Game center management system
The gaming center management system addresses the issue of decreased player engagement by monitoring and potentially resetting gaming machines nearing a stop state due to fixed-amount operations, ensuring continued play and maintaining player interest.
Patent Information
- Application Number
- JP2022033541
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-03-04
- Publication Date
- 2025-09-26
- Estimated Expiration
- 2042-03-04
Smart Images

Figure 0007744852000001 
Figure 0007744852000002 
Figure 0007744852000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game center management system. [Background technology]
[0002] Conventionally, gaming machines suitable for so-called fixed-amount operation are known, as described in Patent Document 1 below, for example. Fixed-amount operation is an operation format that employs a so-called limit on the number of balls dispensed. Under a fixed-amount operation, when the number of balls dispensed reaches an upper limit, the game is forcibly terminated by the limit on the number of balls dispensed. By implementing a fixed-amount operation, it is possible to prevent excessive dispense of balls from a single gaming machine, and to moderate the tendency toward gambling. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-108880 Summary of the Invention [Problem to be solved by the invention]
[0004] However, when a jackpot ends near the upper limit, even if another jackpot occurs, only a small number of balls can be expected to be paid out, which discourages players from continuing to play and makes it highly likely that they will simply end up playing. In addition, the reality is that few players will try to play gaming machines that are left in such a state near the upper limit.
[0005] In view of the above-mentioned circumstances, the present invention provides an amusement facility management system that can grasp the operating status of a gaming machine that is close to stopping, and can determine whether or not to reset the gaming machine if it is possible to do so. [Means for solving the problem]
[0006] The gaming center management system of the present invention is a system for gaming machines that transition to a jackpot state when a predetermined jackpot condition is met in the normal state, and transition to a 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.
[0007] The gaming parlor management system of the present invention identifies a gaming machine in which the difference between the current value of the gaming value acquired by the player and the upper limit value is within a predetermined range as a gaming machine approaching a stoppage, and determines whether the gaming state of the gaming machine approaching a stoppage is in a normal state. The gaming parlor management system is further provided with a display means for displaying operation data showing the operating state of the gaming machine that is determined to be in a normal state.
[0008] The gaming center management system of the present invention is a useful management system that can determine the degree of operation that will occur on a gaming machine in the future by checking the operation data of the gaming machine in its normal state when the current value of the gaming value acquired by the player is close to the upper limit. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 1 is a system diagram showing the configuration of an amusement center management system. [Figure 2] FIG. 2 is a front view of the pachinko gaming machine and the score processing device. [Figure 3] FIG. 2 is a block diagram showing the electrical configuration of the pachinko gaming machine and the score processing device. [Figure 4] FIG. [Figure 5] FIG. 2 is a block diagram showing the electrical configuration of the game information display device. [Figure 6] FIG. 10 is an explanatory diagram of data for each gaming machine managed and displayed by the management device. [Figure 7] FIG. 10 is an explanatory diagram of jackpot history data managed and displayed by the management device. [Figure 8] FIG. 10 is an explanatory diagram of stop and approach table data managed and displayed by the management device. [Figure 9] FIG. 10 is an explanatory diagram of the stoppage summary data managed and displayed by the management device. [Figure 10]FIG. 2 is a front view of a display screen during a game by the game information display device. [Figure 11] A front view of the display screen of the game information display device during a play stop. [Figure 12] A front view of the display screen of the game information display device after the game has been stopped and reset. DETAILED DESCRIPTION OF THE INVENTION
[0010] The embodiments of the present invention will be specifically described using the following examples. Example 1 This example is an example of an amusement facility management system 1 for a gaming machine 2 that transitions to a jackpot state when a predetermined jackpot condition is met in a normal state, and transitions to a stop state where play is disabled when the current value of the game value acquired by the player reaches a predetermined upper limit (called the stop value). This amusement facility management system 1 is capable of determining the degree of operation that will occur thereafter by checking the operation data of the gaming machine 2 that has been left unused when the current value of the game value acquired by the player is close to the stop value. This content will be explained using Figures 1 to 12.
[0011] In an amusement parlor to which the amusement parlor management system 1 of this example is applied, a score processing device 4 that grants the gaming value required for playing, a gaming information display device 3, etc. are individually installed for each gaming machine 2, such as a pachinko gaming machine 21 or a pachislot gaming machine (not shown). Furthermore, one relay device 109 is installed for every two gaming machines 2. A management device 10 for managing various devices within the amusement parlor is installed in a management space within the amusement parlor. In addition, a prize exchange counter (not shown) is installed in the amusement parlor, and a prize exchange terminal is installed to allow players to exchange the gaming value they have earned for prizes.
[0012] The management device 10 is a computer device that manages the operating status of all the devices installed in the gaming facility (gaming machines 2, score processing device 4, game information display device 3, etc.). The management device 10 transmits various setting information required for the operation of each device to each device. The management device 10 has the function of collecting, storing, and managing operating data that indicates the playing status of each gaming machine 2, playing history data of players, etc.
[0013] The gaming history data includes the player's deposit balance, the number of points representing the gaming value acquired by the player, etc. In the gaming parlor, the possession value of each player is managed in association with the gaming card. The management device 10 stores, as card information, information on the possession value of the player associated with the card ID, which is the identification information of the gaming card.
[0014] The relay device 109 is a terminal device that relays data transmission and reception between the score processing device 4 and the game information display device 3 and the management device 10. As described above, one relay device 109 is installed for every two gaming machines.
[0015] The gaming information display device 3 is a display device that is individually installed for each gaming machine 2. The gaming information display device 3 is installed above the corresponding gaming machine 2. The gaming information display device 3 creates and displays various display information based on various gaming information output from the corresponding gaming machine 2. The gaming information display device 3 receives various gaming information of the corresponding gaming machine 2 from the score processing device 4 via a relay device 109.
[0016] The gaming machine 2 is a gaming machine such as a pachinko gaming machine 21 or a pachislot gaming machine (not shown). The gaming machine 2 transmits various types of gaming information (consumed gaming value information, awarded gaming value information, jackpot occurrence information, etc.) to the score processing device 4. In this example, an enclosed pachinko gaming machine 21 in which points, which are gaming value, are consumed to fire gaming balls, which are gaming media, is used as an example of the gaming machine 2. In the pachinko gaming machine 21, points, which constitute gaming value, are awarded in response to the entry of gaming balls into any of the winning slots. The consumed gaming value information and awarded gaming value information in the pachinko gaming machine 21 are consumed gaming point information or awarded gaming point information.
[0017] The score processing device 4 is installed individually for each gaming machine 2, and is a device that performs score-related processing, such as granting the points required for playing and issuing gaming cards (an example of a recording medium, not shown) on which the points are recorded. This score processing device 4 is placed to the side of the gaming machine 2, in the gap between it and an adjacent gaming machine 2. In the explanation of this example, counted points are referred to as "owned points," and points that are available for playing are referred to as "playing points." The total number of points is the sum of the owned points and the playing points.
[0018] In the gaming center, an in-house network 100 such as a wired LAN is constructed, in which various devices are communicatively connected. A score processing device 4, a game information display device 3, and the like, which are communicatively connected to the gaming machines 2, are connected to the in-house network 100 via a relay device 109. In the in-house network 100, various communications between the management device 10 and peripheral devices of the gaming machines 2, such as the score processing device 4 and the game information display device 3, are realized via the relay device 109.
[0019] Next, (A) the configuration and basic operation of the gaming machine and score processing device, (B) the configuration and management data of the management device, and (C) the configuration and display screen of the game information display device will be explained in this order.
[0020] (A) Configuration and basic operation of gaming machine and score processing device A pachinko gaming machine 21 (FIG. 2), which is an example of the gaming machine 2, is a gaming machine in which a game is played by consuming (using) gaming points (scores), which are gaming value, to fire gaming balls, which are gaming media. The illustrated pachinko gaming machine 21 is a so-called seven-game machine in which a jackpot lottery is executed in response to winning a prize in a special symbol start port 221, and when a jackpot is won, a jackpot symbol is displayed and a jackpot state occurs.
[0021] As shown in Fig. 2, the pachinko gaming machine 21 has a substantially circular playing area (playing board) 210. Decorative lamp units 242 are provided on both the left and right sides of the upper part of the playing area 210, and a speaker 241 is disposed on the left side of the lower part of the playing area 210. In addition, an information display unit 25 is disposed below the playing area 210, and an operating handle 26 is provided on the lower right of the information display unit 25.
[0022] The information display unit 25 is composed of a liquid crystal display, and various information such as various game information relating to the game, such as the number of jackpots and the number of special drawing draws, is displayed on the display screen of the information display unit 25. The display screen of the information display unit 25 is a display screen on which a sheet-like touch panel 251 (FIG. 3) is laminated and which can be touched. The display contents of the information display unit 25 can be switched in response to touch operations on the display screen.
[0023] The display screen of the information display unit 25 displays the cumulative game points, such as game points received from the score processing device 4 and game points based on points awarded in response to winning. The game points are deducted by one point each time a game ball is shot, while a predetermined number of game points (scores) are added in response to the entry of a game ball into a winning slot. In the pachinko game machine 21, when the game points reach zero, it becomes impossible to shoot game balls.
[0024] The game area 210 is an area where game balls, which are game media, flow down. In the game area 210, a display device including a symbol display unit 24 is arranged near the center, and an outlet hole 225 is provided at the bottom for collecting game balls that flow down without winning. A special symbol start hole 221 is arranged below the symbol display unit 24, and a big prize hole 222 is provided between the special symbol start hole 221 and the outlet hole 225.
[0025] On the left side of the symbol display unit 24 as viewed from the player's side, there is a pass-gate type normal symbol start port 223 and the like. The normal symbol start port 223 is a gate for detecting the passage of game balls. The normal symbol start port 223, which only allows game balls to pass, is not set to dispense game balls (prize balls). When a game ball is detected by the normal symbol start port 223, a random number for lottery determination (hereinafter referred to as normal symbol lottery) is extracted, and the normal symbol lottery is executed. The result of the normal symbol lottery is displayed by the symbol display unit 24.
[0026] The special symbol start port 221 is equipped with an electric tulip (electric device) and is a variable winning port that triggers the determination of whether or not a special symbol has been won (hereinafter referred to as the special symbol lottery). The electric tulip opens when a win is made in the regular symbol lottery, dramatically increasing the winning rate of the special symbol start port 221. When a game ball enters the special symbol start port 221 (start winning), a lottery random number for the special symbol lottery is extracted, and the special symbol lottery (jackpot lottery) is executed.
[0027] The symbol display unit 24 is a display unit that displays a variable symbol on a liquid crystal display. The symbol display unit 24 has a function as a special symbol display unit that displays the result of the special symbol lottery (lottery result), and a function as a normal symbol display unit that displays the result of the normal symbol lottery (lottery result). If the special symbol lottery is won, a jackpot occurs, including the opening of the big prize opening 222.
[0028] The pachinko gaming machine 21 is configured around a main control unit 20 as shown in Fig. 3. The main control unit 20 includes a CPU (Central Processing Unit) 201, memory elements such as a ROM (Read Only Memory) 202 and a RAM (Random Access Memory) 204, and an I / O (Input / Output) 205 that serves as an input / output interface.
[0029] The memory area of the RAM 204 is provided with memory areas for storing game points, which represent the number of game balls that can be shot, the number of points (current points described below) that are the current value of the game value acquired by the player and are used to determine whether to stop the game, a preset stop value, etc. The main control unit 20 including the RAM 204 functions as a game value storage means and a stop value storage means. The stop value is a value that is set by the setting operation unit 23 described below.
[0030] The pachinko gaming machine 21 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.
[0031] Electrically connected to the main control unit 20 are an information display unit 25, a touch panel 251, a performance control unit 291, winning game ball sensors 293 to 295, a special symbol start solenoid 296 that opens the special symbol start port (electric chute) 221, a special symbol opening solenoid 297 that opens the special symbol opening 222, a power supply circuit unit 298 for supplying power, a setting operation unit 23, etc. Furthermore, an I / F unit 200 that serves as a communication window with the score processing device 4 is electrically connected to the main control unit 20.
[0032] The performance control unit 291 is electrically connected to an amplifier 241A that drives the speaker 241 and a decorative lamp unit 242, and is also communicatively connected to a display control unit 292 that controls the display screen of the pattern display unit 24.
[0033] The sensors for detecting winning game balls include a special prize winning sensor 293 that detects winning at the special prize starting port 221, a regular prize winning sensor 294 that detects winning at the regular prize starting port 223, and a large prize winning sensor 295 that detects winning at the large prize winning port 222.
[0034] The setting operation unit 23 is an operation unit for performing various settings. The setting operation unit 23 is provided inside the gaming machine main body and can be operated when the gaming board is opened forward. The setting operation unit 23 can perform a setting operation to set one of, for example, six setting values with different jackpot probabilities, a setting operation for the stop value, and a reset operation to reset to zero the number of points (current number of points described below) that is used to determine whether to stop playing. The stop value may be set under the control of the management device 10. The reset operation may also be performed by remote control from the management device 10.
[0035] The pachinko gaming machine 21 transmits various types of gaming information to the score processing device 4 in response to the execution of a game in which gaming points are consumed. The gaming information output by the pachinko gaming machine 21 varies depending on the model. For example, the pachinko gaming machine 21 in this example transmits the following gaming information to the score processing device 4. The gaming information output by the pachinko gaming machine 21 is transmitted via the score processing device 4 to the relay device 109, the management device 10, the gaming information display device 3, etc.
[0036] · Consumed game points information: Information indicating the number of game points consumed in the game. · Awarded game points information: Information indicating the number of game points awarded upon winning. · Start information: Information indicating that the jackpot lottery has been held. · Jackpot information: Information indicating that a jackpot has occurred. · Chance information: Information indicating that the game is in a chance state. · Stop information: Information indicating that the state has been stopped. Reset information: Information indicating that the stopped state has been resolved and reset.
[0037] The score processing device 4, which corresponds to each pachinko gaming machine 21, is installed in the space between adjacent pachinko gaming machines 21 (see FIG. 1). This score processing device 4 has a function of granting (lending) game points (scores), which are the right to shoot game balls.
[0038] The front of the score processing device 4 (see Figure 2) is provided with a status lamp 41 that displays the operating status of the device such as errors, a bill insertion slot 420, a display unit 43 with a touch panel superimposed on the LCD screen that can be touched, a loan button 44 for receiving a loan of game points required for playing in response to withdrawal of payment, a replay button 45 for converting the counted points into game points, a return button 46 for requesting the return of the game card, a card insertion slot 470, etc.
[0039] 3, the score processing device 4 is electrically configured around a control unit 40 including a CPU 401, a ROM 402, a RAM 403, an I / O 404, etc. In addition to the above components, a banknote processing unit 42, a card processing unit 47, and an I / F unit 400 are electrically connected to the control unit 40. The score processing device 4 can communicate with the relay device 109 via the I / F unit 400, and is also directly connected to the corresponding pachinko gaming machine 21.
[0040] Next, the basic operation of the pachinko gaming machine 21 and the score processing device 4 will be explained. When the pachinko gaming machine 21 receives game points (scores) from the corresponding score processing device 4, it becomes able to fire game balls equal to the game points. The pachinko gaming machine 21 subtracts one ball from the game points each time a game ball is fired, and when a win occurs, adds points corresponding to the win to the game points. When the game points reach zero, the pachinko gaming machine 21 becomes unable to fire game balls and is unable to continue playing.
[0041] In the pachinko game machine 21, by operating the operation handle 26, a game ball can be launched from a launching device (not shown) located in the upper left of the game area 210. When the game ball enters the special symbol start hole 221, a special symbol lottery (jackpot lottery) is executed, and the symbol display unit 24 starts changing the symbol of the special symbol.
[0042] If the special drawing is won, a jackpot symbol such as 777 is displayed on the symbol display unit 24 to notify the player of the jackpot, and the game transitions to a jackpot state. In the jackpot state, the jackpot slot 222 is opened a specified number of times, thereby significantly increasing the chance of winning.
[0043] When a prize is won at the normal map starting port 223, a normal map lottery is executed, and the pattern change of the normal map starts on the pattern display unit 24. When the normal map lottery is won, the pattern display unit 24 notifies the fact, and the electric tulip of the special map starting port 221 opens, making it easier to win at the special map starting port 221.
[0044] The gaming states of the pachinko gaming machine 21 include the jackpot state described above, as well as a normal state and a probability variable state. The probability variable state is an exciting state in which the probability of winning the special symbol judgment and the normal symbol judgment is higher than in the normal state, and the expectation of a jackpot is high. In the illustrated pachinko gaming machine 21, after the jackpot state ends, there is a 70% probability of transitioning to the probability variable state and a 30% probability of transitioning to the normal state. During play on the pachinko gaming machine 21, various gaming data (such as the number of jackpots and the number of special symbol lotteries) can be viewed by touching the information display unit 25.
[0045] As described above, the pachinko gaming machine 21 can be set by the gaming parlor to either the fixed-amount mode or the unlimited-amount mode. The fixed-amount mode is an operating mode in which the game is forcibly stopped when the current value of the points (game value) acquired by the player reaches an upper limit. The unlimited-amount mode is an operating mode in which the game can be played without limit from the opening to the closing of business hours.
[0046] In the fixed-point mode, when the current value of the points acquired by the player reaches a predetermined upper limit, a stop value, the game stops and the game transitions to a stop state. The stop state is a state in which the game cannot be continued, i.e., a state in which the game balls cannot be launched. The current value of the points acquired by the player is, for example, the number of points determined by the difference between the smallest point difference (an example of a difference) obtained by subtracting the number of points consumed from the number of points awarded since the start of business and the current value of the point difference, which is the most recent point difference. Hereinafter, the current value of the points acquired by the player is referred to as the current point number. In this example, the pachinko gaming machine 21 is set to 30,000 points as the stop value, thereby setting the fixed-point mode. When setting the non-fixed-point mode, it is sufficient to set a sufficiently large value as the stop value.
[0047] When a predetermined reset operation is performed on the setting operation unit 23 in the stopped state, the current score is reset to zero and the machine returns to a playable state. In this way, the setting operation unit 23 serves as an example of reset means for resetting the current score, which is an example of the current value of the game value acquired by the player, to zero. As mentioned above, the setting operation unit 23 is provided inside the gaming machine body, and therefore, in order to operate it, the gaming board must be opened to the front.
[0048] When finishing a game on the pachinko gaming machine 21, it is necessary to have the number of gaming points stored in the pachinko gaming machine 21 counted. To count the number of gaming points, a counting operation (counting operation) of a counting button (not shown) displayed on the information display unit 25 is performed. In response to the counting operation, the gaming points are transmitted to the score processing device 4, and the gaming points are subtracted. A short touch counting operation transmits gaming points one by one, and a long touch (continuous touch) counting operation transmits all gaming points at once. The score processing device 4 converts the gaming points received from the pachinko gaming machine 21 into owned points. The number of gaming points stored in the pachinko gaming machine 21 becomes zero when transmission to the score processing device 4 is complete.
[0049] The score processing device 4 receives various types of game information from the corresponding pachinko game machine 21, compiles and stores the operation data, and transmits the operation data to the management device 10 and the game information display device 3 as needed via the relay device 109. The score processing device 4 also transmits information on the player's possession value, such as the player's deposit balance and the number of points held, to the management device 10 as needed. The score processing device 4 receives and stores various setting information (game machine number, model name, point unit price, etc.) from the management device 10.
[0050] The operational data collected by the score processing device 4 includes, for example, the following data. (1) Number of jackpots: The number of times a jackpot state occurs (number of consecutive wins). (2) Start between jackpots: The number of starts (current start number) which is the number of jackpot draws since the previous jackpot state ended. (3) Today's cumulative starts: The cumulative number of starts since opening on the day. (4) Points: The number of points that the player has earned that have been counted. (5) Difference in points: The points obtained by subtracting the points consumed from the points awarded since the start of business.
[0051] When the score processing device 4 accepts a bill, it adds the amount of the bill to the deposit balance and stores the amount. The upper limit of the deposit balance is 10,000 yen. When a gaming card is accepted, it matches the card ID, which is the identification information of the gaming card, with the card information stored in the management device 10. Then, when the matching result is OK, the score processing device 4 displays the deposit balance and the number of points related to the card information.
[0052] The score processing device 4 converts the player's deposit balance, saved balls, and owned points into game points in response to a player's request, such as by operating the lending button 44, and transmits them to the corresponding pachinko gaming machine 21. For example, when the lending button 44 is operated, the points are converted into game points (250 points) in increments of a fixed amount (for example, 1,000 yen), and transmitted to the pachinko gaming machine 21. For example, when the replay button 45 is operated, the owned points are converted into game points in increments of 250 points, and transmitted to the pachinko gaming machine 21, allowing the player to replay using the owned points (replay processing).
[0053] The score processing device 4 stores and displays score numbers such as the number of owned points, the number of game points, and the total number of points which is the sum of the number of owned points and the number of game points. The score processing device 4 receives score addition information and subtraction information from the corresponding pachinko gaming machine 21 and updates the stored number of points. Then, in response to the update of the number of points, it transmits score number information to the relay device 109.
[0054] When the return button 46 is operated when there is at least one of a deposit balance and points, the score processing device 4 records the deposit balance and the number of points on a gaming card and issues it. The gaming points stored in the pachinko gaming machine 21 are not recorded on the gaming card, but remain stored on the gaming machine side. The score processing device 4 has a built-in card stocker that can store up to 10 gaming cards.
[0055] (B) Configuration of management device and management data As described above, the management device 10 (FIG. 1) is a device that manages various machines installed in the gaming facility. In particular, the management device 10 of this example can display various operational data related to the stopping of play for gaming machines 2 that are operated under a fixed-price system.
[0056] The management device 10 is a device that includes a PC monitor such as a liquid crystal display, output means such as a printer (not shown), a device main body that executes various arithmetic processes, and input means such as a keyboard and a mouse (not shown), etc. The device main body has communication means for sending and receiving various signals or information, storage means such as a hard disk drive, etc.
[0057] The management device 10 receives various types of game information from the score processing device 4, the game information display device 3, etc. The management device 10 generates and manages various types of data by tallying them based on the received game information, etc. The management device 10 can display various types of data useful for running the game parlor on a PC monitor or print it out.
[0058] The management device 10 realizes functions as the following means (1) to (9), for example. (1) Operation data generating means: means for generating operation data of each gaming machine 2 installed in the gaming facility. (2) Current value calculation means: A means for calculating the current value of the points (game value) acquired by the player as the current number of points. As described above, the current number of points is determined by, for example, the difference between the minimum number of points difference, which is the smallest value of the difference between the number of points awarded since the start of business minus the number of points consumed, and the current number of points difference. (3) Upper limit setting means: means for setting a limit value (for example, an upper limit value such as 30,000 points) at which the game transitions to the stopped state upon stopping. (4) Identification means: A means for identifying a gaming machine 2 whose difference between the current score, which is an example of the current value of the score acquired by the player, and the end value is within a predetermined range as a gaming machine approaching the end value. In this example, the predetermined range is set to 3,000 points. (5) Gaming state determination means: means for determining whether the gaming state of the stop approaching gaming machine is in a normal state. (6) Operation determination means: means for determining whether a gaming machine approaching a stoppage determined to be in a normal state is in operation or not. (7) Re-operation determination means: means for determining whether a gaming machine approaching the end of its game that has been determined to be out of operation has subsequently been restarted. (8) Re-operation rate calculation means: A means for calculating the ratio of the number of gaming machines that are close to being stopped and that have been determined to be restarted to the number of gaming machines that are close to being stopped and that have been determined to be out of operation. (9) Display means: A means for displaying operation data representing the operation status of a gaming machine that is determined to be in a normal state.
[0059] The management data by the management device 10 will be explained below. The management data includes data for each gaming machine (FIG. 6), jackpot history data (FIG. 7), data on machines approaching the end of play (FIG. 8), and data on the end of play totals (FIG. 9). The management device 10 displays this management data on a PC monitor or prints it out. The contents of each management data will be explained below.
[0060] (Data by gaming machine) 6 is the operation data of each gaming machine 2 displayed in a list by machine number, which is the identification information of the gaming machine 2. The contents of the data items in the figure are as follows:
[0061] Consumed points = the number of points consumed in the game. Equal to the number of balls fired. · Awarded points = points awarded for winning. Start = The number of times the special chart changes under normal conditions (number of jackpot draws). ·Jackpot = Number of times a jackpot occurs. · Stoppage = Number of times stoppage occurred. Resets = Number of times the stoppage has been reset. Current score = Difference between the minimum score difference (awarded points - consumed points) and the current score difference. When the current value of the difference in points is the minimum value of the difference in points, the current score becomes 0. Unplayable = Y: Stopped (unplayable), N: Playable
[0062] Based on the data for each gaming machine shown in Figure 6, for example, the following operating status can be ascertained. Machine 1 has stopped playing once, then reset and is currently in operation. Machine 3 has stopped playing a second time after the first reset, but has not been reset and remains in the stopped state. Machine 4 is a gaming machine approaching the end of its game, with only 1,019 points remaining (upper limit 30,000 points - current score 2,891 points = 1,019 points) until it stops playing.
[0063] (Jackpot history data) The jackpot history data in Figure 7 is data that represents the history of jackpot occurrences for a specific gaming machine. The jackpot history data in the figure is, for example, data for gaming machine 2 with machine number 123. The jackpot history data is managed individually for each gaming machine 2 installed in the gaming parlor. The state in the figure indicates whether the gaming state when the jackpot occurred was a normal state or a special state.
[0064] The jackpot history data in Figure 7 shows the occurrence of jackpots up until the end of the game. For example, in the case of the figure, we can see that the No. 1 jackpot occurred under normal conditions at 10:05, triggering a series of jackpots. After that, 15 jackpots occurred under the jackpot state, making a total of 16 jackpots in a row, and the game ended at 11:55.
[0065] (Downtown approach data) The machine data in Figure 8 shows the machine numbers of the machines approaching the end of their game, which have 3000 or fewer points remaining until the end of their game, and displays the operation data of each machine in a list. The machine data shows the operation status of the machine 2 approaching the end of its game. The items in the figure are as follows:
[0066] Status = current game status (normal, probability, jackpot) · Operation = N (non-operational) / Y (operational) If the deposit balance and points are zero and no points are consumed for a certain period of time, the account is deemed non-operating (N).
[0067] According to the data on approaching the end of the round in Figure 8, for example, machine 4 has stopped operating and returned to normal operation with 1019 points remaining until the end of the round. Also, for example, machine 11 was reset after the first stop of the round, and its current score is 27635 points, meaning that there are 2365 points remaining until the next stop of the round.
[0068] The management device 10 can extract and display in a list gaming machines whose status is "normal", gaming machines whose status is "probable change", gaming machines whose operation status is "N", and gaming machines whose operation status is "Y" from the data of machines approaching the end of play. Furthermore, the management device 10 can identify the number of machines among machines approaching the end of play (machines approaching the end of play) that have stopped operating in the normal status and then started operating again for a certain period or more, and the number of machines that have not started operating for a certain period or more, and calculate the respective percentages.
[0069] (Utsumi aggregated data) The stoppage summary data in Figure 9 is data that displays various summary data related to stoppage for each model of gaming machine 2. This stoppage summary data is useful for understanding the stoppage trends for each model. The items in the figure are as follows.
[0070] Number of units stopped = Number of units that have stopped at least once out of the total number of units Total number of units = Total number of times the unit was stopped ·Abortion rate = Number of discontinued units / total number of units (%) Reset = Number of times you reset after stopping · Stop and replay = Number of reset machines where 2000 points or more were consumed · Replay rate = Play after stopping / Reset (%) Re-stop rate = (total number of times - machine where the stop occurred) / reset (%)
[0071] (C) Game information display device The gaming information display device 3 (FIGS. 1 and 4) is a device that displays various information related to the corresponding gaming machine 2. The gaming information display device 3 receives various setting information and information related to the corresponding gaming machine 2 from the management device 10, and also receives various gaming information related to the corresponding gaming machine 2 from the score processing device 4. The gaming information display device 3 then creates and displays various display information based on the received setting information, gaming information, etc. The gaming information display device 3 receives the setting information, gaming information, etc. via a relay device 109.
[0072] The setting information received from the management device 10 includes, for example, the model name of the corresponding gaming machine 2, the machine number serving as identification information, gaming performance such as the probability of winning a jackpot and the number of balls paid out in a jackpot, etc. The gaming information of the corresponding gaming machine 2 received from the score processing device 4 includes, for example, the number of jackpot draws (number of starts), the number of jackpots that have occurred, the number of gaming points, the number of points held, etc.
[0073] The game information display device 3 is equipped with a large liquid crystal display unit 33. A call button 341, a remote control light receiving unit 347, a group of various operation buttons 345, etc. are arranged below a screen 330 of the liquid crystal display unit 33, and a lamp unit 32 is arranged to surround the upper half.
[0074] 5, the gaming information display device 3 is electrically configured with a control unit 30 at its center. The control unit 30 includes a CPU 301 that executes software to perform various calculations, a ROM 302 and RAM 304 as memory means, and an I / O unit 305 that inputs and outputs signals. Electrically connected to the control unit 30 are an I / F unit 308 that transmits and receives signals to and from the outside, a liquid crystal display unit 33, a lamp unit 32 that has an employee calling function, a call button 341, a group of operation buttons 345, a remote control light receiving unit 347, and the like.
[0075] The game information display device 3 has the functions as the following means. (1) Play-stop determination means: means for determining whether the gaming machine 2 has transitioned to a play-stop state. The control unit 30 as the play-stop determination means determines whether the gaming machine 2 has transitioned to a play-stop state based on the play-stop information output by the pachinko gaming machine 21. (2) Reset determination means: means for determining whether the current score (an example of the current value) has been reset. (3) Stop information display means: means for displaying stop information regarding the occurrence of a stop state based on the determination result by the stop determination means. (4) Reset information display means: means for displaying reset information regarding the reset of the current score based on the determination result by the reset determination means. (5) Approach determination means: means for determining whether the difference between the current score and the limit value (an example of the upper limit value) has approached within a predetermined range (3000 points in this example). (6) Stoppage notice information display means: A means for displaying stoppage notice information to warn that the gaming machine 2 will transition to a stoppage state when the approach determination means determines that the difference between the current score and the stoppage value is approaching within a predetermined range (3000 points in this example).
[0076] Of the above means, the means (1), (2), and (5) are means realized by the control unit 30, for example, by the CPU 301 executing a software program read from the ROM 302. The means (4) and (6) are means realized by the liquid crystal display unit 33, which displays various information.
[0077] The gaming information display device 3 can display various types of gaming information of the corresponding gaming machine 2. The configuration of the display screen of the gaming information display device 3 and the display contents will be described below with reference to Figs.
[0078] The following will be explained using examples of the display on the screen 330 of the game information display device 3: a display screen during a game (FIG. 10), a display screen in a stopped state (FIG. 11), and a display screen after the stoppage has been reset (FIG. 12). The display screens in FIGS. 10 to 12 have the same screen specifications, but the game statuses are different.
[0079] On the left edge of each display screen, from top to bottom, there are arranged a today's jackpot count display field 361, a day before yesterday's jackpot count display field 362, a day before yesterday's jackpot count display field 363, a current start display field 364, and a cumulative start display field 365. On the top right side of these display fields is arranged a graph display field 360 that displays a difference point transition graph, which is a so-called slump graph, and below that is arranged a message display field 368.
[0080] The current start display field 364 is a display field for the number of starts since the opening of business, and is reset to zero and restarted each time a jackpot ends. The cumulative start display field 365 is a display field for the cumulative number of starts since the opening of business.
[0081] The point difference trend graph shows the trend in point difference (awarded points - consumed points) since the start of business in the form of a line graph. In the point difference trend graph, the difference between the lowest point (minimum point difference) and the current (most recent) point difference is displayed as the current score. For example, on the display screen during play (Figure 10), the current score is displayed as 26,530 points, and the remaining points, which are the difference until the game stops, are displayed as 3,470 points (30,000 points - 26,530 points). Note that when the current point difference is the minimum, the current score is displayed as zero.
[0082] On the display screen during play (Figure 10), the message display field 368 displays information such as the fact that the upper limit for stopping the game is 30,000 points, the current score (26,530 points), the remaining points until stopping the game (3,470 points), the average difference in points per jackpot (1,980 points), etc.
[0083] On the display screen (Fig. 11) during the pause, the current score is displayed as 30,000 points. This 30,000 points is the limit value, which is the upper limit of the current score, and it can be seen that the game has been paused when the current score has reached the limit value. Also, on the display screen (Fig. 11) during the pause, a message informing the player that the game is paused and that play is not possible is displayed in the message display field 368.
[0084] The display screen for "Reset" (Fig. 12) is the screen that is displayed when the current score is reset to zero and play becomes possible. A message indicating that the play has been reset and play becomes possible is displayed in the message display field 368 of the display screen for "Reset".
[0085] As described above, the gaming center management system 1 in this example is a system for a gaming machine 2 that transitions to a jackpot state when a predetermined jackpot condition is met in a normal state, and stops playing when the current score, which is an example of the current value of the gaming value acquired by the player, reaches a predetermined upper limit value (in this example, a limit value of 30,000 points is exemplified), and transitions to a stop state where play is no longer possible.
[0086] This gaming facility management system 1 identifies a gaming machine 2 in which the difference between the current score, which is the current value of the gaming value acquired by the player, and the stop value is within a predetermined range (3000 points in this example) as a gaming machine approaching a stop, and determines whether the gaming state of the gaming machine approaching a stop is in a normal state. Then, this gaming facility management system 1 can display operation data showing the operating status of the gaming machine that is determined to be in a normal state.
[0087] In this way, the gaming center management system 1 in this example is a useful management system that can determine how much operation will occur in the future by checking the operation data of a gaming machine 2 that has been left unattended when the current score, which is the current value of the gaming value acquired by the player, is close to the limit value.
[0088] The gaming center management system 1 of this example also includes an operation determination means for determining whether a gaming machine approaching the end of its run that has been determined to be in a normal state is in operation or out of operation. The management device 10, which serves as a display means, can display operation data including the determination result by the operation determination means. When a jackpot ends just before the end of its run and the remaining points are low, many players stop playing without playing until the end of their run because the reward for another jackpot is small. Displaying operation data including the determination result of whether a gaming machine approaching the end of its run is in operation or out of operation allows the operating rate of the gaming machine to be grasped, providing useful guidelines for managing the gaming center, such as whether the gaming machine should be reset.
[0089] Furthermore, the gaming facility management system 1 is equipped with a restart determination means for determining whether a gaming machine that is determined to be out of operation by the operation determination means and is about to be shut down has subsequently been restarted, and a restart rate calculation means for calculating a restart rate, which is the ratio of the number of gaming machines that are determined to be restarted by the restart determination means to the number of gaming machines that are about to be shut down and are determined to be out of operation by the operation determination means. If the restart rate is known, it becomes possible to understand the trends of play after a gaming machine has been shut down.
[0090] The gaming machine 2 is equipped with a resetting means for resetting the current score, which is the current value of the gaming value, to zero. By resetting the current score to zero, it becomes possible to restart the gaming machine that has been stopped. By promoting the restart of stopped gaming machines in this way, it is possible to improve the operating rate of gaming machines throughout the entire gaming facility.
[0091] In this example, the current value of the game value acquired by the player is the current score, which is determined based on the difference between the minimum value of the difference between safe (awarded points) and out (consumed points) and the current value of the difference. The current score can be used to accurately determine the timing to stop playing.
[0092] 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. In the configuration of this example, the current value of the gaming value is determined by the difference between the minimum value of the difference in points, which is the difference between the points awarded by winning (safe) and the points consumed (out), and the current value of the difference in points, but this is not limited to this. The current value of the gaming value may also be the cumulative value of the points awarded by winning (safe), or the difference between the points awarded by winning (safe) and the points consumed (out).
[0093] The current value of the gaming value stored in the gaming machine 2 (in this example, the current number of points) may be reset before the game stops. This allows the current value of a gaming machine that has stopped operation when the game is about to stop to be reset, thereby promoting the operation of the gaming machine 2. In this case, it is desirable to output different reset information when resetting before the game stops and when resetting after the game stops.
[0094] The stop notice information may be output when the number of points remaining until the end of the game falls below a predetermined value. Also, when a jackpot occurs, a predicted current value, which is the number of points expected at the end of the jackpot, may be predicted, and the stop notice information may be output when the predicted current value exceeds the stop value (upper limit).
[0095] In this example, a configuration in which game balls cannot be shot when the state is changed to the stop state has been exemplified, but the stop state may be any state as long as normal play cannot be continued. For example, it may be a stop state in which game balls can be shot but there is no reaction even if a prize is won.
[0096] The types of game information that can be displayed by the game information display device 3 are not limited to this example. The game information display device 3 can display various types of game information. 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 past month, etc. may be displayed.
[0097] In this example, the game information display device 3 is attached above the game machine 2, but it may also be attached to the side or below the game machine 2, or the game information display device 3 may be attached integrally to the game machine 2, or even the functions of the game information display device 3 may be incorporated into the game machine 2 or the score processing device 4.
[0098] In this example, the score processing device 4 and the game information display device 3 communicate with the management device 10 via the relay device 109. Alternatively, the relay device 109 may not be provided, and the gaming machine 2, the score processing device 4, the game information display device 3, and the management device 10 may communicate directly with each other.
[0099] In this example, an enclosed pachinko gaming machine 21 that awards gaming points 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 a pachinko gaming machine that pays out gaming balls 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, physical balls, medals, etc.
[0100] 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]
[0101] 1. Amusement park management system 10 Management device (operation data generation means, current value aggregation means, upper limit value setting means, identification means, gaming state determination means, operation determination means, restart determination means, restart rate calculation means, display means) 100 In-house network 109 Relay Device 2. Gaming machines 21 Pachinko machines 23 Setting operation unit (reset means) 3. Game information display device (stop determination means, reset determination means, stop information display means, reset information display means, approach determination means, stop advance notice information display means) 33 LCD display section 330 screens 4. Score Processing Device 420 Bill insertion slot 43 Display section 44 Loan button 45 Replay button 46 Return button 470 Card slot
Claims
1. In an amusement facility management system for a gaming machine configured to transition to a jackpot state when a predetermined jackpot condition is met in a normal state, and to transition to a stop state where play is not possible when the current value of the game value acquired by the player reaches a predetermined upper limit, A specifying means for specifying a gaming machine in which the difference between the current value and the upper limit value is within a predetermined range as a gaming machine approaching a stoppage; a gaming state determination means for determining whether the gaming state of the stop approaching gaming machine identified by the identification means is the normal state; and a display means for displaying operation data indicating the operation status of a stop approaching gaming machine that has been determined to be in a normal state by the gaming state determination means.
2. an operation determination means for determining whether the stop approaching gaming machine determined to be in a normal state by the gaming state determination means is in operation or in a non-operation state; 2. The gaming center management system according to claim 1, wherein the display means displays the operation data including the determination result by the operation determination means.
3. restart determination means for determining whether or not the gaming machine approaching the end of play, which has been determined to be out of operation by the operation determination means, has subsequently restarted; 3. The gaming facility management system according to claim 2, further comprising a restart rate calculation means for calculating the ratio of the number of gaming machines approaching a stoppage that have been determined to be restarted by the restart determination means to the number of gaming machines approaching a stoppage that have been determined to be non-operating by the operation determination means.
4. 4. The gaming center management system according to claim 1, wherein the gaming machine is provided with a resetting means for resetting the current value of the gaming value to zero.
5. An amusement facility management system as described in any one of claims 1 to 4, characterized in that the current value of the game value acquired by the player is determined based on the game value awarded by winning, or a difference number which is the difference between the game value awarded by winning and the game value consumed in the game, or the difference between the minimum value of the difference number and the current value of the difference number.
Citation Information
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