Game center management system and management device
The gaming facility management system addresses the complexity of gaming signals by synchronizing determination processes for high probability and special state signals, ensuring accurate game state identification and reducing inaccuracies.
Patent Information
- Application Number
- JP2021177635
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-10-29
- Publication Date
- 2025-08-06
- Estimated Expiration
- 2041-10-29
Smart Images

Figure 0007719693000001 
Figure 0007719693000002 
Figure 0007719693000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a management system and a management device for an amusement facility. [Background technology]
[0002] Conventionally, there has been provided a system in which, when a specific gaming state advantageous to a player occurs in a gaming machine, an input signal from the gaming machine is received by a gaming device attached to the gaming machine, and information regarding the specific gaming state is displayed (see, for example, Patent Document 1). In recent years, as the gameplay of gaming machines has become more complex, the types of gaming signals that indicate the gaming status have also become more complex, and gaming signals that were not previously output are now being output. Therefore, when gaming parlors introduce such gaming machines, if they were to install new dedicated input terminals to input the gaming signals, it would also be necessary to install new peripheral equipment, so they are trying to deal with this by using existing input terminals (existing systems). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-26630 Summary of the Invention [Problem to be solved by the invention]
[0004] Here, understanding the gaming status of a gaming machine is important not only for the gaming parlor manager but also for the player, and it can be said that the importance of jackpots and special states is particularly high. Therefore, regarding the signals of jackpots and special states output from the gaming machine, in order to accurately determine these signals (or to deal with the increasing complexity and diversity of the above gaming signals), it is conceivable to deal with this by providing a timer to correct the determination timing, etc. However, understanding the timing of each signal output for each gaming machine and then setting the timer for each gaming machine is extremely time-consuming and troublesome, and even if the judgment processing period is extended only for signals of a jackpot or special state (even if the accuracy of judging such signals is improved), there is a risk that this may actually impair the accuracy of identifying the gaming state, and so there are inherent issues that need to be resolved.
[0005] The present invention has been made in consideration of the above-mentioned circumstances, and its purpose is to provide an amusement facility management system and management device that can appropriately identify the gaming status from the gaming signals of the gaming machines. [Means for solving the problem]
[0006] A gaming facility management system for gaming machines capable of generating a normal state, a high probability state in which the probability of winning the jackpot lottery is higher than in the normal state, and an easy winning state in which it is easier to win the jackpot lottery by winning a ball in a starting hole, as game states in which a jackpot lottery can be executed by winning a ball in a starting hole, and which outputs a high probability state signal in response to the occurrence of the high probability state, and outputs a common special state signal in response to the occurrence of the high probability state, the easy winning state, and the jackpot state, The gaming machine includes a signal input means (e.g., an I / F of a management device 6) capable of inputting the high probability state signal and the special state signal as signals output from the gaming machine, a signal detection means (e.g., a control unit of the management device 6) that detects the input of a signal in the signal input means, an input determination means (e.g., a control unit of the management device 6) that performs a determination process regarding the presence or absence of input of a signal detected by the signal detection means, and a state determination means (e.g., a control unit of the management device 6) that identifies the gaming state according to the type of signal input in the signal input means, The input determination means performs a determination process to determine whether or not the high probability state signal and the special state signal detected by the signal detection means have been input (for example, a determination process from the start point td of the signal off determination in Figure 4 to the off confirmation point tf, including the operation time Ht of the hold timer), and when it is determined that one of the detected high probability state signal and special state signal has not been input (for example, the high probability state signal is input off in S3 of Figure 7), if a determination process is being performed to determine whether or not the other signal has been input (for example, S4: YES), the state determination means does not identify the game state until the presence or absence of the other signal is determined (for example, until S4: NO and S5 is determined), and identifies the game state when the presence or absence of the other signal is determined.
[0007] Even if a common special state signal is output in response to the occurrence of a high probability state, an easy winning state, and a big win state in a gaming machine, and even if the timing of the determination process for the special state signal and the high probability state signal differs, the gaming state can be suitably identified. [Brief explanation of the drawings]
[0008] [Figure 1] Overall configuration diagram of an amusement center management system in one embodiment [Figure 2] An explanatory diagram showing the game flow in a gaming machine [Figure 3] FIG. 10 is a diagram showing an example of game information managed by a management device. [Figure 4] An explanatory diagram of the detection of high probability state signal input (on) and the process of determining whether it is off [Figure 5] Time chart showing the relationship between game status and game signal (part 1) [Figure 6] Time chart showing the relationship between game status and game signal (part 2) [Figure 7] Flowchart showing the flow of state determination processing DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. FIG. 1 is a schematic diagram showing the overall configuration of an amusement facility management system. A large number of gaming machines 1 are installed in the amusement facility, and a rental device 2 and an information display device 3 are provided corresponding to each gaming machine 1. Two gaming machines 1, two rental devices 2, and two information display devices 3 are connected to a relay device 4, and the relay device 4 is connected to a management device 6 via a LAN 5. In addition, a POS and a balance adjustment machine (neither of which are shown) are also installed in the amusement facility, and these POS and balance adjustment machines are also connected to the management device 6 via the LAN 5. Although not shown in FIG. 1, in reality, for example, several hundred gaming machines 1 are managed by the management device 6.
[0010] The relay device 4 shown in the same figure collects gaming signals indicating the operating status of the gaming machine 1, as well as information from the rental device 2 and the information display device 3, and transmits various gaming signals output from the gaming machines such as the gaming machine 1 and rental device 2 to the management device 6, while also receiving various information from the management device 6. The management device 6 is installed in an office or the like within the amusement facility, and is connected to a keyboard 7 and a monitor 8 operated by the amusement facility manager, as well as a mouse, printer, etc. (not shown). The management device 6 manages the gaming machines 1, the lending devices 2, the information display devices 3, and various other devices within the amusement facility. The management device 6 also receives game signals output from the gaming machines, thereby managing the game information for each gaming machine 1, and displaying and printing out the information for the amusement facility manager.
[0011] The information display device 3 has a display unit 3a that displays game information of the corresponding gaming machine 1, notices from the gaming facility, etc. to the player. The information display device 3 receives various information including setting information transmitted from the management device 6, and notifies the player of the game information specified by the management device 6, the game status of the gaming machine 1, etc.
[0012] The gaming machine 1 is a pachinko gaming machine, and has an operating handle 10, an upper tray 11, and a lower tray 12 that constitute a launching device that launches balls onto a board 1a, and the board 1a has an LCD display 13, a regular prize slot 14, a first start slot 15, a second start slot 16, and a big prize slot 17. In addition, the top surface of the upper tray 11 in the gaming machine 1 has a balance display 11a, a loan button 11b, and a return button 11c.
[0013] The first starting slot 15 is a winning slot with a fixed winning rate (a so-called center winning slot), while the second starting slot 16 is a winning slot with a variable winning rate (a so-called electric chute). The gaming machine 1 executes a jackpot lottery based on winnings at each starting slot 15, 16 (starting winning), and the result of the lottery is announced on the LCD display 13 by a special symbol pattern change, resulting in a jackpot. If a starting winning occurs during symbol change, the symbol changes are cumulatively reserved up to a predetermined reserved upper limit (e.g., four each), and the reserved symbol changes begin after the symbol changes have ended. If a starting winning occurs when the number of reserved symbol changes (reserved number) is at the upper limit, the symbol changes are not reserved, and if there are reserved symbols in the second starting slot 16, the reserved symbol changes are executed in priority to the reserved symbols in the first starting slot 15.
[0014] The gaming states or specifications that allow the jackpot lottery to be executed in gaming machine 1 are as follows. · Jackpot probability: The probability of winning the jackpot lottery using the special symbol. The probability of a jackpot is 1 / 100 in the normal state (low probability state) and 1 / 10 in the high probability state (probability change state). When the reciprocals of these jackpot probabilities are designated as "TS" and "TSA," respectively, TS indicates the average number of fluctuations expected before a jackpot occurs in the low probability state and TSA indicates the high probability state (the theoretical value of TS is 100, and the theoretical value of TSA is 10).
[0015] · Jackpot state: The jackpot game state that occurs when the jackpot lottery is won. When a jackpot game (big win) occurs, the large prize opening 17 is opened for the allocated number of rounds (R). In this embodiment, all rounds are allocated to 4R for center hole wins, while all rounds are allocated to 10R for electric chute wins. The maximum number of wins per round is 10, and the maximum opening time is 30 seconds. One round ends when either the maximum number of wins or the maximum opening time is reached.
[0016] Time-saving state: This state is granted after the occurrence of the jackpot, making it easier to win at the winning slot (starting slot) than in the normal state. In the time-saving mode (time-saving), it becomes easier to win a prize in the prize slot (for example, the starting slot 16 as an electric chute), and the time required for the jackpot lottery is shortened. Specifically, the second starting slot 16 enters an open state with a high winning rate when the normal symbol (normal symbol) that changes in response to winning in the normal symbol winning slot 14 is a winning symbol. In this case, the normal symbol changes over 30 seconds in the normal state and 3 seconds in the time-saving mode, and the opening time is 0.3 seconds in the normal state and 5 seconds in the time-saving mode. As a result, the normal symbol change time is shorter in the time-saving mode compared to the normal state, while the opening time is longer, resulting in a higher winning rate for the second starting slot 16. The number of time-saving periods granted varies depending on the type of winning slot and the type of special symbol at the time of the jackpot, with 10 time-saving periods granted for a jackpot that enters the center hole and 50 time-saving periods granted for a jackpot that enters the electric chute. The time-saving period continues until the relevant jackpot lottery is executed a predetermined number of times, but more details will be given later in conjunction with the high probability state (see Figure 2).
[0017] High Probability State: A state that is granted after the occurrence of the jackpot mentioned above, in which the probability of winning the jackpot lottery is higher than in the normal state (probability change). In this embodiment, after the jackpot ends, the probability of winning continues until 10 jackpot draws are held. Special state: Any of the above high probability states, time-saving states, and jackpot states. In this embodiment, the special state is also referred to as a special prize state.
[0018] Next, the operation of the gaming machine 1 will be described with reference to the game flow of FIG. "State 1" in the figure shows the normal state of the gaming machine 1. In the normal state, a jackpot lottery is held when a ball enters the center hole (entering the starting slot 15). If the jackpot lottery is won and a jackpot occurs, the time-saving state and the high-probability state are overlapped until 10 jackpot lotteries are held, which is to say, a combined time-saving "State 2."
[0019] In State 2, as described above, the time-saving state is entered, which increases the probability of winning in the electric chute (starting hole 16), and a jackpot lottery is held by winning the electric chute. In addition, the jackpot probability increases to 1 / 10, and if no win is made (no jackpot occurs) within 10 jackpot lotteries in this high-probability state, the time-saving state and high-probability state end (no jackpot is won), and the state transitions to the normal state. In contrast, if a jackpot occurs in State 2 and the player wins before 10 jackpot draws have been performed, the game will transition to "State 3," in which a time-saving state that continues until 50 jackpot draws have been performed and a high-probability state that continues until the first 10 jackpot draws have been performed in the time-saving state are concurrently applied.
[0020] In State 3, the first 10 jackpot draws are in a time-saving state in which the rate of winning into the electric chute is increased, and the jackpot probability is in a high-probability state in which it increases to 1 in 10, just like State 2. If no jackpot occurs before the 10 jackpot draws have been performed, the high-probability state ends and the jackpot probability transitions to a low-probability state, but the time-saving state continues until the remaining number of jackpot draws (40) are performed. Furthermore, if no jackpot occurs before the remaining number of jackpot draws (40) are made, the game will return to the normal state, State 1, and if a jackpot occurs, the game will remain in State 3 (setting in Figure 2).
[0021] In this embodiment, since the gaming machine 1 is a pachinko gaming machine, the gaming medium that is the gaming value is pachinko balls (also simply referred to as "balls"), and the gaming machine outputs the following gaming signals as the game progresses, such as the player shooting balls into the starting holes 15, 16 and the like.
[0022] Out signal: A signal (operation signal) that can identify the gaming value (out) used, output from the out box that collects consumed balls. One pulse is output for every 10 balls consumed (used, inserted, collected), so "number of out signals x 10" is identified as out. Note that this signal may also be output from the gaming machine 1. Safe signal: A signal that can identify the gaming value (safe, winning value) output from the gaming machine 1. Since one pulse is output for every 10 balls paid out in response to a win, "number of safe signals x 10" is identified as safe. Note that the replenishment signal output from a replenishment device may also be used as the safe signal.
[0023] Start signal: A signal that can identify a win at the start ports 15 and 16. One pulse is output for each win. · Symbol determination signal: A signal that can identify the symbol change that starts to change (operate) when the symbol enters the start slots 15 and 16, and is output as a one-shot (128 ms) signal when the symbol change is determined (ended). The symbol change is also called the start. Jackpot signal: A signal that can identify the period of a jackpot state. This is a status signal that is output at a certain level during the jackpot state in response to the occurrence of the jackpot state, so the jackpot state is identified as being in a state where a jackpot signal is being received.
[0024] Special status signal: A signal that can identify the duration of a special status. Since this is a status signal that is output at a certain level during a special status, the reception of the special status signal is identified as a special status. In this embodiment, the "special status" includes the above-mentioned probability change, time reduction, and jackpot states as states that are advantageous to the player, and a common special status signal is output in response to the occurrence of these high probability states, easy winning states, and jackpot states. High-probability state signal: A signal that can identify the period of a high-probability state. This is a state signal that is output at a level during a high-probability state in response to the occurrence of that high-probability state, so the state is identified as being in a high-probability state while the high-probability state signal is being received.
[0025] The lending device 2 shown in Figure 1 is a lending machine with a so-called counting function for each machine, and has a status indicator light 2a that shows the gaming status of the gaming machine 1 and the status of the lending device 2, a coin slot 21 through which coins are inserted, a touch panel display 22, a payout button 23 for paying out held balls, a payout nozzle 24 through which paid out balls pass, a card insertion slot 25 through which IC cards (recording media not shown) such as general cards (held ball tickets) and membership cards are inserted, and a counting tray 26 located below the lower tray 12 of the gaming machine 1.
[0026] The rental device 2 operates as follows. (1) When currency is accepted (currency acceptance process), the amount of the deposit is added to the balance and displayed on both the gaming machine 1 and the lending device 2. When the lending button 11b on the gaming machine 1 is pressed (lending operation, granting operation) while there is a balance, one unit of lending (for example, 500 yen) of loan balls (amount of the granting value) is dispensed from the gaming machine 1 and loaned (amount of the granting process), and the amount of the granting value according to the rate is deducted from the balance. Currency can be accepted in an amount corresponding to multiple amounts of the amount of the granting process (for example, up to 10,000 yen).
[0027] (2) When counted balls are accepted, they are identified as owned balls (the game value acquired by the player through play is identified), and a refund process (replay process of owned balls) is enabled to pay out the owned balls in response to pressing of the payout button 23, and when a payout is made, the amount of the compensation (for example, the same number as the number of paid-out balls) is subtracted from the owned balls. When the return button 11c of the gaming machine 1 is pressed (the issuance operation is accepted) while there is a balance or owned balls remaining, a ball voucher is issued that can identify the balance or owned balls stored in the lending device 2.
[0028] (3) Through serial communication with the relay device 4 (receiving sales signals), the management device 6 can identify various information such as currency acceptance processing, payment processing, balance, balls in hand, number of balls lent, number of balls paid out, amount deposited, number of counted balls, number of lent balls, sales amount in exchange for lent balls, and acceptance and issuance processing of ball tickets. However, this information can also be identified by a pulse signal (for example, one pulse for every 1,000 yen deposited, one pulse for every 100 yen in sales, etc.).
[0029] Although detailed illustration is omitted, the control unit (signal detection means, input determination means, status identification means) of the management device 6 is mainly composed of a microcomputer including a CPU, storage units such as ROM and RAM, and I / O, and is responsible for overall control of the system. In addition, the management device 6 has a well-known I / F (input interface and output interface as signal input means) as a peripheral unit connected to its own control unit, and can input various game signals from the gaming machines described above via the relay device 4 and can output game information such as game status identified from these game signals via the relay device 4.
[0030] 3 shows an example of a portion of the special prize history data, which is related to game states such as jackpots, probability variations, and time reductions, among the management data managed by the management device 6. Details of the items in the special prize history data will be explained below. For ease of explanation, the control unit of the management device 6, which serves as the control entity (signal detection means, input determination means, state identification means), will be simply referred to as the "management device 6," and various game signals will also be simply referred to as "signals."
[0031] No.: The order in which the jackpots have occurred since the store opened. The first jackpot after the store opened is numbered "1," and subsequent jackpots are numbered "2," "3," etc. Special prize: The type of special state (jackpot, chance, time-saving) or the type of special state when a jackpot occurs. · Time: The time when the corresponding prize occurred. Start: The number of starts when the corresponding special prize is won. It is initialized when a jackpot occurs. Also, if a jackpot does not occur in the probability variation or time-limited state, it will show the number of starts in that state. Difference in balls: The difference in balls obtained in the corresponding special prize.
[0032] The management device 6 manages the special prize history data by identifying each game state (jackpot, probability variation, and time reduction) according to the type of signal input from the gaming machine side at the I / F. The information on "date," "machine type," and "machine number" in the figure can be selected arbitrarily by inputting it using the keyboard 7 or the like by the gaming facility manager, and the special prize history data corresponding to the selected conditions can be displayed on the monitor 8 or the like.
[0033] For example, on the relevant "date", a "No. 1" jackpot occurs at the time "13:32" on gaming machine 1 of "model" AAA and machine number "1". At this time, the start was 195 spins and the difference balls obtained by the jackpot were 400. Also, after the relevant jackpot game ends, the game transitions to a "probability change" state, which is a high probability state, but in this high probability state, no jackpot is won (see the blank "-" in the difference balls), and it can be seen that the game transitions to the normal state.
[0034] The "NO. 2" jackpot, which occurred at 14:45, was identified after 123 starts, and after the jackpot ended, the machine transitioned to a high probability state. The "NO. 3" "probable change" jackpot, which occurred in this high probability state, was identified after four starts, and after the jackpot ended, the machine transitioned to a high probability state. In this high probability state, no jackpot was won within the first 10 starts, and the high probability state ended, transitioning to a "time-saving" state. Even in this time-saving state, no jackpot was won within the first 40 starts, and the time-saving state ended, transitioning to a normal state.
[0035] The "NO. 4" jackpot, which occurred at 15:12, was identified after 111 starts, and after the jackpot ended, the machine transitioned to a normal state without winning a jackpot in the high probability state. The "NO. 5" jackpot, which occurred at 16:48, was identified after 154 starts, and after the jackpot ended, the "NO. 6" "probable" jackpot was identified after 5 starts.
[0036] As mentioned in the "Problem to be solved" section, as the playability of the gaming machine 1 managed by the management device 6 becomes more complex, the types of gaming signals input also become more complex, and it may become impossible to accurately determine the gaming status. Therefore, in the management device 6 of this embodiment, for example, in order to ensure the accuracy of the special prize history data shown in Figure 3 and the game status displayed on the information display device 3, the relevant game signals, including the high probability state signal and the special state signal, are subjected to a determination process regarding the presence or absence of input of each signal (see S3 and S4 in Figure 7 described later), and when it is determined that one of the high probability state signal and the special state signal is not input, if a determination process regarding the presence or absence of input of the other signal is being performed, the game status is not specified until the presence or absence is determined, and when the presence or absence is determined, the game status is specified (see S4 to S9). Below, the configuration of the management device 6 (also referred to as the system side) will be described with reference to Figure 4 and subsequent drawings.
[0037] 4 shows a timing chart for explaining the signal determination process that is performed when a gaming signal is detected on the management device 6 side. In addition, for the sake of convenience in the present embodiment, the jackpot signal, special state signal, and high probability state signal, which are input signals from the gaming machine 1, are given the symbols "T1," "T2," and "T3," respectively, to distinguish them from the signal statuses "T1'," "T2'," and "T3'" that are determined by the determination process in the management device 6.
[0038] That is, first, the management device 6, as a signal detection means, performs a detection process to detect signal input by executing a sampling process at a predetermined cycle for the game signals output from the gaming machine 1. The sampling cycle in the sampling process is set to be different depending on the type of game signals T1 to T3, and for example, the sampling timing of the jackpot signal T1 and the special state signal T2 is set to be at 2 ms intervals, and the sampling timing of the high probability state signal T3 is set to be at "4 ms" intervals (the interval of one scale mark in the same figure) as shown in Figure 4.
[0039] Furthermore, the management device 6, as an input determination means, performs a determination process on whether or not the detected signal is input by executing a sampling process. In this case, the sampling process is a chattering removal process that can suppress erroneous determination due to chattering (can improve accuracy), and determines whether or not there is an input (on / off) by sampling a predetermined number of times set for each of the game signals T1 to T3.
[0040] For example, for the high-probability state signal T3 shown in FIG. 4, the first input (on) is detected at time ta in the figure through the above sampling process. Next, when the third input is detected consecutively at time tb, the noise cancellation timer (internal timer of the management device 6) is activated. If the input of the signal T3 is detected from the time the noise cancellation timer is activated until time tc, when the timer times out after a predetermined time Nt has elapsed, the signal status T3' is confirmed as on. In this way, the series of processes from the start of detection of the signal input (time ta) to the confirmation of its on state (time tc) is referred to as the detection process.
[0041] Then, for the high-probability state signal T3, if the input is detected as off for the first time at time td and is continuously detected as off for the third time, a hold timer (an internal timer of the management device 6) is activated at time te. If the hold timer detects that the signal T3 is off until time tf, when a predetermined time Ht (e.g., 8 ms) has elapsed since activation, the signal status T3' is confirmed as off.
[0042] In this way, for the high probability state signal T3, the accuracy of the judgment process is ensured when identifying the gaming state by performing a judgment process to confirm that the signal is off on the condition that the result of the sampling process is off three times in a row, and furthermore, the Ht holding timer is operated for a predetermined time, and the signal T3 remains off during that time. In other words, the judgment process in this embodiment is a process regarding the presence or absence of input of a signal detected by the signal detection means, and refers to a series of processes from the start of the off judgment of the signal (time td) to the confirmation of off (time tf), including the operation time of the holding timer.
[0043] In contrast, the big hit signal T1 and the special state signal T2 not only have different sampling periods from the high probability state signal T3, but also have different sampling times and hold timer times Ht. For example, for the jackpot signal T1 and the special state signal T2, a determination process is performed to confirm that the signals are off if the results of the sampling process are off 10 times in a row, and further, the hold timer is operated for a time longer than a predetermined time Ht, and the signals T1 and T2 remain off during that time. Note that the operation time of the hold timer is set for each gaming machine 1, but the operation time for the jackpot signal T1 and the special state signal T2 tends to be set longer than the 8 ms for the high probability state signal T3.
[0044] Therefore, even if the special state signal T2 and the high-probability state signal T3 are simultaneously output-off (see td in FIG. 5 described later), due to the differences in the sampling period, sampling count (time related to chattering removal), and operation time of the holding timer, the high-probability state signal T3 will be determined to be input-off (determination process) before the special state signal T2. In this case, the signal status T3' will also be turned off first due to the signal T3 being turned off, and the incorrect game state will be identified based on the signal status T2' being turned on due to the input of signal T2.
[0045] Therefore, even if the judgment process to confirm the input of the high probability state signal T3 is off is completed, if the judgment process to confirm the input of the special state signal T2 is on or off is being performed, the management device 6 waits to determine the game state based on the off state of the high probability state signal T3 (does not update the game state), on the other hand, if the judgment process to confirm the input of the special state signal T2 is on or off is completed, it determines and updates the game state according to the type of input of the confirmed signals T3 and T2.
[0046] FIG. 5 shows a time chart of the game signals T1 to T3 when the game state transitions in the order of "state 1 - state 2 - state 1." That is, the figure shows a case where a jackpot is won in State 1, which is the normal state, and then the jackpot is not won in Probable Variable State 2, and the game transitions to Normal State 1. In this case, when a jackpot signal T1 is input due to the occurrence of a jackpot, the management device 6 detects this input through the sampling process and identifies the jackpot state. After the jackpot ends, at the time ta when the game transitions to State 2 (see Figures 5 and 4), when the high-probability state signal T3 is input together with the detected special state signal T2, the input of this signal T3 is detected through sampling and the high-probability state is identified.
[0047] If a jackpot is not won in this state 2, the input of both the special state signal T2 and the high probability state signal T3 from the gaming machine 1 is simultaneously turned off at that time td. However, the management device 6 first determines that the input of the high probability state signal T3 is turned off by judging the high probability state signal T3, and if the judgment process of the special state signal T2 is in progress at the time tf of that judgment (see Figure 4), it waits for the gaming state to be determined (maintains the high probability state), and after determining that the input of the special state signal T2 is turned off, it determines that the transition to the normal state will occur (see S8 and S9 in Figure 7). If the time when it is determined that the input of the special state signal T2 is turned off, that is, the time when the signal status T2' (not shown) turns off, is taken as time t' in Figure 4, the determination of the game state will wait until time t', but based on the signal status T2', T3' determined by the determination process in the management device 6, the transition from the corresponding high probability state to the normal state can be accurately determined.
[0048] FIG. 6 shows a time chart of game signals T1 to T3 when the game state transitions in the order of "state 1 -> state 2 -> state 3 -> state 1." In the case shown in the figure, if a jackpot is won in normal state 1, and then a jackpot is also won in probability variable state 2, causing a transition to probability variable state 3, the input of special state signal T2 and high probability state signal T3 is detected as described above to identify the high probability state.
[0049] If a jackpot is not won in this state 3, at time td (td on the right side of Fig. 6, see Fig. 4), the input of the high-probability state signal T3 from the gaming machine 1 is turned off. At this time, the management device 6 determines that the input of the high-probability state signal T3 is turned off by the determination process of the high-probability state signal T3, and if the determination process of the special state signal T2 has not been performed at the time tf of that determination (see Fig. 4), it determines that the gaming state has transitioned from the high-probability state to the time-shortened state (see S6 and S7 in Fig. 6 and Fig. 7).
[0050] The flow of the process for identifying the gaming state (state determination process), including the above determination process, will be explained with reference to the flowchart in Figure 7. The state determination process is executed by the management device 6 at predetermined intervals, and S1, S2, ... in the figure indicate each step.
[0051] First, the management device 6 detects the input of a signal by sampling processing (detection processing) for the game signal output from the gaming machine 1. For example, in the probability variable state 2 after the end of a jackpot shown in Fig. 5, both the special state signal T2 and the high probability state signal T3 are input from the time ta when the state 2 is transitioned to, and this is detected by the detection processing, and it is determined that the signal status T3' (see Fig. 4) is ON (S1). In this case, the management device 6, based on the detection of the input of the special state signal T2 and the high probability state signal T3, identifies the gaming state according to the type of the signal status T3', that is, the transition to the high probability state (S2).
[0052] After this, if a jackpot is not won in the probability variable state 2 in Fig. 5 (or probability variable state 3 in Fig. 6), the input of the high probability variable signal T3 from the gaming machine 1 is turned off at that time td. Accordingly, the management device 6 determines whether the input of the high probability variable signal T3 is off (that there is no input) through the determination process of the high probability variable signal T3 (S3), and determines whether or not the determination process of the input of the special variable signal T2 is being performed at the time of this determination (S4).
[0053] For this reason, in S4, while the process of determining whether the special state signal T2 is input off is in progress (S4: YES), the game state is not identified and the process waits until the on / off state of the input is determined, but if the process of determining whether the input is off is not in progress or the process is completed (S4: NO), the process proceeds to the next step S5. The management device 6 determines whether the special state signal T2 is being input in S5. If it is determined that the special state signal T2 is not being input (S5: NO), that is, if the special state signal T2 and the high probability state signal T3 are simultaneously turned off, as at the end of the probability variable state 2 in Fig. 5, it determines that the signal statuses T2' and T3' are off based on the determination process (S8), specifies that the gaming state has transitioned from the high probability state to the normal state (S9), and ends this process (returns).
[0054] On the other hand, when the management device 6 determines that the special state signal T2 is being input (S5: YES), that is, when only the high probability state signal T3 is turned off, as at the end of the probability variable state 3 in Fig. 6, it determines that the signal status T3' is off based on the determination process and identifies the end of the high probability state (S6). Furthermore, the management device 6 determines the transition to the time-shortened state based on the special state signal T2 being input (S7), and then ends this process (returns).
[0055] As described above, when the management device 6 of this embodiment determines that one of the detected high probability state signal T3 and special state signal T2 is off and not input (for example, S3 in Figure 7), if a determination process is being performed to determine whether the other signal is input (for example, S4: YES), it does not identify the game state until it determines whether or not the other signal is input (for example, until S4: NO and S5 are determined), and it identifies the game state when it determines whether or not the other signal is input. According to this, even if a common (single) special state signal is output in response to the occurrence of a high probability state, an easy winning state, and a jackpot state, and even if the timing of the judgment process for the special state signal T2 and the high probability state signal T3 is different, the game state can be suitably identified.
[0056] More specifically, when the management device 6 determines that the input of the detected high probability state signal T3 is off, if the process of determining whether or not the detected special state signal T2 has been input is being performed, the game state is not identified until the presence or absence of the signal is determined, and the game state is identified when the presence or absence of the signal is determined. In this regard, there is a tendency to set a longer determination processing period in order to accurately perform the determination processing of the highly important jackpot or special state signal T2, but as a result, even if the input of the high probability state signal T3 is determined to be off first, if the determination processing of the input of the special state signal T2 is in progress, the determination of the end of the high probability state will wait until the determination processing is completed. This makes it possible to prevent incorrect identification of the game state due to different timing of the determination processing of the signals T2 and T3, and also makes it possible to accurately identify the game state in accordance with the tendency to set a longer determination processing period for the signal T2. Furthermore, even if the length of the judgment processing period is in the opposite relationship between the special state signal T2 and the high probability state signal T3 as compared to the above-mentioned embodiment, if the input of one signal T2 is determined to be off and the judgment process for whether or not the other signal T3 is input is being carried out, the game state is not identified until the presence or absence of the signal is determined, thereby achieving the same effect as the above-mentioned embodiment.
[0057] When the management device 6 determines that there is no input of the detected high probability state signal T3 (for example, S3), and if the determination process is not performed assuming that there is input of the detected special state signal T2 (for example, S4: NO and S5: YES), it determines that the high probability state has ended as the gaming state. According to this, even if the input of the high probability state signal T3 is determined to be off first, if the special state signal T2 is input, the end of the high probability state can be determined without waiting for the determination process of the input of the signal T2, making it possible to accurately identify the game state.
[0058] The present invention is not limited to the above-described embodiment, but can be modified or expanded as follows. The special state signal T2 is output in the jackpot state, the time-saving state, and the high probability state, but the gaming machine 1 may also output a time-saving signal as a signal output during the time-saving state in addition to these signals. In this case, the time-saving state may be identified in response to the input of the time-saving signal.
[0059] Furthermore, it may be applied to a gaming machine 1 configured so that a time-saving state occurs without a jackpot occurring when a specific pattern is selected as a result of a jackpot lottery, and in order to identify the occurrence of the time-saving state, the occurrence of the time-saving state may be identified when a special state signal that does not accompany the occurrence of a jackpot is input, or the occurrence of the time-saving state may be identified by the time-saving signal.
[0060] This may be applied to a gaming machine 1 configured to generate a rescue time reduction when a predetermined number of jackpot lotteries are not won. When a rescue time reduction occurs, the gaming machine 1 may be configured to output a signal that can identify the occurrence of the rescue time reduction. The rescue time reduction may be identified using the number of starts until a jackpot occurs, or a signal that can identify the occurrence of the rescue time reduction. If the related setting information is set in advance, it may be set arbitrarily by the amusement facility manager, set by the manufacturer of the management device 6, or downloaded and set from an external management server (for example, a chain store headquarters or a gaming machine manufacturer).
[0061] The numerical values, number of digits, items, etc. are merely examples, and any numerical values may be used for the predetermined number of times, the operation time of the timer, etc. The target gaming machine 1 can be exemplified by a pachinko gaming machine, and it is also possible to imagine a so-called sealed gaming machine that does not eject gaming media but updates data points according to play, so the expression "gaming value" which includes gaming media such as balls and the above points is used appropriately.
[0062] Some of the processing performed by the management device 6 may be performed by a device other than the management device 6 (such as the relay device 4), or the management device 6 may be configured to perform all of the processing alone. Furthermore, whether or not to adopt the illustrated configurations may be changed depending on the settings as appropriate, and the illustrated configurations including modified examples may be combined in any way, or configurations may be excluded as appropriate. [Explanation of symbols]
[0063] In the drawing, 1 is a gaming machine, 6 is a control section of a management device (signal detection means, input determination means, state specification means), and an I / F (signal input means) of the management device.
Claims
1. A gaming facility management system for gaming machines capable of generating a normal state, a high probability state in which the probability of winning the jackpot lottery is higher than in the normal state, and an easy winning state in which it is easier to win the jackpot lottery by winning a ball in a starting hole, as game states in which a jackpot lottery can be executed by winning a ball in a starting hole, and which outputs a high probability state signal in response to the occurrence of the high probability state, and outputs a common special state signal in response to the occurrence of the high probability state, the easy winning state, and the jackpot state, signal input means for inputting the high probability state signal and the special state signal as signals output from the gaming machine; signal detection means for detecting an input of a signal in the signal input means; an input determination means for determining whether or not a signal detected by the signal detection means is input; a state specifying means for specifying the game state according to the type of signal input by the signal input means; Equipped with the input determination means performs a determination process to determine whether or not the high probability state signal and the special state signal detected by the signal detection means have been input, The state identification means is characterized in that when it is determined that one of the detected high probability state signals and special state signals has not been input, if a process of determining whether the other signal has been input is being performed, it does not identify the game state until it determines whether the other signal has been input, and it identifies the game state when it determines whether the other signal has been input.
2. The gaming facility management system described in claim 1, characterized in that when it is determined that the detected high probability state signal has not been input, if a determination process is being performed to determine whether the detected special state signal has been input, the state determination means does not identify the game state until it determines whether or not the signal has been input, and identifies the game state when it determines whether or not the signal has been input.
3. The gaming center management system described in claim 1 or 2, characterized in that the state identification means identifies the high probability state as the end of the gaming state when it is determined that the detected high probability state signal has not been input and a determination process has not been performed assuming that the detected special state signal has been input.
4. A management device capable of managing a gaming machine that can generate a normal state, a high probability state in which the probability of winning the jackpot lottery is higher than in the normal state, and an easy winning state in which it is easier to win the jackpot lottery by winning a ball in a starting hole, as game states in which a jackpot lottery can be executed by winning a ball in a starting hole, and that outputs a high probability state signal in response to the occurrence of the high probability state, and outputs a common special state signal in response to the occurrence of the high probability state, the easy winning state, and the jackpot state, signal input means for inputting the high probability state signal and the special state signal as signals output from the gaming machine; signal detection means for detecting an input of a signal in the signal input means; an input determination means for determining whether or not a signal detected by the signal detection means is input; a state specifying means for specifying the game state according to the type of signal input by the signal input means; Equipped with the input determination means performs a determination process to determine whether or not the high probability state signal and the special state signal detected by the signal detection means have been input, The state identification means is a management device characterized in that when it is determined that one of the detected high probability state signals and special state signals has not been input, if a process of determining whether the other signal has been input is being performed, it does not identify the game state until it determines whether the other signal has been input, and it identifies the game state when it determines whether the other signal has been input.
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