special states without a jackpot, utilizing electronic data storage and outputting special state signals to distinguish between these states, allowing for appropriate management through a management device.

Benefits of technology

Enables effective management of gaming machines by distinguishing between first and second special states, ensuring proper operation and player advantage, reducing the risk of unexpected time savings and enhancing player experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enable game machines to be managed appropriately.SOLUTION: A game parlor system manages a game machine, as an object to be managed, that performs a big winning lottery performed when a game ball enters a starting port provided on a game board in a usual state, notifies a user of a result of the big winning lottery by a pattern variation, can generate big winning according to a result of the variation, includes a starting port that can be varied to an open state with a winning rate higher than in the usual state as a starting port, can generate a ceiling time shortening state as a time shortening state in the case where big winning has not been generated until a predetermined number of pattern variations are performed after the generation of big winning, and outputs big winning signals output during a big winning period, and a special state signal output during a special state period corresponding to the time shortening state in a form of telegraphic messages. In the case where a state period of the game machine can be specified by a special state signal, a special state generated without passing through big winning can be determined as a second special state without depending on a state signal corresponding to each of a first special state and the second special state individually and without passing through big winning.SELECTED DRAWING: Figure 7
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Description

[Technical field]

[0001] The present invention relates to a system for an amusement park. [Background technology]

[0002] For example, arcades provide services such as presenting the specifications of gaming machines to players, as described in Patent Document 1. In recent years, gaming machines such as pachinko machines have begun to appear that can generate special time-saving modes that improve the payout rate compared to normal conditions without hitting a jackpot. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 10-113459 Summary of the Invention [Problem to be solved by the invention]

[0004] This special time reduction is expected to occur, for example, in the case of a sudden time reduction lottery that is held in the same way as a jackpot lottery and is won, or in the case of a ceiling time reduction that occurs when a jackpot is not reached even after a certain number of pattern changes (for example, 1,000 times). However, when managing such special time reductions, because they are game conditions that were not anticipated, there is a risk that they cannot be managed appropriately using conventional management methods.

[0005] The present invention has been made in consideration of the above-mentioned circumstances, and its object is to provide an amusement arcade system that can properly manage gaming machines that can generate a first special state via a jackpot and a second special state without a jackpot. [Means for solving the problem]

[0006] According to the invention described in claim 1, the enclosed gaming machine adds and stores gaming media as electronic data without dispensing them, and when a start hole (for example, the first start hole 14 or the second start hole 15) provided on the gaming board is entered in a normal state, a jackpot lottery is held, the result of the jackpot lottery is notified by a pattern change, and a jackpot can be generated according to the result of the change. In addition, as a special state in which the player has an advantage over the normal state (for example, the winning rate of the second start hole 15 is higher), a first special state (for example, a normal time reduction) that can be generated via a jackpot and a second special state that can be generated without a jackpot are generated. (e.g., special time reduction, sudden time reduction, ceiling time reduction), and a management means (e.g., a management device 5) for a gaming machine that outputs in the form of a telegram a jackpot signal capable of identifying the occurrence of a jackpot, and a special state signal that corresponds in common to the first special state and the second special state and can identify the occurrence of either of the special states, and when it is possible to identify the occurrence of a special state by the special state signal, a special state that has occurred without going through a jackpot is determined to be the second special state by not going through a jackpot, regardless of state signals that correspond individually to each of the first special state and the second special state. and determining whether the special condition that has occurred is the first special condition or the second special condition. and a determination means (e.g., a management device 5) capable of determining whether or not the The management means can distinguish and update game information according to a result of the determination by the determination means as to whether the game is in the first special state or the second special state. do. According to this configuration, when a special state signal is output without being output together with a jackpot signal, it is possible to determine that the gaming machine is in a ceiling time-saving state, making it possible to appropriately manage gaming machines that can generate a first special state via a jackpot and a second special state without a jackpot. [Brief description of the drawings]

[0007] [Figure 1] FIG. 1 is a schematic diagram showing an overall configuration of an amusement park system according to an embodiment. [Diagram 2] Front view of the gaming machine [Diagram 3] Functional block diagram showing the electrical configuration of the gaming machine [Figure 4] Front view of the game information display device [Diagram 5] A functional block diagram showing the electrical configuration of a game information display device. [Figure 6] Time Chart (Part 1) [Figure 7] Time Chart (Part 2) DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] An embodiment of the present invention will be described below with reference to the drawings. As shown in Fig. 1, a large number of gaming machines 1 are installed in an amusement facility, and a lending device 2 and a gaming information display device 3 are installed as peripheral devices corresponding one-to-one to each gaming machine 1. These gaming machines 1, lending devices 2, and gaming information display devices 3 are connected to a management device 5 via a relay device 4. Two gaming machines 1, two lending devices 2, and two gaming information display devices 3 are relayed by one relay device 4. The large number of gaming machines are pachinko machines and slot machines. The management device 5 corresponds to a management means, a determination means, and an exclusion means.

[0009] The management device 5 is installed in, for example, an office in the amusement facility, and is configured with a keyboard 6, a monitor 7, a printer (not shown), etc., which are operated by the manager of the amusement facility. The management device 5 transmits and receives various signals to and from the gaming machines, such as the gaming machines 1, the rental devices 2, and the gaming information display devices 3. The management device 5 manages the operating status of all the devices (gaming machines 1, rental devices 2, gaming information display devices 3, etc.) installed in the amusement facility, including the gaming machines 1, based on signals from the gaming machines.

[0010] The following describes the case where the gaming machine 1 is a pachinko gaming machine. As shown in Fig. 2, the gaming machine 1 has a launch handle 8, a speaker 9, and a decorative lamp section 10, and also has a liquid crystal display section 12, a through-type normal (regular pattern) winning hole 13, a first start hole 14, a second start hole 15, a special pattern 1 display section 16, a special pattern 2 display section 17, a normal pattern display section 18, a big winning hole 19, an outlet hole 20, an upper receiving tray 21, and a lower receiving tray 22 on a gaming board surface 11. Note that many nails are set on the gaming board surface 11, but are omitted in Fig. 2.

[0011] As shown in Fig. 3, the gaming machine 1 has, as an electrical configuration, a main control unit 23, a special chart 1 display unit 16, a special chart 2 display unit 17, a normal chart display unit 18, a performance control unit 24, an AMP 25, a display control unit 26, a payout control unit 27, a payout mechanism unit 28, a set value operation unit 29, a power supply circuit unit 30, a special chart 1 winning sensor 31, a special chart 2 winning sensor 32, a normal chart winning sensor 33, a big winning sensor 34, a special chart 2 start port SLD (solenoid) 35, a big winning port SLD 36, and a signal output unit 37. Note that Fig. 3 does not show an I / F unit that transmits and receives various signals and information between the lending device 2 and the management device 5.

[0012] The main control unit 23 is composed of a microcomputer having a CPU 23a, ROM 23b, RAM 23c, and I / O 23d, and controls the operation of the gaming machine 1 in response to ball shooting, winning, etc. by executing a control program stored in ROM 23b. The main control unit 23 also has a random number generation unit 38 that generates a random number when a winning occurs in the first start hole 14 or the second start hole 15, and a random number extraction unit 39 that extracts one of the random numbers generated by the random number generation unit 38 and draws a lottery.

[0013] When the special prize sensor 31, the special prize sensor 32, the normal prize sensor 33, and the large prize sensor 34 detect a prize in the first start port 14, the second start port 15, the normal prize port 13, and the large prize port 19, respectively, they output a corresponding prize detection signal to the main control unit 23. When the special prize port 2 start port SLD 35 receives an open command signal from the main control unit 23, it opens the second start port 15. When the large prize port SLD 36 receives an open command signal from the main control unit 23, it opens the large prize port 19.

[0014] The special chart 1 display unit 16 changes the pattern of the special chart 1 when a display command signal is input from the main control unit 23. The special chart 2 display unit 17 changes the pattern of the special chart 2 when a display command signal is input from the main control unit 23. The regular chart display unit 18 changes the pattern of the regular chart when a display command signal is input from the main control unit 23.

[0015] When the performance control unit 24 receives a performance command signal from the main control unit 23, it outputs a performance sound from the speaker 9 via the AMP 25, displays a performance on the decorative lamp unit 10, and displays a performance on the liquid crystal display unit 12 via the display control unit 26. When the liquid crystal display unit 12 receives a display command signal from the main control unit 23, it displays various game data such as the number of jackpots and the number of special drawing draws. When the payout control unit 27 receives a payout command signal from the main control unit 23, it performs payout by the payout mechanism unit 28. The setting value operation unit 29 selects a multiple-stage setting value for setting the drawing probability of the special drawing, and in this embodiment, it selects and activates setting values ​​1 to 3. The power supply circuit unit 30 supplies operating power to the entire gaming machine 1 including the main control unit 23.

[0016] The gaming machine 1 operates as follows. (1) The first starting hole 14 is a winning hole in which the winning rate does not fluctuate (a so-called center winning hole), and the second starting hole 15 is a winning hole in which the winning rate fluctuates (a so-called electric chute). (2) A jackpot lottery is held in response to a winning entry (start winning entry) into the first start port 14 or the second start port 15, and the result of the lottery is announced by a change in the pattern on the liquid crystal display unit 12, and a jackpot is awarded depending on the result of the change. (3) If a start win occurs during a pattern change, the pattern changes are cumulatively reserved up to a predetermined reserved upper limit (for example, 4 each), and the reserved pattern changes will start after the pattern changes have ended. Note that if a start win occurs when the number of reserved pattern changes (reserved number) is at the upper limit, the pattern changes will not be reserved.

[0017] (4) The probability of winning the jackpot lottery (jackpot probability) is 1 / 320, and the probability rate, which is the percentage of jackpots that subsequently enter a probability state (probability rate), is 40% for center hole winnings and 100% for the electric chute. When a jackpot occurs, the jackpot opening 19 is opened for the allocated number of rounds (R). Here, with center hole winnings, all Rs are allocated to 5R, while with the electric chute, 50% are allocated to 10R and 50% are allocated to 5R. The upper limit for the number of winnings in one round is 10, and the upper limit opening time is 30 seconds, and one round ends when either the upper limit of winnings or the upper limit opening time is met.

[0018] (5) During the special probability period, the probability of a jackpot increases to 1 / 70, and the machine enters a time-saving state (time-saving) in which the winning rate for the first starting hole 14 and the second starting hole 15 increases. The special probability period is a so-called ST machine, and if no jackpot occurs within 100 rotations of pattern change, the machine returns to the normal state. On the other hand, if a normal jackpot occurs without a special probability period by winning the center hole, the machine enters a time-saving state that does not enter a special probability period and continues until 100 (80%) or 200 (20%) pattern changes are made, and if no jackpot occurs within that period, the machine returns to the normal state.

[0019] (6) The second starting port 15 is in an open state with a high winning rate when the normal map that changes in response to the winning of the normal map winning port 13 becomes a winning ticket. In this case, the time for one normal map 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 normal map change time is shorter than in the normal state, while the opening time is longer, so the winning rate of the second starting port 15 is higher.

[0020] (7) When the first start hole 14 or the second start hole 15 is won, a time-saving lottery (1 / 200 chance of winning) is held separately from the big win lottery, and if the lottery is won, a sudden time-saving lottery can be generated, in which the time is saved until the pattern changes 20 times (70%), 50 times (20%), or 400 times (10%). On the other hand, if the big win is not achieved until the pattern changes a predetermined number (for example, 1000 times) after the initialization condition is established (for example, a big win occurs), the time-saving state becomes a ceiling time-saving state until the pattern changes a predetermined number (for example, 1100 times). From now on, the sudden time-saving and ceiling time-saving will be collectively referred to as special time-saving, and the time-saving after the big win will be referred to as normal time-saving. The normal time-saving is the first special state through the big win, and the special time-saving is the second special state without the big win. In addition, the special time-saving does not become a sure change state. In addition, gaming machines other than the exemplified gaming machines, such as gaming machines that activate the ceiling time reduction function according to the number of pattern changes excluding the time reduction function after a jackpot, the number of pattern changes from the end of ST, and the number of pattern changes during a special bonus, or gaming machines in which the jackpot probability cannot be changed by setting, may also be subject to management.

[0021] The following game signals are output from the gaming machine 1. Out signal = a signal (operation signal) capable of identifying the consumption value (out) output from the out box that collects consumed balls. Since one pulse is output for every 10 balls consumed (used, inserted, collected), the "number of out signals x 10" is identified as out. Note that it may also be a signal output from the gaming machine 1.

[0022] Safe signal=a signal capable of identifying the winning award value (safe) output from the gaming machine 1. Since one pulse is output for every 10 balls paid out, "the number of safe signals x 10" is identified as safe.

[0023] Start signal = a signal that can specify the start processing (pattern change, device operation, unit game) in the liquid crystal display unit (gimmick) that changes (operates) when a start winning is output from the gaming machine 1. Since it is output when the pattern change is confirmed, the pattern change is specified according to the signal input, so "number of start signals x 1" is specified as the number of starts. It may also be a signal indicating that a win has been made at the start slot.

[0024] The jackpot signal is a signal capable of identifying a jackpot state output from the gaming machine 1. Since it is a state signal whose level is output during a jackpot, the input of the jackpot signal is identified as a jackpot.

[0025] Special state signal = a signal that can identify a special state (sweet state) output from the gaming machine 1. Since it is a state signal that is output at a high level during a special state (time-saving state) in which the winning rate of the second starting port 15 increases, the special state is identified as being in progress when the special state signal is being input. Since the time-saving state is the target, the signal is output regardless of whether or not the game is in a special state. In addition, the period in which neither a jackpot signal nor a special state signal is input is identified as being in a normal state.

[0026] The lending device 2 has a status display unit 40 that shows the current operating status (normal status, error status, etc.), a bill insertion slot 41 through which bills are inserted, a touch panel type LCD display unit 42 that accepts operational input from the player and displays data such as the deposited balance and number of balls held, a payout button 43 for paying out one unit of balls (equivalent to 500 yen), a payout nozzle 44 through which the paid out balls pass, a remote control receiver 45 that receives (receives light from) signals from an employee remote control (not shown) carried and operated by an employee, a card insertion slot 46 through which a general card or membership card (not shown) is inserted, and a counting tray 47 located below the lower tray 22 of the gaming machine 1.

[0027] A lending button 48 and a return button 49 are provided on the upper tray 21 of the gaming machine 1, and the lending device 2 executes a lending process in response to an operation on the lending button 48, and executes a card issuing process in response to an operation on the return button 49. Specifically, the lending device 2 executes a lending process of balls (gaming media) within the range of the deposited balance, and also executes a counting process of receiving balls (gaming value) paid out from the lower tray 22 of the gaming machine 1 and counting them as held balls, and records the deposited balance and the number of held balls (counted number of balls) on a general card or a membership card (in the case of a membership card, only the deposited balance is recorded, and the number of held balls is stored in the management device 5) and issues the card.

[0028] When a general card is accepted, the deposit balance and the number of balls held are displayed, and the loan / return process is performed within those ranges. When a membership card is accepted, the deposit balance is displayed, and the number of balls held and the number of saved balls stored in the management device 5 are displayed, subject to authentication of the PIN number, and the loan / return process is performed within those ranges.

[0029] The lending device 2 operates as follows when in an online state with the management device 5. (1) When a deposit is made in the bill insertion slot 41 with no card inserted, a general card stored in the card stock section is fed to a card reader / writer (neither shown) to store the deposit amount (in units of 1000 yen), and the deposit amount (deposit balance) is displayed on the liquid crystal display 42, after which a number of balls equivalent to one time (500 yen) are automatically paid out from the payout mechanism inside the gaming machine 1. At this time, a signal is sent from the gaming machine 1 to the lending device 2 indicating that balls for one time have been paid out, so the amount equivalent to one time (500 yen) is deducted from the deposit balance displayed on the liquid crystal display 42 and a sales signal is sent. The lending device 2 uses sales signals transmitted via serial communication through the relay device 3 to enable the management device 5 to identify various information such as currency acceptance processes such as deposits, value award processes such as ball payouts, balance, balls held, number of balls lent out, number of balls paid back, amount deposited, number of counted balls, number of balls lent out, sales amount that is value for the lent balls, and acceptance and issuance processes for general cards, but these can also be identified using pulse signals (for example, 1 pulse for every 1,000 yen deposited, 1 pulse for every 100 yen in sales, etc.).

[0030] (2) In response to the operation of the loan button 48 provided on the gaming machine 1, a number of balls equivalent to one amount (500 yen) within the range of the deposited balance is paid out from the payout mechanism inside the gaming machine 1, and the deposited balance is updated. (3) The balls that fall from the lower tray 22 of the gaming machine 1 are received in the counting tray 47, and the number of balls held is updated by counting the number of balls in a counting section (not shown) and displayed on the LCD display section 42. (4) Depending on the operation of the payout button 43, the balls are paid out one at a time within the range of the counted number of balls (number of balls held) or the number of saved balls (if a member).

[0031] (5) In response to an operation (return operation) of the return button 49 provided on the gaming machine 1, the deposit balance and the number of balls held are recorded on the general card inserted in the card insertion port 46 and issued. If a membership card is inserted, the deposit balance is recorded on the membership card and the number of balls held is sent to the management device 5, and then the membership card is issued. When issuing a card, the issuing information is sent to the management device 5 and is also stored on the management device 5 side. If neither a general card nor a membership card is inserted in the card insertion port 46, the general card stored in the card stock section is paid out (set) to the card reader / writer, the deposit balance and the number of balls held are recorded, and then issued. In addition, if the deposit balance and the number of balls held become zero while the general card is inserted, the general card set in the card reader / writer is collected in the card stock section. On the other hand, the membership card is retained as it is even if the deposit balance, the number of balls held, and the number of stored balls become zero.

[0032] (6) When a general card is inserted into the card insertion slot 46, the card reader / writer reads out the remaining balance of the deposit and the number of balls held recorded on the general card and displays them on the LCD display 42. When a member's card is inserted, the remaining balance of the deposit recorded on the member's card is read out and displayed on the LCD display 42, and the number of balls stored in the member's account of the management device 5 (number of balls stored on the day and number of balls stored on the previous day) is displayed, provided that the PIN is authenticated. The number of balls stored on the day is the number of balls stored on the day, and the number of balls stored on the previous day is the number of balls stored up to the previous day. After the business hours are over, the number of balls stored on the day is added to the number of balls stored on the previous day and stored. In response to the player's operation of the payout button 43 (withdrawal operation), balls are paid out from the payout nozzle 44 for one time within the number of balls held or the number of balls stored, and the number of balls held or the number of balls stored is updated. (7) The command from the employee remote control is received (light received) by the remote control light receiver 45, and various processes (such as clearing errors) are carried out according to the command content. (8) In response to an operation by an employee, the card issuance history for the day can be read out and displayed on the liquid crystal display unit 42.

[0033] The gaming information display device 3 receives operation information from the gaming machine 1 via the relay device 4 to create and display various types of gaming information, and displays various types of information received from the management device 5. As shown in Fig. 4, the gaming information display device 3 has a lamp unit 50, a liquid crystal display unit 51, a call button 52 for calling an employee, a group of operation buttons 53 for switching the type of gaming information displayed on the liquid crystal display unit 51, and a remote control light receiving unit 54 for receiving (receiving light) a signal from an employee remote control. The liquid crystal display unit 51 is capable of displaying various types of gaming information in response to the operation of the group of operation buttons 53.

[0034] FIG. 4 shows an example of a basic game information screen on the liquid crystal display unit 51, which displays the following game information: Number of jackpots (today, the day before, the day before) Number of first hits (today, the day before, the day before) = Number of big hits under normal conditions Jackpot Breakdown (Super = 10R, Small = 6R, 1R) Start count (switch between the number of pattern changes since the most recent jackpot ended and the cumulative number of pattern changes for the day) The highest number of balls ever recorded (the largest difference in number of balls ever recorded in one business day for this model) Bar graph of the number of starts between jackpots (last 7)

[0035] 5, the game information display device 3 has, as electrical components, a control unit 55, a lamp unit 50, a liquid crystal display unit 51, a call button 52, an operation button group 53, a remote control light receiving unit 54, and a transmission / reception unit 56 for transmitting and receiving various signals and various information between the relay device 4. The control unit 55 is composed of a microcomputer having a CPU 55a, a ROM 55b, a RAM 55c, and an I / O 55d, and controls the operation of the game information display device 3 by executing a control program stored in the ROM 55b.

[0036] 6 and 7 are time charts showing an example of how the system receives a jackpot signal and a special state signal from the gaming machine 1 and processes game information. As shown in "Game state on gaming machine", in the target gaming machine 1, a guaranteed jackpot occurs at "t1", and three consecutive wins occur until a jackpot at "t5", after which the guaranteed jackpot ends at "t7" and returns to the normal state, and then a ceiling time reduction occurs at "t12" via sudden time reductions at "t8" and "t10", during which a jackpot occurs at "t13" and two consecutive wins occur until "t15", after which the guaranteed jackpot ends at "t17" and returns to the normal state, and then a normal jackpot occurs at "t18", a time reduction occurs at "t19", and the time reduction ends at "t20", and the state returns to the normal state.

[0037] As shown in "Game state for judgment", when the game state is specified by the state signal, the special state signal is output regardless of whether or not the game is in a special state, and it is not possible to specify which state it is, so it is specified as "in a special state", but in "t8", "t10", and "t12", it is specified as a special time-saving state such as sudden time-saving and ceiling time-saving. This is because when the special state signal is output (not after the occurrence of a jackpot) without going through a jackpot (jackpot period), it is specified as a special time-saving state because it is not a normal time-saving state, and in "t8" and "t10", the pattern change corresponding to the ceiling time-saving state is not performed after the initialization condition is established (for example, the occurrence of a jackpot), so it is distinguished from the sudden time-saving state, while in "t12", the pattern change is performed after the initialization condition is established, so it is distinguished from the ceiling time-saving state. Of course, it is also possible to specify the sudden time-saving state as a special time-saving state without distinguishing between the sudden time-saving state and the ceiling time-saving state.

[0038] "Start" indicates the number of symbol variations after the initialization conditions are met. Here, the initialization conditions of the gaming machine 1 include the initialization process of the gaming machine 1, such as the so-called RAM clear, but the initialization process cannot be specified on the system side, and the initialization conditions are met on the system side when the store opens, so the initialization conditions of the system side and the gaming machine 1 are not necessarily the same, but the number of symbol variations that are initialized under roughly the same conditions is shown because the common initialization condition is the occurrence of a jackpot. Note that Figures 6 and 7 show the final number of symbol variations in each period, including other "accumulation starts", etc.

[0039] Here, the initialization condition does not include the occurrence of sudden time reduction, so even if the time reduction occurs suddenly, it is not initialized. On the other hand, since the normal time reduction is performed via a jackpot (after the jackpot occurs), the initialization condition is met, but the start is maintained during the jackpot so that the player can confirm the start, and it is initialized when the jackpot ends and a special state is entered. In other words, when the reception of a special state signal begins, whether or not the "start" is initialized is determined depending on whether or not the special state is via a jackpot. As a variation of this, when the start is initialized in response to the end of a special state via a jackpot (for example, at the time of "t7"), the start may not be initialized even if a special time reduction in which a special state signal is output without a jackpot ends (for example, "t9", "t11"). Here, there is a possibility that a jackpot will not occur for the ceiling time reduction, and in this case, the start may not be initialized even if the ceiling time reduction ends without the occurrence of a jackpot.

[0040] "Cumulative Start" indicates the number of all symbol changes performed on the gaming machine 1, "Cumulative Start during Low Probability" indicates the number of symbol changes during periods when the gaming machine 1 is not in a probability change, and "Cumulative Start during Chance" indicates the number of symbol changes during periods when the gaming machine 1 is likely to be in a probability change. In Figures 6 and 7, "Cumulative Start" is not shown separately from others because all periods without a jackpot are specific target periods and there is no need to distinguish between them, but "Cumulative Start during Low Probability" is distinguished from others by hatching the periods that are not in a probability change, and "Cumulative Start during Chance" is distinguished from others by hatching the specific target periods because it targets periods with a probability change.

[0041] In the "Low Probability Cumulative Start", the output period of the special state signal via the jackpot may not be a probability change like the time shortening of "t19", but may be a probability change like "t2" or "t14", so it is excluded from the specific target period. On the other hand, the output period of the special state signal that does not involve a jackpot, such as the sudden time shortening of "t8" and "t10" and the ceiling time shortening of "t12", is included in the specific target period. This is because the special time shortening is only a time shortening and has no possibility of becoming a probability change. This specific target period is also applied to game information other than the start, such as the "first hit" in the "game state judged". Similarly, the "Chance Cumulative Start" is the specific target period for the period during which the special state signal is output, excluding the special time shortening.

[0042] Although "accumulated starts during low probability" and "accumulated starts during chance" are sufficient game indicators just by managing them, for example, if the ratio to a jackpot is shown, it can be an indicator for judging whether the player has won in his favor or against the jackpot probability in the specifications, or for predicting the mode to change the jackpot probability. For example, in the case of Figures 6 and 7, the "accumulated starts during low probability" is "2220" at the final time "t20" shown in Figure 7, and jackpots have occurred three times during the target period at "t1", "t13", and "t18" ("first hits" shown separately from the others in "game state for judgment"), so a jackpot occurs at 3 / 2220=1 / 740 (special game information showing the ratio between starts and the number of jackpots).

[0043] Similarly, since the "accumulated start during chance" is "480", it is possible to specify 3 / 480 = 1 / 160 due to the ratio with three jackpots, and although time shortening such as "t19" is included, time shortening that is not a probability variation such as "t8" and "t10" can be excluded to specify the game information during chance variation, so that game information more approximate to the game information during probability variation can be specified. Here, in order to approximate the game information during probability variation, the final special state period such as "t6", "t16", and "t19" (the next game state becomes the normal state) may be excluded, or in the case of a gaming machine in which the final special state during a so-called consecutive win in which multiple jackpots occur becomes a probability variation, but the special state after a so-called single win in which only a single jackpot occurs becomes a time shortening, as in this embodiment, the former probability variation may not be excluded and the latter time shortening may be excluded.

[0044] "Cumulative start during chance" etc. may be managed by the difference between "cumulative start" and "cumulative start during low probability". In the case of Figures 6 and 7, "Cumulative start during chance" is 2700-2220=480, and "Chance jackpot" is 6-3=3. Similarly, "Cumulative start during low probability" may be managed by the difference between "cumulative start" and "Cumulative start during chance", or the sum of "Cumulative start during low probability" and "Cumulative start during chance" may be managed as "cumulative start". As above, the jackpot probability can also be determined as 6 / 2700=1 / 450 by the ratio of 2700 "cumulative starts" to 6 jackpots.

[0045] "TY" indicates the difference number (safe-out) during the so-called consecutive win period corresponding to the jackpot period and the special game period such as the time-limited period. For example, as in "t1" to "t7" in FIG. 6, it indicates the difference number including the jackpot before and after the special state, and is an index showing how many balls were obtained during the so-called consecutive win period. In this embodiment, the special time-limited period such as the ceiling time-limited period such as "t12" is excluded from the specific target of "TY". This is because it is considered that during the time-limited period, the so-called payout rate (safe-out) does not reach 100% and the payout balls tend to decrease, and even if the ceiling time-limited period is reached, the jackpot does not occur and the player does not recognize that the consecutive win period has started. In other words, the special time-limited period, which is a special state that does not involve a jackpot, is also excluded from the specific target of TY. In addition, when a jackpot occurs as in "t13", the start of the jackpot becomes the specific target, so "t14" and "t15" are included in the specific target, but "t15", which is the last special state, may be excluded as above. The same applies to sudden time reductions such as "t8" and "t10".

[0046] As described above, according to this embodiment, the following advantageous effects can be obtained. In the game arcade system, a game machine 1 capable of generating a jackpot and generating a first special state such as a probability variable or normal time reduction via a jackpot and a second special state such as a special time reduction not via a jackpot as special states in which the player has an advantage over a normal state, and which outputs a jackpot signal output during a jackpot period corresponding to a jackpot and a special state signal output commonly to a first special state period such as a normal time short period corresponding to a normal time reduction and a second special state period such as a special time short period corresponding to a special time reduction, is targeted. Special game information such as "accumulation start during chance" during the probability variable period or the time short period is managed, and it is determined whether the state period of the game machine 1 is the first special state period or the second special state period. When the determination result indicates that it is the second special state period, the game information corresponding to the second special state period is excluded from the special game information, so that the game machine 1 capable of generating a normal time reduction via a jackpot and a special time reduction not via a jackpot can be appropriately managed.

[0047] Special game information indicating the ratio between starts, which indicate the number of unit games executed to generate a jackpot, and the number of jackpots is managed, and starts and numbers of jackpots corresponding to a short special time period are excluded from the specific targets of the special game information, so that it is possible to appropriately provide an index for grasping whether or not the jackpot lottery is favorable for the player and for estimating the mode of a gaming machine having mode differences in the jackpot probability.

[0048] Game information indicating the difference between OUT and SAFE, such as "TY", is managed as specific special information which is game information corresponding to the jackpot period and special game period, and OUT and SAFE corresponding to the short special time period are excluded from the specific targets of the specific special information. Therefore, for example, in the case of a gaming machine in which the number of balls dispensed is reduced during the time-saving period, it is possible to reduce the risk of the player feeling uncomfortable due to the reduction in the number of balls dispensed before the occurrence of a jackpot, and to provide game information that matches the player's recognition that the period of consecutive wins begins after the occurrence of a jackpot.

[0049] The target is a gaming machine 1 that is capable of generating a jackpot and is capable of generating a first special state such as a probability change or normal time reduction via a jackpot as a special state in which the player has an advantage over a normal state, and a second special state such as a special time reduction not via a jackpot, and outputs a jackpot signal output during a jackpot period corresponding to a jackpot, and a special state signal output commonly during a first special state period such as a normal time short period corresponding to the normal time reduction and a second special state period such as a special time short period corresponding to the special time reduction. The system manages normal game information such as "accumulation start during low probability" in the normal state, judges whether the state period of the gaming machine 1 is the first special state period or the second special state period, and when a judgment result that it is the second special state period is obtained, manages the game information corresponding to the second special state period by including it in the normal game information, thereby making it possible to appropriately manage the gaming machine 1 that is capable of generating a normal time reduction via a jackpot and a special time reduction not via a jackpot.

[0050] The initialization start, which is initialized by the establishment of a preset initialization condition, is managed as a start indicating the number of unit games to be executed to generate a jackpot, and the initialization condition is established if, when a state period of the gaming machine specified by a special state signal begins or ends, the judgment means obtains a judgment result that the state period is a first special state period, but is not established if the judgment means obtains a judgment result that the state period is the second special state period, so that it is possible to reduce the risk of the initialization start being unnecessarily initialized even in the case of a special time reduction that does not precede or follow a jackpot.

[0051] The present invention is not limited to the above-described embodiments, but may be modified or extended as described below, or each modified embodiment may be combined with the above-described embodiments or each modified embodiment may be combined in any combination, or configurations may be omitted as appropriate. The gaming machine 1 may be an enclosed type gaming machine that adds and stores gaming media as electronic data without dispensing the gaming media. The above numerical values ​​are merely examples, and any numerical values ​​may be used. Each set value may be set by an administrator through operation input, may be set in advance by the manufacturer of the management device 5, or may be set by downloading setting information from an external server (such as the headquarters of a chain store). In addition, past game information may of course be set as a reference value.

[0052] All of the game information shown as examples may be specified directly by the input signal or indirectly by using an arithmetic expression. Also, although a pulse signal is shown as an example of the game signal, a signal input such as a message via serial communication or the like may also be used. The numerical values, number of digits, items, etc. are merely examples, and any numerical values ​​may be adopted, and items may be omitted as appropriate. A part of the processing performed by the management device 5 may be performed by the lending device 2, the game information display device 3, the relay device 4, etc., and the means for identifying and managing the game information may be configured in any manner. [Explanation of symbols]

[0053] In the drawing, 1 is a gaming machine, and 5 is a management device (management means, determination means, exclusion means).

Claims

[Claim 1] a management means for the gaming machine, which is an enclosed type gaming machine that adds and stores gaming media as electronic data without dispensing them, and which holds a jackpot lottery when a winning entry is made into a starting hole provided on a gaming board in a normal state, notifies the result of the jackpot lottery by a pattern change, and can generate a jackpot according to the result of the change, and which has a first special state that can be generated via a jackpot and a second special state that can be generated without a jackpot as special states that give a player an advantage over the normal state, and which outputs, in the form of a telegram, a jackpot signal that can identify the occurrence of a jackpot, and a special state signal that corresponds in common to the first special state and the second special state and can identify the occurrence of either of the special states; and a determination means capable of determining whether a special state that has occurred is the first special state or the second special state by determining, when it is possible to identify the occurrence of a special state by the special state signal, that a special state that has occurred without going through a jackpot is the second special state without going through a jackpot, regardless of state signals that individually correspond to the first special state and the second special state, The management means is an amusement facility system that can distinguish and update game information depending on the determination result by the determination means of whether the state is the first special state or the second special state.

Citation Information

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