Game information display device

The game information display device addresses reduced player motivation by transitioning to a stop state when winnings approach a limit, ensuring moderate operating rates and player satisfaction.

JP7731310B2Active Publication Date: 2025-08-29DAIKOKU DENKI KK
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Patent Information

Application Number
JP2022049433
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-03-25
Publication Date
2025-08-29
Estimated Expiration
2042-03-25

AI Technical Summary

Technical Problem

Gaming machines with a stop function to prevent excessive ball wins reduce player motivation and operating rate due to reduced potential winnings when the number of balls dispensed is close to the stop value.

Method used

A game information display device that can generate a normal or high-probability winning state and transitions to a stop state when a predetermined value is reached, displaying current and stop values, and notifying players if the difference is below an average value.

Benefits of technology

Maintains a moderate operating rate by preventing dissatisfaction from insufficient winnings and excessive gambling excitement while providing player satisfaction.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game information display device capable of suppressing excessive incitation of speculative spirit and appropriately maintaining the rate of operation of a game machine.SOLUTION: A game machine information display device 1 attached to a game machine 2 configured so as to be capable of selectively generating one of a normal state and a probability variable state, and shifting to a shooting-stop state for disabling a game when the number of owned balls as a current value of a game value acquired by a player reaches a predetermined shooting stop value includes current value specification means for specifying the number of owned balls, average value specification means for specifying an average value of a differential ball number during a continuous big win period, difference value specification means for specifying the remaining differential ball number as a differential value between the number of owned balls and a shooting stop value, display means capable of displaying at least two of the number of owned balls, a shooting stop value, and a remaining differential ball number, and notification means for reporting that a game should be avoided to a player when the remaining differential ball number is smaller than the average value of the differential ball number during a continuous big win period.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to a game information display device. [Background technology]

[0002] Conventionally, as described in Patent Document 1 below, for example, gaming machines have been proposed that are equipped with a stop function that forcibly stops the game when a player has won a certain number of balls. Such a stop function prevents the player from winning an excessive number of balls, thereby suppressing excessive gambling. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-80047 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in gaming machines equipped with a stop function, if the number of balls dispensed at the start of play is close to the stop value, the number of balls that can be won thereafter will inevitably be reduced, which significantly reduces the player's motivation to play and ultimately reduces the operating rate of the gaming machine.

[0005] In view of the above circumstances, the present invention provides a game information display device that can maintain an appropriate operating rate of a gaming machine while suppressing excessive stimulation of gambling spirits. [Means for solving the problem]

[0006] The gaming information display device of the present invention is a device attached to a gaming machine that can selectively generate either a normal state or a special state with a high probability of winning, and that transitions to a stop state where play is disabled when the current value of the gaming value acquired by the player reaches a predetermined stop value. This gaming information display device is capable of displaying various gaming information related to the corresponding gaming machine.

[0007] The game information display device of the present invention can specify the current value and the difference between the current value and the stop value, and can display at least two of the current value, the stop value, and the difference. Furthermore, the game information display device of the present invention can specify the average value of the game value that the player can obtain during the consecutive jackpot period, and if the difference value is smaller than this average value, can notify the player that they should refrain from playing.

[0008] The game information display device of the present invention compares the difference value with the average value when the current value is approaching the stop value and notifies the player whether or not to stop playing. Therefore, this game information display device can prevent a situation in which the player is dissatisfied because the game reaches a stop state without gaining sufficient gaming value even if a jackpot occurs.

[0009] In this way, the game information display device of the present invention is a device with excellent characteristics, being able to give players a certain level of satisfaction while suppressing excessive excitement about gambling by setting a stop state, and ultimately being able to maintain a moderate operating rate of the gaming machine. [Brief explanation of the drawings]

[0010] [Figure 1] FIG. 1 is a system diagram showing the configuration of an amusement center management system including a game information display device. [Figure 2] FIG. [Figure 3] FIG. 2 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 4] FIG. [Figure 5] FIG. [Figure 6] FIG. 2 is a block diagram showing the electrical configuration of the game information display device. [Figure 7] FIG. 2 is a front view of a game information display screen during a game by the game information display device. [Figure 8] A front view of the game information display screen when the game is stopped by the game information display device. [Figure 9] FIG. 10 is a front view of the game information display screen when the game information display device recommends avoiding a game. DETAILED DESCRIPTION OF THE INVENTION

[0011] The embodiments of the present invention will be specifically described using the following examples. Example 1 This example is an example of a gaming information display device 1 attached to a gaming machine 2 that can selectively generate either a normal state in which the probability of a jackpot occurring is low, or a probability variable state, which is an example of a special state in which the probability of a jackpot occurring is high, and that transitions to a play-stop state in which play is no longer possible when the current value of the gaming value acquired by the player reaches a predetermined upper limit value, i.e., a play-stop value. The gaming information display device 1 can display various types of gaming information related to the gaming machine 2. The details will be explained using Figs. 1 to 9.

[0012] First, we will explain an amusement parlor where the gaming information display device 1 of this example is installed. In the amusement parlor, a lending device 43 that lends gaming balls and other gaming media required for the game, and the gaming information display device 1, etc. are installed separately for each gaming machine 2 such as a pachinko gaming machine or a pachislot gaming machine (not shown). Furthermore, one relay device 42 is installed for every two gaming machines. The relay device 42 is a communication device that mediates communication between each gaming machine 2, the lending device 43, the gaming information display device 1, and the management device 41. One relay device 42 is installed for every two gaming machines.

[0013] A management device 41 for managing various devices in the amusement facility is installed in the management space in the amusement facility. The amusement facility is also provided with a prize exchange counter (not shown) and a prize exchange terminal for exchanging the gaming value acquired by the player for prizes.

[0014] In the gaming center, an in-house network 40 is constructed, connecting a management device 41 and all relay devices 42, etc. In the gaming center, an gaming center management system 4 is constructed using this in-house network 40, with the management device 41 at its center. This gaming center management system 4 includes gaming machines 2, rental devices 43, game information display devices 1, etc., all of which are connected to the relay devices 42.

[0015] The management device 41 is a computer device that manages the operating status of all the devices installed in the gaming facility (including the gaming machines 2, the rental devices 43, and the gaming information display devices 1). The management device 41 has functions such as transmitting various setting information required for the operation of each device to each device, and collecting, storing, and managing operating data that indicates the gaming status of each gaming machine 2 and the gaming history data of players.

[0016] The setting information transmitted by the management device 41 includes, for example, a stop value transmitted to the gaming machine 2 and the game information display device 1. The gaming history data managed by the management device 41 includes the player's deposit balance, and the balls held and balls saved, which represent the gaming value the player has acquired. In the gaming parlor, the value owned by each player is managed in association with the gaming card. The management device 41 stores, as card information, information on the player's value owned, which is associated with the card ID, which is the identification information of the gaming card.

[0017] The gaming information display device 1 is a display device that is individually installed for each gaming machine 2. The gaming information display device 1 is installed above the corresponding gaming machine 2. The gaming information display device 1 receives various gaming signals output from the gaming machine 2 via a relay device 42, and creates and displays various types of gaming information. Furthermore, the gaming information display device 1 can also display various types of information received from the management device 41 and remote control 48.

[0018] The gaming machine 2 is a gaming machine such as a pachinko gaming machine or a pachislot gaming machine (not shown). In this example, a pachinko gaming machine is exemplified, in which a game can be played by firing gaming balls, which are gaming media and also gaming value, and in which gaming balls can be paid out depending on winning. The gaming machine 2 transmits various gaming signals to the relay device 42 depending on the execution of the game. As will be described in detail later, gaming signals output by the pachinko gaming machine include a gaming medium consumption signal indicating an out, a gaming medium provision signal indicating a safe, a start signal indicating the execution of a jackpot lottery, a jackpot signal indicating a jackpot state, etc.

[0019] The lending device 43 is installed individually for each gaming machine 2, and is a device that performs various processes related to the player's possession value, such as the granting process of gaming media necessary for playing, and the issuing process of gaming cards (an example of a recording medium not shown) that record the player's possession value, such as the balls held and the deposit balance. This lending device 43 is placed on the side of the gaming machine 2, in the gap between the adjacent gaming machines 2.

[0020] Below, (A) the pachinko gaming machine and (B) the game information display device will be explained in detail. (A) Pachinko machines A pachinko gaming machine (hereinafter referred to as a pachinko gaming machine 2) is a gaming machine in which balls are used as gaming media. This pachinko gaming machine 2 is a so-called seven-machine in which a jackpot lottery is held in response to a winning entry into a starting slot, and a jackpot state (jackpot) occurs when predetermined jackpot conditions are met in response to the winning entry.

[0021] The pachinko gaming machine 2 illustrated in Fig. 2 has a substantially circular playing area 230 into which balls are shot. Decorative lamp units 236 are arranged on both sides of the upper part of the playing area 230, and a speaker 231 is arranged on the lower left side of the playing area 230. An upper tray 250 and a lower tray 237 are provided in two tiers, one above the other, below the playing area 230. An operating handle 235 for shooting balls into the playing area 230 is provided on the right side of the lower tray 237 as viewed from the player's side.

[0022] In the game area 230, the first and second starting ports 21 and 22, the passing gate 24, the opening and closing type big prize port 260, etc. are arranged around the display device 29 including the liquid crystal display unit 290. At the bottom of the game area 230, an out-hole 238 is opened for collecting balls that have flowed down without winning. On the outer periphery on the left side of the game area 230, a special chart 1 display unit 281, a special chart 2 display unit 282, and a regular chart display unit 283, which are 7-segment displays, are arranged along the outer edge.

[0023] The passing gate 24 is a gate that detects passing balls, and is located in the area to the left of the display device 29 when viewed from the player's side. The passing gate 24 only allows balls to pass, and is not set to pay out prize balls. When the passing gate 24 detects a passing ball, a random number for the lottery for the normal symbol (hereinafter referred to as the normal symbol lottery) is extracted, and the normal symbol lottery is executed. The result of this normal symbol lottery is displayed by the normal symbol display unit 283 mentioned above.

[0024] The first start gate 21 is the start gate that triggers the drawing of the first special symbol (hereinafter referred to as the first special symbol drawing). The second start gate 22 is the start gate that triggers the drawing of the second special symbol (hereinafter referred to as the second special symbol drawing). The results of the first special symbol drawing and the second special symbol drawing are displayed by the special symbol 1 display unit 281 or the special symbol 2 display unit 282.

[0025] The first start opening 21 is disposed directly below the display device 29 and is a so-called navel-type start opening in which the winning rate does not fluctuate. The number of balls paid out in response to a winning ball entering the first start opening 21 is three balls.

[0026] The second start hole 22 is an electric chute type start hole located directly below the first start hole 21. An electric tulip 221 is attached to the opening 220 of the second start hole 22, with a pair of movable blades that rotate to allow a ball to enter the second start hole 22. This electric tulip 221 operates in response to a win in the regular lottery (regular win), and opens the second start hole 22. The opening time of the second start hole 22 varies depending on the game state. In the special mode, it is 3 seconds, while in the normal mode, it is 0.2 seconds. The number of balls paid out in response to a ball entering the second start hole 22 is 3 balls.

[0027] The special prize device 26 is a variable prize device, known as an attacker, that opens the special prize opening 260. The attacker 26 is located below the second starting opening 22. The attacker 26 has a horizontally elongated rectangular special prize opening 260 and a cover member 261 that opens downward and rotates to open and close the special prize opening 260. In the attacker 26, the cover member 261 is normally flush with the surface of the board that forms the play area 230, and the special prize opening 260 is closed. When the cover member 261 rotates toward you, the special prize opening 260 is opened. The number of balls paid out when a prize is won in the special prize opening 260 is 15.

[0028] The attacker 26 enters an open state when a jackpot state (10R jackpot state, 5R jackpot state) occurs as a result of a jackpot in the first special symbol lottery or the second special symbol lottery. In the jackpot state, a round process in which the attacker 26 is opened is repeatedly executed until 30 seconds have elapsed or 10 balls have entered the prize draw. In the 10R jackpot state, the round game is repeated 10 times, and in the 5R jackpot state, the round game is repeated 5 times.

[0029] As shown in FIG. 2, the display device 29 is a device in which a liquid crystal display unit (effect display unit) 290 is located approximately in the center. The liquid crystal display unit 290 displays various screens for effecting the game and displays information related to the game. The results of the first special symbol lottery and the second special symbol lottery (hereinafter referred to as the special symbol lottery) are displayed on the special symbol 1 display unit 281 or the special symbol 2 display unit 282, and are also displayed in an easy-to-understand manner to the player by the display of the symbol changes for effect by the liquid crystal display unit 290. In the probability variable state, this symbol change time is shortened, and the number of special symbol lotteries executed per unit time increases. As will be described in detail later, the probability variable state occurs when the 10R jackpot state ends.

[0030] Next, the electrical configuration of the pachinko gaming machine 2 will be explained using Figure 3. The pachinko gaming machine 2 is configured around a main control unit 20. In addition to the above components, the main control unit 20 is electrically connected to a payout control unit 33 that controls a payout mechanism unit 339 that pays out balls, a launch control unit 34 that controls a launcher 349 that shoots balls, winning ball or passing ball detection sensors 311-314, a special ball 2 solenoid 322 that opens the second starting hole 22, a large prize opening solenoid 324 that opens the attacker 26, a performance control unit 35 that controls game performance, a setting operation unit 327 that performs various settings, and a signal output unit 284 that outputs various game signals to the outside. Furthermore, a power supply circuit unit 328 for supplying power is connected to the main control unit 20.

[0031] As shown in Figure 3, the sensors for detecting winning balls or passing balls include a special prize 1 winning sensor 311 that detects winning balls at the first starting port 21 (see Figure 2), a special prize 2 winning sensor 312 that detects winning balls at the second starting port 22, a regular starting sensor 313 that detects passing balls at the passing gate 24, and a large prize sensor 314 that detects winning balls at the large prize port 260.

[0032] The performance control unit 35 functions as a sub-control unit for controlling game performance operations, and is configured to include a CPU (Central Processing Unit), ROM (Read Only Memory), RAM (Random Access Memory), etc. (not shown). The performance control unit 35 is electrically connected to an amplifier 351 that drives the speaker 231 and a decorative lamp unit 236, and is communicatively connected to a display control unit 36 ​​that controls the display screen of the liquid crystal display unit 290. The ROM of the performance control unit 35 stores various processing programs to be executed by the CPU, and also stores a performance lottery lottery table for determining the type of notification performance for notifying the winner of the special chart lottery.

[0033] The setting operation unit 327 is an operation unit operated by an employee of the gaming parlor or the like to make various settings, and is disposed inside the pachinko gaming machine 2. By using the setting operation unit 327, it is possible to set, for example, the stop value.

[0034] 3, the main control unit 20 includes a CPU 201, a ROM 202 and a RAM 204 which are storage elements, a random number generation unit 207 which generates random numbers within a predetermined range, a random number extraction unit 206 which extracts random numbers for lottery, and an I / O (Input / Output) 205 which constitutes an input / output interface. The ROM 202 stores various processing programs to be executed by the CPU 201, and also stores a lottery table shared by the first special symbol lottery and the second special symbol lottery (hereinafter referred to as the lottery table for the special symbol lottery) and a lottery table for the regular symbol lottery.

[0035] The lottery table for the normal lottery is a lottery table that specifies the winning random numbers for the normal lottery. There are two types of lottery tables available for the normal lottery: a lottery table that applies to the normal lottery under normal conditions, and a lottery table that applies to the normal lottery under the probability variation condition.

[0036] The lottery table for the special lottery is a lottery table that specifies the winning random number for the jackpot as the winning random number for the special lottery. There are two lottery tables for the special lottery: a lottery table for the jackpot lottery under normal conditions and a lottery table for the jackpot lottery under the probability variable condition. There is no difference in the lottery table used for the first special lottery and the second special lottery. Therefore, the probability of winning the jackpot through the first special lottery and the second special lottery is the same.

[0037] In this example, the pachinko gaming machine 2 wins a jackpot through the first special chart lottery and the second special chart lottery. While the probability of winning a jackpot through the first special chart lottery and the second special chart lottery under normal conditions is 1 / 300, the probability of winning a jackpot under the special chart lottery is significantly higher at 1 / 30. Thus, the special chart state offers a significantly higher jackpot expectation than the normal state, making it highly advantageous. When a jackpot is won, regardless of whether it is the first special chart lottery or the second special chart lottery, there is a 50% chance that it will be either a 10R jackpot or a 5R jackpot. After the 10R jackpot state ends, the machine can transition to the special chart state, while after the 5R jackpot state ends, the machine transitions to the normal state.

[0038] As shown in Fig. 3, the RAM 204 is a readable and writable memory element used for the work area of ​​the CPU 201 and for temporary writing. The memory area of ​​the RAM 204 is provided with a memory area for reserved random numbers (special map reserved), which are random numbers for the special map lottery, and a memory area for reserved random numbers (regular map reserved) for the regular map lottery. The special map reserved in response to winning at the first start port 21 and the special map reserved in response to winning at the second start port 22 are each reserved up to a maximum of four, which is the upper limit of the reserved number.

[0039] Furthermore, the memory area of ​​RAM 204 has memory areas for the number of balls held on the day, which is the current value of the game value acquired by the player and is used to determine whether to stop playing, the minimum difference in the number of balls on the day, the current (latest) difference in the number of balls, a preset stop value, etc. The number of balls held on the day, which is an example of a current value, is the difference in the number of balls that corresponds to the difference (gap) between the current (latest) difference in the number of balls and the minimum difference in the number of balls on the day. The stop value can be set by the setting operation unit 327, as described above. Hereinafter, the number of balls held on the day will be referred to as the number of balls held, as appropriate.

[0040] The pachinko gaming machine 2 of this example can be set to either a fixed-rate mode with a limit on the number of plays, or an unlimited-rate mode without a limit on the number of plays. A storage area for flag data corresponding to the operating mode may be provided in the storage area of ​​the RAM 204, or the unlimited-rate mode may be set by setting a sufficiently large limit on the number of plays. In this case, there is no need to provide a storage area corresponding to the operating mode.

[0041] The main control unit 20 executes a program read from the ROM 202 by the CPU 201, thereby realizing the functions of the following means. (1) Lottery means: A means for executing a special lottery, which is an example of a jackpot lottery, or a regular lottery. (2) Jackpot state generating means: A means for generating a jackpot state (10R, 5R) depending on whether the jackpot lottery (special drawing lottery) is successful or not. (3) Stop state setting means: A means for transitioning to a stop state in which play is not possible when the number of balls held, which is an example of the current value of the game value acquired by the player, reaches the stop value. In the stop state, the handle operation of the operating handle 235 is disabled, and the game balls cannot be shot.

[0042] Furthermore, the RAM 204 of the main control unit 20 has the following functions as a storage means. (4) Game value storage means: a means for storing the minimum difference in the number of balls on the day, the current (latest) difference in the number of balls, the number of balls held, etc. (5) End value storage means: means for storing the end value set by the setting operation unit 327.

[0043] The pachinko gaming machine 2 outputs the following gaming signals from the signal output unit 284 to the outside as operation information accompanying the progress of the game. The gaming signals are input to the gaming information display device 1 and the management device 41 via the relay device 42. Note that the signals output by the gaming machine vary depending on the model, and the following signals are only examples.

[0044] (1) Out signal: A signal output from an out box (not shown) that collects consumed balls, and is an example of a game medium consumption signal that indicates the number of game media (game balls) consumed in a game. In the pachinko game machine 2 of this example, one pulse is output for every 10 consumed balls, so the "number of out signals x 10" can be specified as the out (value consumed in a game). Note that this may also be a signal output from the pachinko game machine 2. (2) Safe signal: An example of a game medium grant signal indicating the number of game media granted as a result of winning. In the pachinko game machine 2 of this example, one pulse is output for every 10 balls paid out in response to a win, so "number of safe signals x 10" can be identified as safe (value acquired by the player). Note that a refill signal output from a ball refill device (not shown) may also be used as the safe signal. (3) Start signal: A signal indicating that a special drawing lottery, which is an example of a jackpot drawing lottery, has been held. (4) Jackpot signal: A signal indicating a jackpot state. This is a status signal that is output at a certain level while a jackpot state is occurring, so the jackpot signal being output can be identified as a jackpot state. (5) Probability change signal: An example of a special state signal indicating that a probability change state is occurring, which is an example of a special state. The probability change signal is a state signal whose level is output when a probability change state is occurring, so the output of the probability change signal can be identified as the probability change state. (6) Stop signal: A signal indicating that the state has been changed to the stop state.

[0045] Next, the basic operation of the pachinko gaming machine 2 configured as above will be explained along with the flow of the game. When the operating handle 235 is rotated clockwise, the pachinko game machine 2 shoots balls with a strength corresponding to the amount of operation. The shot balls flow down the play area 230 in which the passing gates 24 and the like are arranged. Balls that do not win a prize are collected from an outlet hole 238 provided at the bottom of the play area 230.

[0046] If the ball passes through the passage gate 24 while flowing down, a lottery is held to extract a random number for the regular lottery from the random numbers generated by the random number generator 207. The random number for the lottery is compared with the lottery table for the regular lottery to determine whether the regular lottery will be a success or failure. If the regular lottery is a success, the electric tulip 221 is released, allowing entry into the second starting hole 22. As mentioned above, the opening time of the electric tulip 221 is 0.2 seconds in normal mode and 3 seconds in special mode.

[0047] When a predetermined start condition, that is, a ball entering the first (second) start hole 21 (22), is met, the main control unit 20 executes the first (second) special symbol lottery by extracting a lottery random number for the special symbol lottery. The lottery random number for the first (second) special symbol lottery is temporarily stored in the memory area of ​​the RAM 204 as a first (second) special symbol reserve. However, if the number of reserved first (second) special symbols is four (the upper limit number of reserved symbols), the new first (second) special symbol reserve is erased without being stored.

[0048] The number of reserved special charts is displayed in a special chart reservation display area 295 in the lower right corner, as shown in the display screen of the liquid crystal display unit 290 in Fig. 4(a). In this special chart reservation display area 295, the number of reserved first special charts and the number of reserved second special charts are displayed side by side like two-digit numbers. The upper digit number 295L represents the number of reserved first special charts, and the lower digit number 295R represents the number of reserved second special charts.

[0049] When the pattern change in the special symbol notification area 291 has stopped and a jackpot state is not occurring, the main control unit 20 reads out the first special symbol reserved or the second special symbol reserved and executes the pattern change as a notification effect indicating whether the special symbol lottery was won or lost. At this time, the main control unit 20 reads out the second special symbol reserved in priority to the first special symbol reserved. Therefore, the first special symbol reserved is read out only when the second special symbol reserved is zero.

[0050] The main control unit 20 selects a lottery table for the special symbol lottery corresponding to the current game state, and executes the special symbol lottery by checking the read-out special symbol reserve (random number for the special symbol lottery). The effect control unit 35 executes the above-mentioned effect lottery using the special symbol reserve. This effect lottery determines the type of notification effect, including reach effect, and the pattern change time.

[0051] The result of the special drawing lottery is displayed on the special drawing 1 display unit 281 or the special drawing 2 display unit 282, and is also clearly notified in the special drawing notification area 291 (Fig. 4(a)) of the liquid crystal display unit 290. In the special drawing notification area 291, the result of the special drawing lottery is notified by the combination of three-digit number patterns that are stopped and displayed after the three number patterns for the effect are displayed in a variable manner.

[0052] The special symbol notification area 291 notifies the result of the special symbol lottery according to the combination of three-digit Arabic numerals used for the effect. The three-digit repeat number is the jackpot symbol that notifies the jackpot. Furthermore, among the jackpot symbols, combinations of odd numbers such as "333" and "777" are the symbols that notify the 10R jackpot, and combinations of even numbers such as "222" and "444" are the symbols that notify the 5R jackpot.

[0053] If the jackpot is a 10R jackpot, a 10R jackpot state occurs in which the above round process is repeated 10 times. Then, when the 10R jackpot state ends, a probability variable state occurs in which the probability of winning the jackpot lottery increases. If a jackpot occurs again in this probability variable state, the jackpot state will occur continuously, resulting in a consecutive win. As described above, 1R ends when balls enter the attacker 26 10 times. Since the number of balls paid out per winning entry into the jackpot entry port 260 is 15 balls, the difference in the number of balls in 1R is approximately 140 balls (150 balls - 10 balls).

[0054] In the probability variable state, the display screen of Fig. 4(b) is displayed on the LCD display unit 290. On this display screen, the words "Probability variable in progress!" are displayed in the upper game status display area 297, indicating that the probability variable state is in progress, and the winning number display field 293 in the lower left corner displays the difference in the number of balls since the first jackpot, which is a jackpot in the normal state. Here, the difference in the number of balls is the number of balls paid out, which is the number of balls awarded for winning, minus the number of balls consumed in the game (number of balls fired, number of balls inserted), and indicates the number of balls won by the player.

[0055] If the jackpot is a 5R jackpot, the 5R jackpot state occurs, in which the above round process is repeated five times. When the 5R jackpot state ends, the game transitions to the normal state. If a 5R jackpot is won during a winning streak, the normal state occurs at the end of the 5R jackpot state, and the winning streak ends.

[0056] (B) Game information display device The gaming information display device 1 (FIGS. 1 and 5) is a device that displays various information related to the corresponding gaming machine. The gaming information display device 1 receives various setting information and information related to the corresponding gaming machine from the management device 41, and also receives gaming signals output by the corresponding gaming machine. The gaming information display device 1 then creates and displays various display information based on the received setting information, gaming signals, etc. The gaming information display device 1 receives the setting information, gaming signals, etc. via a relay device 42.

[0057] The setting information received from the management device 41 includes, for example, the model name of the corresponding gaming machine 2, the machine number serving as identification information, game performance such as the probability of a jackpot and the number of balls dispensed during a jackpot, the stop value, which is the number of balls held until the machine stops playing, and the average difference in the number of balls per first hit for that model. Here, a first hit refers to a jackpot that occurs in normal mode, and the difference in the number of balls (number of balls paid out - number of balls fired) during the period from the time the jackpot occurs until the machine returns to normal mode is the difference in the number of balls per first hit. The average difference in the number of balls per first hit is an average value calculated by the management device 41 for all models based on performance data for the most recent 10 days. Alternatively, the relay device 42 or the gaming information display device 1 may calculate the value for only the corresponding gaming machine.

[0058] The game information display device 1 is equipped with a large liquid crystal display unit 13. Below the screen 130 of the liquid crystal display unit 13, a call button 141, a remote control light receiving unit 147, a group of various operation buttons 145, etc. are arranged, and a lamp unit 12 is arranged to surround the upper half.

[0059] As shown in Fig. 6, the gaming information display device 1 is electrically configured around a control unit 10. The control unit 10 includes a CPU 101 that executes software to perform various calculations, a ROM 102 and RAM 104 as memory means, and an I / O unit 105 that inputs and outputs signals. Electrically connected to the control unit 10 are a transmitting / receiving unit 108 that transmits and receives signals to and from the outside, an LCD display unit 13, a lamp unit 12 that has an employee calling function, a call button 141, a group of operation buttons 145, and a remote control light receiving unit 147.

[0060] The game information display device 1 has the functions of the following means. (1) Game information generating means: A means for generating various game information by tallying up the number of times the game signal output by the pachinko game machine 2 is received, etc. (2) Current value determination means: means for determining the current value of the game value. In this example, the current value is exemplified as the number of balls held, which corresponds to the difference (gap) between the current (latest) difference in the number of balls and the minimum difference in the number of balls on that day. (3) Means for specifying average value: means for specifying the average difference in the number of balls, which is the average size of the game value that a player can acquire during the consecutive winning period (consecutive jackpot period) from the time when the first winning occurs until the normal state is restored after alternating between the special state and the jackpot state. The means for specifying average value in this example specifies the average difference in the number of balls during the consecutive winning period based on information acquired from the management device 41. In addition, in the pachinko game machine 2 of this example, a 10R jackpot is the condition for the special state to occur, so a 10R jackpot under normal state corresponds to the first winning. (4) Difference value determination means: A means for determining the difference value between the number of balls held (an example of the current value of the game value acquired by the player) and the stopping value. (5) Play stop determination means: means for determining whether the corresponding pachinko gaming machine 2 has transitioned to a play stop state. The play stop determination means determines whether the pachinko gaming machine 2 has transitioned to a play stop state in response to receiving a play stop signal. (6) Display means: A means capable of displaying at least two of the number of balls held, the stop value, and the difference value, which are examples of the current value. (7) Notification means: A means for comparing the average value determined by the average value determination means with the difference value determined by the difference value determination means, and if the difference value is smaller than the average value, notifying the player that he or she should avoid playing the game.

[0061] Of the above means, the means (1) to (5) are means realized by the control unit 10, for example, by the CPU 101 executing a software program read from the ROM 102. The means (6) and (7) are means realized by the liquid crystal display unit 13, which displays various information.

[0062] The game information display device 1 can display various types of game information for the corresponding pachinko game machine 2. The configuration of the display screen of the game information display device 1 and the display contents will be described below with reference to Figs.

[0063] The following will be explained using examples of displays on the display screen 130 of the game information display device 1: a game information display screen during play (FIG. 7), a game information display screen in a stopped state (FIG. 8), and a game information display screen when a game is recommended to be avoided (FIG. 9). The game information display screens in FIGS. 7 to 9 have the same screen specifications, but the display situations are different.

[0064] On the left edge of each game information display screen, from the top, there are arranged a today's jackpot count display field 161, a previous day's jackpot count display field 162, a day before last's jackpot count display field 163, a current start display field 164, and a cumulative start display field 165. Then, on the right side and above these display fields, there is arranged a graph display field 160 that displays a difference ball transition graph, which is a so-called slump graph, and below that there is arranged a message display field 168.

[0065] The current start display field 164 is a display field for the number of starts since the opening of business, and is reset to zero and restarted after each big win. The cumulative start display field 165 is a display field for the cumulative number of starts since the opening of business.

[0066] The ball difference trend graph shows the trend in the number of balls difference (number of balls paid out - number of balls consumed) since the start of business in the form of a line graph. In the ball difference trend graph, the difference (gap) between the minimum number of balls difference, which corresponds to the lowest point, and the current (latest) number of balls difference is displayed as the number of balls held, which is an example of the current value of the game value acquired by the player. For example, on the display screen during play (Figure 7), the number of balls held is displayed as 26,530 balls, and the remaining number of balls difference, which is an example of the difference between the number of balls held and the stop value, is displayed as 3,470 balls (30,000 balls - 26,530 balls). Note that when the current number of balls difference is the minimum, the number of balls held is zero.

[0067] On the game information display screen (Figure 7) during play, the message display field 168 displays information such as the fact that the upper limit for stopping the game is 30,000 balls, the number of balls held (26,530 balls), the difference in the number of balls remaining until the game stops (3,470 balls), and the average difference in the number of balls per first win (2,350 balls).

[0068] In the example of Figure 7, the difference in the number of balls remaining until the game is stopped (3,470 balls) exceeds the average difference in the number of balls per first win (2,350 balls) by more than 1,000 balls, so a text message recommending that the player continue or start playing, such as "Do your best to aim for the stop!", is displayed in message display field 168. With such a display, the player can be informed that there is no risk of the game being stopped immediately when the first win occurs, and that there is still a chance that the player can win at least the average difference in the number of game balls according to the first win.

[0069] On the game information display screen (Figure 8) during play suspension, the number of balls held is displayed as 30,000. This 30,000 balls matches the play suspension value, which is the upper limit of the number of balls held, and it can be seen that play has been suspended because the number of balls held has reached the play suspension value. Also, on the game information display screen (Figure 8) during play suspension, the number of balls held has reached the play suspension value and a message informing the user that play is suspended is displayed in message display field 168.

[0070] The game information display screen (Fig. 9) when game avoidance is recommended is a screen that notifies the player that they should avoid playing before the number of balls held reaches the play limit value, i.e., before play is stopped. In the message display field 168 of the game information display screen when game avoidance is recommended, data such as the number of balls held is 28,050 compared to the play limit value of 30,000 balls, the difference in the remaining number of balls is 1,950 balls, and the average difference in the number of balls per first win is 2,350 balls is displayed.

[0071] In the example shown in Figure 9, the remaining difference in the number of balls until the game is stopped (1950 balls) is less than the average difference in the number of balls per first win (2350 balls), so a text message recommending avoiding or ending play, such as "We recommend playing on another machine!!", is displayed in the message display field 168. If such a message is displayed, it is possible to inform the player in advance that even if the first win occurs, there is a risk that the player will not receive a sufficient payout. This can prevent a situation in which the game is stopped without receiving a sufficient payout despite the first win, leaving the player dissatisfied.

[0072] As described above, the game information display device 1 in this example is a device attached to a pachinko game machine 2 that can selectively generate either a normal state in which the probability of a jackpot occurring is low, or a special state in which the probability of a jackpot occurring is high, and that transitions to a stop state in which play is no longer possible when the current value of the game value acquired by the player (e.g., the number of balls held) reaches a predetermined upper limit, which is a stop value.

[0073] The game information display device 1 of this example can identify the number of balls held, which is an example of a current value, and the difference between the number of balls held and the stop value (an example is the number of remaining balls), and can display at least two of the number of balls held, the stop value, and the difference in the number of remaining balls. Furthermore, the game information display device 1 of this example can identify the average value of the game value (an example is the average value of the difference in the number of balls) that a player can obtain during a period of consecutive jackpots (an example is a consecutive winning period), and if the difference in the remaining number of balls is smaller than this average value, it can notify the player that they should refrain from playing.

[0074] In this example, when the number of balls held is approaching the stop value, the game information display device 1 notifies the player whether or not to stop playing based on a comparison between the remaining difference in the number of balls and the above average value, thereby preventing a situation in which a player reaches a stop state without gaining sufficient game value even if a jackpot occurs, leaving the player dissatisfied.

[0075] In this way, the game information display device 1 of this example is a device with excellent characteristics, as it can prevent excessive stimulation of gambling spirit by setting a stop state, while giving players a certain level of satisfaction, and ultimately can maintain a moderate operating rate of the gaming machine.

[0076] The following configurations may be adopted instead of or in addition to the configuration of this embodiment. Also, the following configurations may be adopted in appropriate combination. The types of game information that can be displayed by the game information display device 1 are not limited to this example, and various types of game information can be displayed. For example, the probability of a jackpot occurring, the number of first jackpots, the number of consecutive jackpots, the number of times a jackpot has stopped playing in the last month, etc. may be displayed.

[0077] The machine numbers of other gaming machines that are recommended for playing may be displayed together with a message recommending avoiding (ending) playing. When the gaming information display device 1 as the above-mentioned notification means notifies the player that playing should be avoided, the gaming information display device 1 may also be provided with a function as recommended gaming machine notification means that notifies the player of the machine numbers (an example of identification information) of other gaming machines that are recommended for playing. Furthermore, at least one of the number of balls held and the difference in the number of remaining balls of the recommended machine number may also be displayed together. By notifying the other gaming machines that are recommended for playing as recommended gaming machines, it is possible to reduce the frustration of a player who needs to temporarily end play because the limit is approaching, and to motivate the player to play on a new gaming machine.

[0078] In this example, the upper limit of the number of balls held (current (latest) difference in number of balls - minimum difference in number of balls) is set as the stop value, but it is not limited to this and various stop values ​​can be set. For example, instead of the number of balls held, the upper limit of the difference in number of balls (number of balls paid out - number of balls consumed) may be set as the stop value.

[0079] When the machine transitions to the stopped state, it is set to a state where play is not possible, but the stopped state may be subsequently cancelled so that the machine can return to a playable state. For example, the gaming machine may be provided with a stoppage cancellation means that, when the machine transitions to the stopped state, resets the number of balls held, which is an example of the current value of the gaming value, to zero, then cancels the stopped state and returns the machine to a playable state. If such a stoppage cancellation means is provided in the gaming machine, it will be possible to resume operation after the machine has reached the stoppage state, thereby improving the operating rate.

[0080] The stoppage release means may be, for example, a means for returning the machine to a playable state by the gaming facility performing a predetermined stoppage release operation at any timing, or a means for automatically releasing the stoppage state when a predetermined time has elapsed since the machine entered the stoppage state. When the stoppage state is released, calculation of the number of balls held may be restarted from a state reset to zero. In this case, the game information display device 1 may be provided with a stoppage release determination means for determining whether the stoppage state has been released after determining the transition to the stoppage state. For example, the stoppage release determination means may determine that the stoppage state has been released when, after determining the transition to the stoppage state, it receives again a signal indicating the operation of the gaming machine, such as a gaming medium consumption signal.

[0081] In this example, the average difference in the number of balls per first hit is displayed, but the maximum difference in the number of balls per first hit and the minimum difference in the number of balls per first hit may also be displayed together. Apart from the stop value, a limit value may be set for the difference in the number of balls per first hit. For example, the stop value may be set to 30,000 balls, and the difference in the number of balls per first hit limit may be set to 3,000 balls. In this case, it may be recommended to avoid playing when the difference between the current value and the stop value is less than the difference in the number of balls limit.

[0082] In this example, the gaming information display device 1 is attached above the gaming machine, but it may also be attached to the side or below the gaming machine, or it may be attached integrally to the gaming machine, or even the functions of the gaming information display device 1 may be incorporated into the gaming machine 2 or the lending device 43.

[0083] In this example, a pachinko gaming machine 2 that pays out gaming balls in response to winning is used as an example of a gaming machine, but the gaming machine is not limited to this. It may also be an enclosed type pachinko gaming machine that awards gaming points in response to winning. It may also be a pachislot gaming machine or a jump ball gaming machine. The gaming value used in the game may be electronic points or physical balls, medals, etc.

[0084] Although specific examples of the present invention have been described in detail as examples, these examples merely disclose examples of the technology encompassed by the claims. Needless to say, the scope of the claims should not be interpreted as being limited by the configurations, numerical values, etc. of the specific examples. The claims encompass technologies that are obtained by variously modifying, changing, or appropriately combining the specific examples using publicly known technology and the knowledge of those skilled in the art. [Explanation of symbols]

[0085] 1. Game information display device 10 control unit (game information generating means, current value specifying means, average value specifying means, difference value specifying means, stoppage determining means) 13 Liquid crystal display unit (display means, notification means) 130 display screen 160 Graph display field 168 Message display field 2. Pachinko machines (gaming machines) 20 Main control unit (lottery means, jackpot state generating means, stop state setting means, game value storage means, stop value storage means) 327 Setting operation section 4. Amusement park management system 40 In-house network 41 Management device 42 Relay device 43 Ball rental equipment

Claims

1. A gaming information display device is attached to a gaming machine that can selectively generate either a normal state in which the probability of a jackpot occurring is low or a special state in which the probability of a jackpot occurring is high, and that is configured to transition to a stop state in which play is not possible when the current value of the game value acquired by the player reaches a predetermined stop value, and that can display various gaming information related to the gaming machine. a current value specifying means for specifying the current value of the game value; an average value specifying means for specifying an average value of game value that a player can obtain during a continuous jackpot period from the time when a jackpot occurs in the normal state, until the normal state is restored after the special state and the jackpot are alternately repeated; a difference value specifying means for specifying a difference value between the current value of the game value and the stop value; a display means capable of displaying at least two of the current value, the stop value, and the difference value; A game information display device characterized by comprising: a notification means for comparing the average value determined by the average value determination means with the difference value determined by the difference value determination means, and if the difference value is smaller than the average value, notifying the player that he should avoid playing the game.

2. 2. The gaming information display device according to claim 1, further comprising a recommended gaming machine notification means for notifying the player of the identification information of other gaming machines that are recommended for playing when the notification means notifies the player that the game should be avoided.

3. The gaming information display device described in claim 1 or 2, characterized in that the gaming machine is equipped with a stop release means which, when it has transitioned to the stop state, resets the current value of the game value to zero, releases the stop state, and returns the gaming machine to a playable state.

Citation Information

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