Gaming device and gaming program
The gaming device accurately distinguishes and collects game information for normal and high payout rate modes, addressing the issue of inaccurate data collection in conventional systems and enhancing operational efficiency and profitability.
Patent Information
- Application Number
- JP2021210656
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-12-24
- Publication Date
- 2025-12-15
- Estimated Expiration
- 2041-12-24
AI Technical Summary
Conventional gaming devices fail to accurately distinguish and collect game information for gaming machines operating in different payout rate modes, leading to inaccurate business information and potential losses for amusement facilities.
A gaming device equipped with a mode control mechanism that determines and collects game information separately for normal and high payout rate modes, using optical sensors or payout rate calculations to identify and notify the current mode, enabling precise data collection and management.
Enables accurate collection and display of game information for different payout rate modes, allowing amusement facility managers to optimize operations and enhance profitability by identifying high payout rate machines in real-time.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming device and a gaming program. [Background technology]
[0002] BACKGROUND ART A gaming device that collects gaming information such as safe or out for each gaming machine installed in an amusement facility has been disclosed (for example, Patent Document 1). Incidentally, among recent gaming machines managed by this gaming device, there is disclosed a device in which the payout rate for the entire day is determined depending on the type of bonus won, such that even if the set value is the same, if bonus A is won, the payout rate is controlled to a normal payout rate, and if bonus B is won, the payout rate is controlled to a high payout rate (for example, Patent Document 2). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2005-6844 [Patent Document 2] Patent Publication No. 2021-87680 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in conventional gaming devices. [Means for solving the problem]
[0005] In order to achieve the above object, the gaming device of the present invention comprises: a setting value setting means capable of setting any one of a plurality of setting values including a first setting value and a second setting value that allows the player to progress in a game more advantageously than the first setting value; a mode setting means capable of setting any one of modes including a first mode and a second mode that is more advantageous to the player than the first mode after a predetermined setting value has been set by the setting value setting means; a mode control means for controlling the mode set by the mode setting means until a new setting value is set by the setting value setting means; and a control means for controlling the mode to the second mode rather than the first mode when the first setting value has been set. A gaming device capable of collecting gaming information relating to a gaming machine equipped with game control means capable of progressing the game more advantageously when controlled in the second mode, notification means capable of notifying information related to the second mode when controlled in the second mode, and transmission means capable of transmitting game information according to the progress of the game, is configured to include: receiving means capable of receiving the game information transmitted from the transmission means; determining means capable of determining whether or not information related to the second mode has been notified by the notification means; and collecting means capable of collecting the game information received by the receiving means as game information for the second mode when the determining means determines that information related to the second mode has been notified. [Brief explanation of the drawings]
[0006] [Figure 1] 1 is a schematic diagram of a gaming system. [Figure 2] 3 is a block diagram showing the flow of information between devices in the gaming system. FIG. [Figure 3] FIG. 2 is a block diagram showing the control configuration of the gaming device. [Figure 4] FIG. 10 is a diagram showing a ball payout rate table for each mode. [Figure 5] 10 is a time chart for explaining the relationship between a detection signal and a high ball payout rate mode flag. [Figure 6] 10 is a flowchart illustrating a collection process. [Figure 7]A figure showing a pop-up screen that appears on the display unit when the high ball output rate mode occurs. [Figure 8] A figure showing a pop-up screen that is displayed on the display unit when the high ball output rate mode continues. [Figure 9] 10A and 10B are diagrams showing business information screens for each mode displayed on the display unit. [Figure 10] FIG. 10 is a diagram showing an amusement center layout screen displayed on a display unit. [Figure 11] FIG. 10 is a diagram showing a modified example of an amusement arcade layout screen displayed on the display unit. DETAILED DESCRIPTION OF THE INVENTION
[0007] Preferred embodiments of the present invention will now be described with reference to the accompanying drawings. The gaming system 1 in this embodiment is operated by a computer controlled by a program (gaming program). The program sends commands to each component of the computer, causing it to perform predetermined processes, such as sending and receiving data, storing data, and performing calculations in the gaming device. The gaming system 1 is realized by specific means in which a program and a computer work together, and all or part of the program is provided on a magnetic disk, optical disk, or any other computer-readable storage medium, and the program read from the storage medium is installed on the computer and executed. The program can also be loaded directly into a computer via a communication line and executed without using a storage medium.
[0008] First, the gaming system 1 will be described with reference to FIG. As shown in FIG. 1, the gaming system 1 in this embodiment is made up of a gaming machine 10 such as a pachinko machine 10a and a pachislot machine 10b, and a plurality of other devices. The multiple devices include, for example, a lending machine 20 (20a is for gaming balls, 20b is for medals) that is installed between the gaming machines 10 and lends gaming media in exchange for inserting cash (banknotes), a call lamp 30 that is installed next to the gaming machine 10 and displays gaming information, a machine computer 40 that is installed corresponding to one or more gaming machines 10, an island computer 50 that is installed per gaming machine island, and a hall computer 60 that compiles and manages gaming information related to games played on the gaming machines 10. These devices each have a communication means and are connected to each other so as to be able to communicate data via a predetermined network (for example, a local area network).
[0009] In addition to the devices shown in Figure 1, an amusement facility where the gaming system 1 is installed can be equipped with various other devices, such as a gaming media counter that counts the quantity of gaming media, a POS terminal that compiles and manages data related to prize exchanges, a data disclosure device that displays information about the gaming machines 10 and amusement facility members in a viewable manner, and an intercom that is carried by the amusement facility manager or the like and is a terminal for wireless communication between store staff.
[0010] In the gaming system 1, each of these devices is provided with a communication means, and is connected to be able to perform data communication via a predetermined network (for example, LAN). The gaming system 1 is configured as a gaming information collection system that collects gaming information for each gaming machine 10 based on various information output from the gaming machines 10, rental machines 20, and the like.
[0011] The gaming machines 10 are installed according to rental rates and models, and are pachinko machines 10a that use gaming balls as gaming media, pachislot machines 10b that use medals, etc., and players can play using the rented gaming media. The gaming states of the gaming machine 10 include a normal gaming state in which gaming media are consumed at a predetermined rate, and a special gaming state in which an increase in gaming media can be expected compared to the normal gaming state, which is advantageous to the player.
[0012] The gaming machine 10 can gradually adjust the ball payout rate by varying the magnitude of six setting values from 1 to 6, which have different winning probabilities for a bonus (jackpot) or an AT state, for example. Specifically, the gaming machine 10 is configured so that the payout rate can be adjusted depending on the setting value, since a larger setting value (second setting value) usually means a higher probability of winning a bonus or AT state, etc., and therefore a higher payout rate for gaming media, and a smaller setting value (first setting value) usually means a lower probability of winning a bonus or AT state, etc., and therefore a lower payout rate for gaming media. As such, the setting values directly affect the payout rate, and therefore, depending on the daily settings, it can determine whether the gaming machine 10 is attractive to players, and in gaming parlors, depending on the daily settings, it can also affect sales, etc., making it important setting information.
[0013] Furthermore, the setting of the above-mentioned setting values is realized by a setting key, which is a dedicated key provided in the gaming machine 10, and a setting key switch functioning as a setting value setting means. Specifically, the manager of the gaming facility or the like inserts the setting key into a setting key switch provided at a predetermined location on the gaming machine 10 (for example, the power supply unit) and rotates it, thereby making it possible to set the setting values of the gaming machine 10. In this state, the desired setting value can be set by operating the setting value change switch, and the gaming machine 10 will store this set setting value in RAM or the like, and control the game based on the stored setting value. The gaming machine 10 may be a so-called enclosed gaming machine that is configured so that the player cannot touch the gaming medium. In the following description, when the gaming machine 10 is a pachinko machine 10a, a machine equipped with a set value setting means capable of adjusting the payout rate will be described as an example.
[0014] The gaming machine 10 outputs gaming information to the hall computer 60 in accordance with the flow shown in FIG. The gaming machine 10 is provided with a transmitting means (external terminal), and outputs various information from this transmitting means to an external device. The various types of information transmitted from the transmitting means include various types of game information (game signals) that are output in accordance with the progress of the game. For example, the gaming information output from the gaming machine 10 includes an out signal indicating the number of gaming media inserted, a safe signal indicating the number of gaming media paid out, a status signal indicating the occurrence of a jackpot advantageous to the player, a special game such as a BB (big bonus) or RB (regular bonus) (including AT and ART), and a start signal indicating the execution of one game. For example, in the case of a pachinko machine 10a, the out signal is output once for every 10 game balls inserted, and in the case of a pachislot machine 10b, the out signal is output once for every medal inserted. For example, in the case of the pachinko machine 10a, the safe signal is output once every time 10 game balls are paid out as a result of a winning, and in the case of the pachislot machine 10b, the safe signal is output once every time one medal is paid out. For example, in the case of the pachinko machine 10a, the status signal is output during a probability change or a time reduction, and in the case of the pachislot machine 10b, the status signal is output during a BB or a RB. For example, in the case of a pachinko machine 10a, the start signal is output when a prize is won in the start hole or when a pattern changes, and in the case of a pachislot machine 10b, the start signal is output every time the start lever is pressed.
[0015] In addition, the transmission means of the lending machine 20 also outputs to the hall computer 60 lending information (also called game information) such as transactions such as inserting cash or inserting a card, and transaction signals indicating the amount of cash or the like inserted.
[0016] Furthermore, a detection signal indicating the detection of the lighting of an alarm lamp (alarm means, light-emitting means) provided inside the gaming machine 10 is output as status identification information from the optical sensor S to the hall computer 60 via the transmission means of the gaming machine 10. The notification lamp is a lamp that notifies the player of an internal win in a ball payout rate mode (hereinafter also referred to as a high ball payout rate mode (second mode)) that is higher than the normal ball payout rate mode (hereinafter also referred to as a normal ball payout rate mode (first mode)) described below. Even if the power supply to the gaming machine 10 is cut off, the notification lamp will remain lit until the setting value is changed when the power supply to the gaming machine 10 is turned on again. The optical sensor S is composed of a light detection element such as a photodiode or phototransistor, and detects the lighting of the alarm lamp by receiving light emitted by the lighting of the alarm lamp, and outputs a detection signal indicating a predetermined voltage value or current value. Therefore, the optical sensor S is installed near the notification lamp inside the gaming machine 10, and functions as a detection means for detecting lighting of the notification lamp provided in the gaming machine 10.
[0017] In this way, when various information is output from the gaming machine 10, etc. along with gaming machine information (e.g., gaming machine number, etc.) that can identify the gaming machine 10, it is transmitted to the call lamp 30 and the machine computer 40, and further transmitted to the hall computer 60 via the island computer 50. In the case of the pachinko machine 10a, the out signal is output from a peripheral device such as an out tank attached to the pachinko machine 10a, but for the sake of convenience, it will be described as being output from the gaming machine 10.
[0018] The call lamp 30 is a device that notifies the player of the occurrence of a jackpot, the occurrence of a special probability, the calling of a store clerk, etc. by lighting or blinking a light emitting means, and also displays game information related to the game. The hall computer 60 determines the gaming status of the gaming machine 10, etc., and displays (also called an alarm) on the call lamp 30 of the corresponding gaming machine 10, for example, so that the player can know that the current mode of the gaming machine 10 is a high ball payout rate mode.
[0019] The machine computer 40 is provided for each gaming machine 10 and operates as a relay device that receives various information transmitted from the call lamp 30, stores the information appropriately, and transmits it to the island computer 50.
[0020] The island computer 50 is provided for each gaming island, and is connected to the machine computer 40, hall computer 60, etc. via a network to send and receive various information. The island computer 50 then transmits various information to the hall computer 60 in response to a request from the hall computer 60 or at predetermined intervals.
[0021] The hall computer 60 (gaming device) is an information processing device that operates according to a program, and is installed, for example, in a location where it can be operated by a manager of the gaming facility, such as in a control room behind the counter. The hall computer 60 stores, manages, and analyzes game information relating to all gaming machines 10 installed in the gaming facility, and manages business information for the gaming facility. The manager of the gaming facility uses this business information as an index to set the settings for the pachinko machine 10a and the pachislot machine 10b, and utilizes this information in the daily operation of the gaming facility. As shown in Figure 3, such a hall computer 60 is composed of an operation unit 61, a communication unit 62 (receiving means), a display unit 63 (display means), a memory unit 64, and a control unit 65 (determination means, collection means, ball payout rate calculation means, mode determination means).
[0022] The operation unit 61 is composed of, for example, a keyboard, a mouse, etc., and is operated by the manager of the gaming facility, etc., to select and input predetermined data, instructions, commands, etc.
[0023] The communication unit 62 functions as a receiving means, and receives game information, rental information, status identification information, etc. from the gaming machine 10, rental machine 20, etc. via relay devices such as the machine computer 40, island computer 50, etc.
[0024] The display unit 63 is, for example, a display means such as a liquid crystal display, and displays numerical values input from the operation unit 61 and business information for each mode when the manager of the gaming facility or the like operates the operation unit 61.
[0025] The storage unit 64 is configured with a storage medium (for example, a ROM, a RAM, a hard disk, etc.) capable of storing programs and data for executing the various functions of the hall computer 60. The storage unit 64 also stores various information received by the communication unit 62, such as game information, lending information, and status identification information.
[0026] The control unit 65 is composed of a CPU, ROM, RAM, I / F, etc., and performs processing as the hall computer 60 by reading and executing programs stored in the memory unit 64 while monitoring and controlling each of the above-mentioned parts. The control unit 65 extracts and calculates various information stored in the memory unit 64 via the communication unit 62, and compiles business information (e.g., out, safe, payout rate, etc.), which is gaming information specific to the amusement facility used when the amusement facility is open, and displays it on the display unit 63 (see Figure 9).
[0027] Specifically, the control unit 65 compiles various pieces of information (various signals) output from the transmitting means of the gaming machine 10 and the lending machine 20 as follows. The number of OUT signals is calculated by counting the number of signals (number of pulses). The number of safe signals is counted to tally up the number of safe signals. The number of state signals is counted to tally up the number of bonuses and big wins, and when the signal is output, it is identified as a special game state, and when the signal is not output, it is identified as a normal game state. The number of start signals is counted to tally the number of games played. The number of transaction signals is counted to tally the number of loans. The detection signal specifies the mode depending on the output state of the signal. In the example described above, the detection signal is detected by an optical sensor S when an alarm lamp provided on the gaming machine 10 is lit, and is output from this optical sensor S via the transmitting means of the gaming machine 10. However, as with safe signals, the detection signal may also be output directly from the gaming machine 10 without using the optical sensor S, and even in gaming machines 10 with such specifications, the mode can be identified from the detection signal.
[0028] Other game information includes a payout rate, which indicates the ratio of the number of safes (award value information) to the number of outs (usage value information), calculated by the control unit 65 functioning as a payout rate calculation means and a difference number (also called payout balls), which indicates the difference between the number of outs and the number of safes. Such gaming information is added up each time various information is input, and is stored in the memory unit 64 in association with each gaming machine 10, each gaming state of the gaming machine 10, and each business day (for example, in units of one day).
[0029] Here, the gaming machine 10 in which the hall computer 60 collects various information will be described. FIG. 4 is a ball payout rate table (for the pachislot machine 10b) showing the ball payout rate for each setting value announced by the gaming machine manufacturer. The gaming machine 10 is controlled so that the payout rate table to be referred to varies depending on the type of bonus determined by the bonus lottery. For example, there are bonuses such as bonus A, which has a 90% chance of being won, and bonus B, which has a 10% chance of being won. When the bonus A is won, the normal ball payout rate table shown in FIG. 4(a) is referenced, and when the bonus B is won, the high ball payout rate table shown in FIG. 4(b) is referenced.
[0030] The normal ball payout rate table shows, for example, the payout rate for setting 1 as "96.9%", the payout rate for setting 2 as "97.8%, the payout rate for setting 3 as "99.9%, the payout rate for setting 4 as "102.0%, the payout rate for setting 5 as "104.2%, and the payout rate for setting 6 as "106.6%". On the other hand, the high payout rate table shows, for example, the payout rate for setting 1 being "106.1%", the payout rate for setting 2 being "107.2%", the payout rate for setting 3 being "109.7%", the payout rate for setting 4 being "112.5%", the payout rate for setting 5 being "114.7%", and the payout rate for setting 6 being "116.3%".
[0031] In this way, the high ball output rate table is specified so that the ball output rate is higher than that of the normal ball output rate table at any set value, even if the set value is the same. Therefore, the gaming machine 10 functions as a game control means that controls the game so that the game progresses more advantageously for the player when the bonus B is won than when the bonus A is won in the bonus lottery. This bonus lottery is determined, for example, in the first bonus lottery held after a setting change (including replaying with the same setting), and the payout rate table corresponding to the determined bonus is controlled so that it does not change until the setting change. In other words, the gaming machine 10 functions as a mode control means, so that the subsequent payout rate is determined by the type of bonus determined in the bonus lottery after the setting change, and controls the machine so that the same determined payout rate table continues to be referenced until the end of the day unless the setting value is changed. Although the gaming machine 10 has been described as an example in which the payout rate table to be referenced is determined depending on the type of bonus, the method for controlling the payout rate of the gaming machine 10 is not important. For example, in the case of a pachislot machine 10b, there are multiple types of AT lottery tables in which the winning rate for entering the AT state is predetermined, and the present invention can also be applied to a gaming machine 10 configured to control the ball payout rate by making it easier to refer to an AT lottery table that is more advantageous when bonus B is won (an AT lottery table that makes it easier to win the AT state), or a gaming machine 10 configured to determine the ball payout rate table to be referenced based on the type of RT state linked to the bonus.
[0032] Generally, the setting (changing) of the setting value is not usually done during the business hours of the gaming center. For example, after the business hours have ended, a manager such as the store manager or owner sets the next business day, and the payout rate for the next day is determined for each gaming machine 10. In the case of a gaming facility operating in this manner, if the mode state of each gaming machine 10 is not determined appropriately, there is a possibility that the gaming facility will suffer losses. Specifically, in order to change the payout rate of a gaming machine 10 during business hours, the setting value must be changed, and since the hall computer 60 does not take into account special gaming machines 10 such as the models that switch to the high payout rate mode described above, even if the gaming information is from a gaming machine 10 in the high payout rate mode, it may be collected as gaming information from a gaming machine 10 in the normal payout rate mode, which could prevent accurate business information from being compiled. As a result, the amusement park will not be able to secure the operating profits that were initially expected. Therefore, the hall computer 60 of this embodiment is equipped with a judgment means capable of determining whether the game information is for the high ball payout rate mode or not, and a collection means capable of collecting the game information as high ball payout rate mode game information if the judgment means determines that the game information is for the high ball payout rate mode, so that it is configured to be able to properly collect game information even for gaming machines 10 that have a ball payout rate fluctuation function such as a high ball payout rate mode.
[0033] As described above, when the gaming machine 10 internally wins the high payout rate mode, the notification lamp lights up. The optical sensor S then receives the light emitted from the notification lamp as a result of the lighting and transmits a detection signal to the hall computer 60. The control unit 65 of the hall computer 60 receives this detection signal. This allows the hall computer 60 to determine in real time, based on the detection signal sent from the optical sensor S, whether the current mode is the high ball output rate mode or the normal ball output rate mode.
[0034] FIG. 5 is a time chart showing the relationship between the detection signal and the high ball payout rate mode flag, which changes over time. FIG. 6 is a flowchart illustrating the collection process. The determination process and collection process of the control unit 65 will be described below with reference to FIGS. The control unit 65 determines whether the communication unit 62 has received a detection signal (S10). In the time chart shown in FIG. 5, at 10:00, the notification lamp of the gaming machine 10 is not lit, and the control unit 65 has not yet received a detection signal via the communication unit 62. This state indicates that the gaming machine 10 has not internally won the high payout rate mode. Therefore, the control unit 65 determines that the current mode of the gaming machine 10 is the normal ball payout rate mode (S10: No), and sets the flag for the high ball payout rate mode to "0" (S11). Therefore, the control unit 65 collects the game information received by the communication unit 62 as game information in the normal payout rate mode (S12, S13).
[0035] After that, at 11:30, the notification lamp of the gaming machine 10 lights up, and the control unit 65 is in a state of having received the detection signal. This state indicates that the gaming machine 10 has internally won the high payout rate mode. Therefore, the control unit 65 determines that the current mode of the gaming machine 10 is the high ball payout rate mode (S10: Yes), and changes the flag for the high ball payout rate mode from "0" to "1" (S14). As a result, when the gaming machine 10 has internally won the high ball payout rate mode, for example, a "pop-up screen" is displayed on the display unit 63, and the manager of the gaming facility, etc., can be notified via an intercom or the like carried by the manager of the gaming facility, etc., that there is a gaming machine 10 that has internally won the high ball payout rate mode. Therefore, the control unit 65 collects the game information received by the communication unit 62 as game information in the high ball payout rate mode (S15, S16). That is, before receiving the detection signal, the control unit 65 collects the information as game information for the normal ball payout rate mode, and after receiving the detection signal, collects the information as game information for the high ball payout rate mode. The gaming machine 10 has been described as an example of a model that lights up the notification lamp in real time when an internal win is made in the high ball payout rate mode, but there may be models that have a time lag between when an internal win is made in the high ball payout rate mode and when the notification lamp lights up (for example, after an internal win is made in the high ball payout rate mode, a lottery is held to light up the notification lamp with a predetermined probability (1 / 500, etc.)). In this case, the control unit 65 may collect not only game information after receiving the detection signal, but also game information before receiving the detection signal, as game information for the high ball payout rate mode.
[0036] In the example shown in Figure 7, it is shown that the high ball payout rate mode was detected at 11:30 in gaming machine 10 No. 2, and such information is displayed on display unit 63 in real time when communication unit 62 receives the detection signal. This allows the store staff to know that the high ball payout rate mode has occurred, as well as to know various information regarding the high ball payout rate mode, such as the machine number of the gaming machine 10 in which the high ball payout rate mode has occurred and the time of occurrence.
[0037] Also, before the opening hours of the gaming center, a "pop-up screen" as shown in FIG. 8 can be displayed on the display unit 63 to make the player aware that a high ball payout rate mode has been activated. For example, if there is a gaming machine 10 that has not had its setting changed even though it is still in high ball payout rate mode by a specified time before the opening of the gaming center, there is a risk that the manager of the gaming center or the like will not be aware that a gaming machine 10 is in high ball payout rate mode. Therefore, it is possible to alert the manager of the amusement facility whether it is okay to start business without changing the setting value while the high ball payout rate mode is continuing. This allows the manager of the gaming facility or the like to know which gaming machine 10 is continuously in the high ball payout rate mode, and thus to recognize this gaming machine 10 as a setting change candidate machine (RAM clear candidate machine).
[0038] Returning to FIG. 5 again, the relationship between the detection signal and the high ball payout rate mode flag will be explained. In the time chart shown in FIG. 5, at the times of 12:00 and 23:00, the notification lamp of the gaming machine 10 continues to be lit, and the control unit 65 continues to receive the detection signal. Since this state indicates that the gaming machine 10 continues to have an internal win in the high ball payout rate mode, the control unit 65 determines that the current mode of the gaming machine 10 is the high ball payout rate mode (S10: Yes) and continues to set the high ball payout rate mode flag to "1" (S14). Therefore, the control unit 65 collects the game information received by the communication unit 62 as game information in the high ball payout rate mode (S15, S16).
[0039] Then, even at 9:00 on the next business day, the notification lamp of the gaming machine 10 remains lit, and the control unit 65 continues to receive the detection signal. This state indicates that the gaming machine 10 has internally won the high ball payout rate mode, and the control unit 65 determines that the current mode of the gaming machine 10 is the high ball payout rate mode (S10: Yes) and keeps the high ball payout rate mode flag set to "1" (S14). In this way, if the control unit 65 receives a detection signal when play on the gaming machine 10 begins, the control unit 65 determines that the current mode of the gaming machine 10 is the high ball payout rate mode during that day (one business day), and collects the game information received by the communication unit 62 as game information for the high ball payout rate mode (S15, S16).
[0040] In other words, when the control unit 65 receives a detection signal via the communication unit 62, it determines that the high ball output rate mode is in effect, and when it does not receive a detection signal, it functions as a determination means that it determines that the normal ball output rate mode is in effect. The control unit 65 functions as a collection means, and collects game information by distinguishing between the high ball payout rate mode and the normal ball payout rate mode determined by the determination means. This allows the game information for the normal ball payout rate mode, the game information for the high ball payout rate mode, and the game information for the full ball payout rate mode to be stored separately in the memory unit 64 and displayed on the display unit 63, as will be explained below.
[0041] The control unit 65 can notify the collected information about the high ball payout rate mode. FIG. 9 shows the "Business Information Screen" for each mode calculated from game information, rental information, etc. Specifically, the operating information for each of the normal payout rate mode, high payout rate mode, and full payout rate mode for each set value can be displayed on the display unit 63, so that the operating information for each mode can be notified to the manager of the gaming facility, etc. The normal ball payout rate mode indicates business information collected when the normal ball payout rate table is referenced. The high ball payout rate mode indicates business information collected when the high ball payout rate table is referenced. The all ball payout rate mode indicates the business information collected in all modes (when referring to the normal ball payout rate mode and the high ball payout rate mode). Here, examples of business information displayed for each mode include out, safe, payout rate, number of jackpots, profit rate, etc. By using such a "business information screen" for each mode, the manager of the gaming facility can easily grasp the fluctuations in the calculated profit rate and the like by looking at the display screen displayed on the display unit 63.
[0042] When the game information for each mode collected by the control unit 65 is displayed on the display unit 63, the display format is not limited to the format shown in Figure 9. For example, a gaming machine 10 in a normal ball payout rate mode and a gaming machine 10 in a high ball payout rate mode can be visually distinguished from each other using an "amusement facility layout screen" as shown in Figure 10. The "game arcade layout screen" displays on the display unit 63 the operating status of the gaming machines 10 on the entire floor. In this case, a layout showing the arrangement of the gaming machines 10 on each floor is displayed, and the gaming status of each gaming machine 10 is also displayed in a diagrammatic form. In addition, by checking the checkbox 100 corresponding to the game status you want to display on the popped-up display selection screen 101, the game status of the gaming machine 10 corresponding to the checked game status will be displayed on the display unit 63 in different display formats (color, text, figures, shading, blinking display, etc.) so that you can recognize it at a glance.
[0043] Specifically, it is possible to easily grasp which of the gaming machines 10 installed on the floor are in the normal ball payout rate mode or the high ball payout rate mode. This is because when the hall computer 60 receives a detection signal from the optical sensor S for each gaming machine 10, it can identify the gaming machine 10 that received the signal based on the location information of the gaming machine 10 stored in the memory unit 64. Therefore, by storing in advance in the memory unit 64 location information that can identify the installation area (position, size, range, etc.) of the gaming machine 10 in the gaming facility, the layout of the gaming facility including the installation area of the gaming machine 10 can be displayed on the display unit 63.
[0044] In the example shown in Figure 10, the optical sensors S corresponding to the gaming machines 10 with machine numbers "2" and "33" on floor "1F" transmit detection signals to the hall computer 60, and as a result, the display unit 63 displays the gaming machines 10 in a different display format from the other gaming machines 10. Then, by checking the checkbox 100 for the high ball payout rate mode on the display selection screen 101, the gaming machine 10 in the high ball payout rate mode is displayed in a different display mode from other gaming machines 10, for example, with a "red flag mark" or the like.
[0045] In this way, by differentiating the display mode of the gaming machine 10 in the normal ball payout rate mode and the gaming machine 10 in the high ball payout rate mode, the manager of the gaming facility or the like can recognize which mode the gaming machine 10 is in. Therefore, the store staff can easily identify the gaming machines 10 with high payout rate modes installed on the floor by using the "gaming parlor layout screen." As shown in Figure 11, for special models in which the payout rate fluctuates, such as in high payout rate mode, even though the setting values are the same, the gaming machine 10 can be surrounded and displayed clearly separated from other models on the "amusement hall layout screen." This makes it easy to recognize the installation area for machines with variable payout rates, such as high payout rate modes.
[0046] [Second embodiment] Next, a second embodiment will be described. In the following description, the description of the same configuration as that of the first embodiment already described will be omitted.
[0047] The second embodiment differs from the first embodiment in the following points. In the first embodiment, the high ball payout rate mode was determined by detecting the illumination of an alarm lamp provided on the gaming machine 10 using an optical sensor S, and determining whether or not the current mode was the high ball payout rate mode based on whether or not a detection signal output from this optical sensor S was received. In the second embodiment, if at a predetermined time (for example, closing time) the high ball payout rate lamp is not lit but the payout rate exceeds the manufacturer's published payout rate by a predetermined value (for example, 5%), the current mode is determined to be the high ball payout rate mode, and game information is collected as game information for the high ball payout rate mode. If it is determined that the gaming machine 10 is in the high ball payout rate mode, as in the first embodiment, an announcement such as that shown in Figure 7 is made to notify the gaming facility manager or the like that the gaming machine 10 is in the high ball payout rate mode. At this time, the control unit 65 calculates the payout rate in the gaming machine 10 based on the game information received by the communication unit 62, and determines whether the current mode is a high payout rate mode based on this calculated payout rate.
[0048] Therefore, for example, even in a machine with specifications in which there is a time lag between an internal win in the high ball payout rate mode and the notification lamp lighting up, it is possible to determine whether or not the machine is in the high ball payout rate mode. As a result, even if the notification lamp does not light up despite an internal win in the high ball payout rate mode, the manager of the gaming facility or the like can identify the gaming machine 10 in the high ball payout rate mode, and can therefore recognize this gaming machine 10 as a candidate machine for setting change, for example. In addition to determining the current mode at a predetermined time (e.g., closing time), it is also possible to determine that the current mode is a high ball payout rate mode, for example, if the warning lamp is not lit for a predetermined number of games (e.g., 3,000 games) but the payout rate exceeds the manufacturer's published payout rate by a predetermined value (e.g., 5%).
[0049] As described above, according to the gaming device of the present invention, for a gaming machine 10 that can be controlled to a normal ball payout rate mode and a high ball payout rate mode and that is equipped with a notification means that can notify information related to the high ball payout rate mode when controlled to the high ball payout rate mode, if the control unit 65 determines that information related to the high ball payout rate mode has been notified, the received gaming information is collected as gaming information for the high ball payout rate mode, and if it does not determine that information related to the high ball payout rate mode has been notified, the received gaming information is collected as gaming information for the normal ball payout rate mode. This allows game information to be collected separately for each ball payout rate mode, even in gaming machines 10 that have the same setting value but different ball payout rates, so that game information such as out or safe for each ball payout rate mode can be calculated more accurately and reported to the outside, such as the display unit 63. Therefore, the manager of the gaming facility or the like can distinguish between the normal ball payout rate mode and the high ball payout rate mode for gaming machines 10 having ball payout rate modes with different payout rates even when the same setting value is used. Such functions are realized by the control unit 65 (or a CPU provided therein) configured as a computer executing a program (and data) stored in a storage means such as a hard disk provided in the storage unit 64.
[0050] On the other hand, with conventional gaming devices, it was not possible to distinguish and collect game information for each payout rate mode in gaming machines that have different payout rates even with the same setting value, and it was not possible to meet the needs of gaming facility managers and players who wanted to properly understand the current gaming status. According to the gaming device of this embodiment, it is possible to solve all or part of the problems that conventional gaming devices need to improve.
[0051] The above describes preferred embodiments of the gaming device and program of the present invention, but the gaming device and program of the present invention are not limited to the above-described embodiments, and various modifications can be made within the scope of the present invention. (1) For example, the present invention has been described using an example in which it is applied to a hall computer 60 as a gaming device, but it can also be applied to other devices that can be connected to the gaming system 1, such as the lending machine 20, the call lamp 30, the machine computer 40, and the island computer 50, as well as gaming medium counting machines, POS terminals, data disclosure machines, etc. (2) In the case of a gaming machine 10 having a specification in which there is a time lag between when the gaming machine 10 internally wins the high payout rate mode and when the notification lamp lights up, the number of games played between when the gaming machine 10 internally wins the high payout rate mode and when the notification lamp lights up may be tallied, for example, for each gaming machine 10 or each model, and the average number of games played may be notified by a call lamp 30 or the like corresponding to the gaming machine 10 in the high payout rate mode. This allows the player to grasp the average number of games played from when the high ball output rate mode is internally won until the notification lamp is lit, and a sense of tension is created as the average number of games is approached, increasing the interest in the game. (3) When the hall computer 60 detects a gaming machine 10 in the high payout rate mode, it may control peripheral devices such as the call lamp 30 corresponding to the gaming machine 10 in the high payout rate mode to notify the user at a predetermined time (e.g., after closing time) that the gaming machine 10 is in the high payout rate mode. This allows the machine to be recommended to the amusement facility manager or other person as a candidate for setting changes. (4) The hall computer 60 may be configured to display on the call lamp 30, etc., the number of times the high ball payout rate mode has been detected during a specified period (e.g., one month) or the rate at which the high ball payout rate mode has been entered (number of times entered / all business days). This makes it possible to attract customers by making the gaming machine 10 more likely to enter a high ball payout rate mode. (5) If the hall computer 60 detects the high payout rate mode but the payout rate does not exceed 100% (for example, when using the table of Figure 4(b)), the hall computer 60 may control the call lamp 30 or the like corresponding to the gaming machine 10 in the high payout rate mode to indicate that the gaming machine is in the high payout rate mode. This can attract customers by showing that the gaming machine 10 may have entered a high ball payout rate mode. (6) In the case of a call lamp 30 that displays a model image such as a character related to the model name, the hall computer 60 may control the lamp 30 to change to a model image different from the normal one when it detects a high ball payout rate mode. This can increase the player's interest in the high payout mode. (7) If the hall computer 60 did not detect the high ball payout rate mode on the previous day but the payout rate was equivalent to that of the high ball payout rate mode, the hall computer 60 may control the call lamp 30 or the like corresponding to the gaming machine 10 in the high ball payout rate mode to notify that “the previous day was a high ball payout rate + the notification lamp was not lit.” This makes it possible to suggest that the high ball output rate mode is continuing, and although a gaming machine 10 with a high ball output rate on the previous day is usually shunned, it can make customers think that the high ball output rate mode may be continuing, thereby achieving an effect of drawing customers. (8) As an example, the notification lamp installed inside the gaming machine 10 has been described as being configured so that even if the power to the gaming machine 10 is turned off, it will remain lit if the power to the gaming machine 10 is turned on again until the setting value is changed. However, the present invention can also be applied to a gaming machine 10 configured so that the lamp goes out when the power to the gaming machine 10 is turned off and does not light up even when the power to the gaming machine 10 is turned on again. That is, the present invention can be applied to a gaming machine 10 that is designed so that the high ball payout rate mode is terminated not only by changing the setting of the set value but also by cutting off the power to the gaming machine 10. [Explanation of symbols]
[0052] 1 Gaming system 10 Gaming machine (setting value setting means, mode setting means, mode control means, game control means, notification means, transmission means, light emitting means) 20 Rental Machines 30 Call lamp 40 computers 50 Island Computer 60 Hall computer (gaming device) 61 Operation section 62 Communication unit (receiving means) 63 Display section (display means) 64 Storage section 65 control unit (determination means, collection means, payout rate calculation means, mode determination means) S optical sensor
Claims
1. a set value setting means for setting any one of a plurality of set values including a first set value and a second set value that allows the player to play a game more advantageously than the first set value; a mode setting means for setting a predetermined set value to one of a first mode and a second mode that is more advantageous to a player than the first mode after the set value setting means has set the predetermined set value; a mode control means for controlling the mode set by the mode setting means until a new set value is set by the set value setting means; a game control means that, when the first set value is set, allows a game to proceed more advantageously when controlled in the second mode than when controlled in the first mode; a notification means for notifying information about the second mode when the vehicle is controlled in the second mode; a transmitting means capable of transmitting game information in accordance with the progress of a game; In a gaming device capable of collecting gaming information about a gaming machine having a receiving means capable of receiving the game information transmitted from the transmitting means; a determination means for determining whether or not information relating to the second mode has been notified by the notification means; a collecting means for collecting the game information received by the receiving means as game information of the second mode when the determining means determines that information related to the second mode has been notified; A gaming device comprising:
2. The collecting means Before the determination means determines that information related to the second mode has been notified, the game information received by the receiving means is collected as game information for the first mode, and after the determination means determines that information related to the second mode has been notified, the game information received by the receiving means is collected as game information for the second mode.
2. The gaming device according to claim 1.
3. The collecting means When the determining means determines that information related to the second mode has been notified during one business day, the game information received by the receiving means during that business day is collected as game information for the second mode.
2. The gaming device according to claim 1.
4. The notification means a light emitting means capable of notifying information relating to the second mode by emitting light, The determination means When an optical sensor provided corresponding to the gaming machine detects that the light emitting means has emitted light, it can be determined that information relating to the second mode has been notified.
4. The gaming device according to claim 1, wherein the gaming device comprises: a first slot; a second slot; a third slot; a fourth slot; a fourth slot; a fifth slot; a fifth slot; a sixth ...
5. a payout rate calculation means for calculating a payout rate of the gaming machine based on the use value information used in the game and the granted value information granted to the player, the use value information being transmitted from the transmission means; a mode determination means for determining whether the gaming machine is in the second mode or not based on the payout rate calculated by the payout rate calculation means; 5. The gaming device according to claim 1, further comprising:
6. a display means for displaying the game information collected by the collecting means together with the information indicating the second mode when the determining means determines that the information regarding the second mode has been notified; 6. The gaming device according to claim 1, wherein the gaming device comprises: a first slot; a second slot; a third slot; a fourth slot; a fourth slot; a fifth slot; a fifth slot; a sixth ...
7. The collecting means When the determining means does not determine that the information regarding the second mode has been notified, the game information received by the receiving means can be collected as game information regarding the first mode.
7. The gaming device according to claim 1, wherein the gaming device comprises: a first slot; a second slot; a third slot; a fourth slot; a fourth slot; a fifth slot; a fifth slot; a sixth ...
8. a set value setting means for setting any one of a plurality of set values including a first set value and a second set value that allows the player to play a game more advantageously than the first set value; a mode setting means for setting a predetermined set value to one of a first mode and a second mode that is more advantageous to a player than the first mode after the set value setting means has set the predetermined set value; a mode control means for controlling the mode set by the mode setting means until a new set value is set by the set value setting means; a game control means that, when the first set value is set, allows a game to proceed more advantageously when controlled in the second mode than when controlled in the first mode; a notification means for notifying information about the second mode when the vehicle is controlled in the second mode; a transmitting means capable of transmitting game information in accordance with the progress of a game; A computer constituting a gaming device capable of collecting gaming information about a gaming machine comprising: a receiving means capable of receiving the game information transmitted from the transmitting means; a determination means for determining whether or not the information regarding the second mode has been notified by the notification means; and a collecting means for collecting the game information received by the receiving means as game information of the second mode when the determining means determines that information related to the second mode has been notified; A gaming program characterized by functioning as
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