Amusement park systems
The gaming parlor system addresses the challenge of accurately determining the number of games for a ceiling bonus by initializing and updating conditions based on special states, excluding sub-game periods, and using display devices to provide clear information, thus improving player experience.
Patent Information
- Application Number
- JP2021177636
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-10-29
- Publication Date
- 2026-01-14
- Estimated Expiration
- 2041-10-29
AI Technical Summary
Existing gaming machines struggle to accurately determine the number of games required to obtain a ceiling bonus due to sub-games that are not counted and the difficulty in distinguishing between different bonus types, leading to inconsistent information provision.
A gaming parlor system that initializes and updates ceiling bonus conditions based on special states, excludes certain games from the reference count during sub-game periods, and uses display devices to provide accurate information on the number of games needed for the ceiling bonus.
Enables more precise tracking and display of the number of games required for a ceiling bonus, providing players with clearer information and enhancing the gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a system for an amusement park. [Background technology]
[0002] In gaming parlors, gaming machines are installed that are equipped with a so-called ceiling function that awards some kind of bonus (hereinafter referred to as a ceiling bonus) if a certain number of games are played without receiving any bonuses such as bonuses.In order to take advantage of this type of playability, for example, Patent Document 1 proposes providing players with gaming information related to the number of games played after a bonus is generated and the ceiling function corresponding to that number of games. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-106669 Summary of the Invention [Problem to be solved by the invention]
[0004] Now, the number of games required to obtain the ceiling privilege (hereinafter referred to as the ceiling game) corresponds to the number of games played after a bonus is generated (hereinafter referred to as the normal game), but there are gaming machines that, for example, play a sub-game that performs some kind of effect or a special lottery after the bonus ends, and the sub-game is not counted as a ceiling game, so the two may not necessarily be the same. Furthermore, if a bonus signal is not output during a sub-game, it is difficult to accurately determine the number of games required to obtain the ceiling privilege even if a normal game is provided in which the sub-game is also counted.
[0005] The present invention has been made in consideration of the above-mentioned circumstances, and its purpose is to provide an amusement arcade system that can more appropriately provide information regarding the number of games required to obtain a ceiling bonus. [Means for solving the problem]
[0006] According to the gaming parlor system described in claim 1, a ceiling bonus is awarded when a ceiling condition is met by ceiling start information (for example, the number of games in a gaming machine) that is initialized in response to the occurrence of a special state (for example, a large bonus, a small bonus, or AT) and updated in response to the execution of a unit game (for example, a game), and a sub-game period (for example, a chance zone) in which the executed unit game is not subject to updating of the ceiling start information may occur after the end of the special state. In the gaming parlor system for a gaming machine, a game signal output from the gaming machine indicates at least one of the occurrence and end of a special state and the execution of a unit game. , the type of special condition that occurred and a game information specifying means (for example, information display device 3) that specifies reference information (for example, the number of reference games) that is initialized in response to the specification of the special state situation and updated in response to the execution of the unit game; a display means (for example, information display device 3) that displays the reference information; and an exclusion means (for example, information display device 3) that performs an exclusion process to exclude a predetermined number of unit games after the specification of the special state situation from the update target of the reference information. a setting means (for example, a management device 6) that performs a first setting process for setting whether or not the exclusion process should be performed depending on the type of special state identified by the game information identification means, or a second setting process for setting the target period of the exclusion process to a first period or a second period different from the first period depending on the type of the identified special state; Equipped with.
[0007] According to this configuration, a predetermined number of unit games during the sub-play period after the special state situation is identified are excluded from the reference information update targets before displaying the reference information, thereby making it possible to provide more appropriate information regarding the number of games required to obtain the ceiling bonus. [Brief explanation of the drawings]
[0008] [Figure 1] Overall configuration diagram showing one embodiment of the present invention [Figure 2] Front view of information display device [Figure 3] Diagram showing configuration information [Figure 4] flowchart [Figure 5] Game Progression Example 1 [Figure 6] Game Progression Example 2 DETAILED DESCRIPTION OF THE INVENTION
[0009] An embodiment will be described below with reference to the drawings. FIG. 1 shows a schematic diagram of the overall configuration of an amusement center system. A plurality of gaming machine islands are provided within the amusement center, and each gaming machine island is equipped with a number of slot machines serving as gaming machines 1, a number of gaming devices 2 corresponding to each gaming machine 1, and a number of information display devices 3 (corresponding to gaming information identification means, reference information identification means, display means, and exclusion means). Each of the gaming machines 1, gaming devices 2, and information display devices 3 is connected to a relay device 4, two of which correspond to each other. The relay device 4 is connected to a management device 6 (corresponding to setting means) via a LAN 5. A POS and a balance adjustment machine (neither of which are shown) are also provided within the amusement center, and these POS and balance adjustment machines are also connected to the management device 6 via the LAN 5.
[0010] The management device 6 is installed in, for example, an office within the gaming facility, and is equipped with a control unit configured by a microcomputer having a CPU, ROM, RAM, and I / O, a memory unit, a transmission / reception unit, output units such as a monitor 7 and a printer, and operation units such as a keyboard 8 and a mouse 9. The management device 6 receives game signals transmitted from each device on the gaming machine side within the gaming facility (gaming machine 1, gaming device 2, information display device 3, relay device 4, etc.) and manages various game data. For example, several hundred gaming machines 1, including so-called pachinko machines, are installed within the gaming facility, and all of the gaming machines 1 are subject to management by the management device 6.
[0011] The gaming machine 1 will now be described. The gaming machine 1 has a display window 10 on its front, through which a player can view the symbols on the reels 11 provided inside. The symbols are drawn on the circumferential surfaces of the left, center, and right reels, and when each reel is stopped, they are displayed in the upper, middle, and lower rows of the display window 10. That is, a symbol display area for a total of nine symbols is formed in the display window 10, with three symbols on each reel.
[0012] A total of five winning lines are set in the display window 10, including one horizontal line corresponding to the middle row, two diagonal lines corresponding to the upper, middle and lower rows, and two horizontal lines corresponding to the upper and lower rows, and when a winning symbol is aligned on any of the winning lines, the corresponding win occurs.
[0013] Below the display window 10 are a MAXBET button 12 for inserting credit medals, a credit settlement button 13 for settling credit medals, and a medal slot 14 for inserting medals. Below these are a start lever 15 and three stop buttons 16a-16c. When the credit settlement button 13 is operated with one or more credits, medals equal to the number of credits are paid out. The gaming machine 1 is provided with a tray 17 at the bottom and a lamp unit 18 at the top. The gaming machine 1 is provided with setting values for setting the internal winning probability of a winning combination, for example, on a six-level scale from "1" to "6," and one of these setting values is activated. The higher the setting value, the more advantageous the setting is for the player, and the lower the setting value, the less advantageous the setting is for the player. The payout rate of the gaming machine 1 is adjusted based on the setting value.
[0014] The gaming machine 1 operates as follows. (1) Bonuses and AT states (AT) can occur, and there are three types of bonuses. That is, there are two types of regular bonuses: a large bonus with a large number of balls (safe-out, hereafter referred to as TY) (for example, about 80), and a small bonus with a small number of TY (for example, about 30). There is also a premium bonus with a small number of TY (for example, about 30), but which triggers an AT after the end. The large bonus, small bonus, and AT correspond to special states.
[0015] (2) The AT can be triggered when a specific small role (AT winning role) is won, and a distribution lottery is held for 500 games, 300 games, 100 games, etc., and the number of games that is won is continued, but a so-called additional lottery is held during the AT, and if won, the number of games that continue is increased. Also, the bonus is not a bonus in which the probability of winning a small role changes, but a so-called pseudo-bonus, and is controlled in the same way as the AT, and an AT lottery is held during the bonus, and it can be triggered even if the lottery is not won (for example, it can be triggered as a ceiling bonus).
[0016] (3) It is possible for the AT role (for example, a 10-piece role) and other roles (1-piece role) to be won in combination, and in the case of a double win, if the multiple stop buttons 16a to 16c are pressed in the correct order, the AT role will be won, and if they are not, the other role will be won. In other words, during the AT, it is easier to win the AT role by presenting the correct press order, but otherwise, if the buttons are stopped in the correct order by chance, the AT role will be won, and in the majority of cases, the other role will be won, making the AT a more advantageous state for the player.
[0017] (4) A so-called ceiling function is installed that provides a ceiling benefit based on the ceiling game (ceiling start information) corresponding to the large bonus and AT, and if a specified number of games (for example, 1,000 times) are played after the large bonus or AT without the large bonus or AT occurring (if the ceiling conditions are met according to the ceiling start information), a premium bonus is generated as a ceiling benefit. Here, if a large bonus or AT occurs, the ceiling game that is compared with the number of games to obtain the ceiling benefit is initialized, but if a small bonus occurs, the ceiling game to obtain the ceiling benefit is not initialized (the ceiling start information is not initialized according to the occurrence of a special state), which is one of the features.
[0018] (5) After the end of the big bonus, there is a chance zone (corresponding to CZ, sub-game, sub-game period) that increases the probability of winning the AT. This CZ lasts for an average of 20 games, but is allocated after the end of the big bonus for a range of 15 to 25 games, and the CZ lasts for only that allocated period. Here, one of the features is that the number of games in this CZ is not included in the calculation of the ceiling game.
[0019] (6) In order to generate a bonus, a specific small role such as an AT winning role must be won, but one of the characteristics is that the game in which this specific small role is won (transition unit play) is not subject to the update of the ceiling game.
[0020] (7) Based on the above, the characteristics of ceiling games can be summarized as follows. They are initialized when an AT or large bonus occurs. Games after an AT are still included in the calculation, but after a large bonus, games excluding games in the CZ are included in the calculation. They are not initialized when a small bonus occurs, but games in which a specific small role is won to generate a small bonus are excluded from the calculation. Furthermore, although not mentioned above, they are not initialized when a premium bonus occurs, but are initialized by the subsequent AT.
[0021] (8) Furthermore, the signal output has the following characteristics: AT and bonus can be distinguished because they are output as status signals, as described below, but bonuses such as large bonus, small bonus, and premium bonus are all output as a common signal, so it is not possible to distinguish which has occurred based on the status signal alone.
[0022] The gaming machine 1 transmits the following gaming signals as the player plays the game. OUT signal = a signal sent from the gaming machine 1. Assuming that medals in the bet state have been consumed in response to the start operation, pulses are output for the number of medals in the bet state (3 medals), so the number of OUT signals x 1 becomes OUT (game information indicating the amount of game value consumed according to the consumption value, number of media used, and game value consumed in response to the game). Incidentally, the corresponding amount is also sent when replaying.
[0023] Safe signal = a signal transmitted from the gaming machine 1. One pulse is output each time one medal is awarded (paid out), so the number of safe signals x 1 becomes safe (game information indicating the amount of the game value awarded to the player according to the winning prize value, the number of paid out media, and the game value awarded to the player depending on the game). When a replay combination is won, the number of medals used in that game is also transmitted.
[0024] The bonus signal is a signal transmitted from the gaming machine 1. Since it is a state signal that is output at a certain level during a bonus (pseudo bonus) state, the signal reception period is specified as the bonus (pseudo bonus) state. AT signal = a signal transmitted from the gaming machine 1. Since it is a status signal that is output at a level during AT, the signal reception period is identified as the AT state. The above configuration is an example of a general configuration of a so-called AT machine, and it can be used for gaming machines of any specifications, and it also applies to pachinko gaming machines in which balls (not shown) are used as gaming value.If pachinko gaming machines are the target, it is sufficient to make appropriate adjustments, for example, by making the unit game a changing pattern and the special state a jackpot.
[0025] We will now explain the gaming device 2. The gaming device 2 is equipped with a coin slot 19 through which the player deposits coins, a card slot 20 through which the player inserts a card, a loan button 21 for dispensing medals, a return button 22 for issuing cards, a touch panel type liquid crystal display unit 23 for displaying various information, a receiver 24 for receiving remote control signals transmitted from a remote control (not shown) carried by an employee, a payout nozzle 25 for dispensing medals into the tray 17 of the gaming machine 1, a counting unit door 26 for opening and closing the counting unit, etc.
[0026] The gaming device 2 operates as follows. (1) When currency is deposited into the currency insertion slot 20, the currency is accepted (currency acceptance process), and the balance is displayed on the liquid crystal display 23. When the lending button 21 is pressed (lending operation, granting operation), one lending unit (for example, 1,000 yen) of lending medals (value of the given value) is dispensed from the dispensing nozzle 25 (value granting process), and the value is deducted from the balance. In this case, currency corresponding to multiple lending processes (for example, up to 10,000 yen) can be accepted.
[0027] (2) Each machine is equipped with a so-called counting function, and can accept medals won by players by inserting medals into the counting unit opened by the counting unit door 26. The medals inserted into the counting unit are counted, and the counted value is stored in the memory unit as the balls in hand (number of counted medals). This makes it possible to process a refund (value-adding process) using the balls in hand as payment, and when a refund is made, the payment amount (the same number as the medals paid out) is subtracted from the balls in hand. When the return button 22 is pressed (issue operation) while there are remaining balls in hand or a balance, a card that can identify the balls in hand and the balance is issued from the card insertion slot 20. When the card is accepted, the balls in hand and the balance are carried over.
[0028] (3) The sales signal transmitted via serial communication through the relay device 4 enables the management device 6 to identify various information such as currency acceptance processing, payment processing, balance, balls held, number of balls lent, number of balls paid out, amount deposited, number of counted balls, number of lent balls, sales amount in exchange for lent balls, and card acceptance and issuance processing. However, these may also be identified by a pulse signal (for example, one pulse for every 1,000 yen deposited, one pulse for every 100 yen in sales, etc.).
[0029] The information display device 3 will be described with reference to Figure 2. The information display device 3 includes an illumination section 27 that provides illumination effects during call display or bonus, a display area 28 that displays various game information, and various operation buttons 29 that accept operations such as changing the display content of the display area 28. The display area 28 is divided into a main display section 30 and sub-display sections 31 by a liquid crystal display, and information is displayed separately in the main display section 30 and each sub-display section 31 in the normal state, but when information is displayed across the entire display area, such as when a special state occurrence effect is being performed or when information is displayed in an enlarged manner, it is also possible to display information without dividing the main display section 30 and each sub-display section 31.
[0030] The main display unit 30 displays a so-called payout graph showing the progress of payouts (safe-out) for the relevant period. The first sub-display unit 31a displays the number of ATs, the number of large BBs (large bonuses), and the number of small BBs (small bonuses) for the relevant period (business days). The second sub-display unit 31b displays the number of games played since the initialization condition was met (due to the start of business hours or the end of a special state, etc.), the reference game corresponding to the ceiling game, and the total number of games played since the start of business hours. Figure 2 shows an example of "120 games," "100 games" as the reference game, and "7715 games" as the total number of games. The third sub-display unit 31c displays a so-called game history graph that graphs the number of games played for each special state, such as a bonus or AT. Note that the third sub-display unit 31c may also display information about the various operation buttons 29. The fourth sub-display unit 31d displays the machine name. The main display section displays a so-called payout graph showing the progress of payouts (safe-out) for the relevant period. When the various operation buttons 29 are used to switch game information, it is also possible to switch the display to other game information not shown. This embodiment is characterized by the method of identifying the reference game displayed on the second sub-display section 31b.
[0031] The management device 6 is capable of setting the setting information shown in Fig. 3. The management device 6 distributes the set setting information to the information display device 3 in response to an information transmission operation performed by the manager of the amusement facility. When the information display device 3 receives the setting information distributed from the management device 6, it sets the received setting information and operates based on the setting information.
[0032] The setting information is used to identify a reference game (reference information) corresponding to a ceiling game set for each special state. The setting information specifies whether or not the reference game is initialized for each bonus (whether or not initialization is determined depending on the type of special state), and the number of games excluded from the reference game after a special state is set as a base game (a first setting process or a second setting process is performed depending on the type of special state). As shown in the flowchart in FIG. 4 described below, after a bonus, the excluded games are initialized, and games during the excluded period until the excluded games reach the base game are excluded from the reference games. FIG. 3 illustrates a case in which the management device 6 sets the base game for large and small bonuses to a value greater than "0" and sets the base game for the AT to "0" (first setting process), and sets different values for large and small bonuses (second setting process). Additionally, a TY range is set for large and small bonuses, and the threshold value that divides the TY range is the base TY in the flowchart ("50" in the case of the above setting). That is, when a bonus occurs, the TY of that bonus is referenced, and if it reaches the standard TY, it is determined to be a large bonus, and if it does not reach the standard TY, it is determined to be a small bonus (the type of special state is identified by the game signal output from the gaming machine).In addition, when a premium bonus occurs, it is determined to be a small bonus after the bonus ends, but if an AT occurs afterwards, it is determined to be a premium bonus.
[0033] Next, the operation of the above-described configuration will be described with reference to FIGS. As a standby flow at the start of the game display process, the information display device 3 determines whether a bonus signal has started to be received (S1: NO), whether an AT signal has started to be received (S2: NO), whether the bonus in progress flag is 0 (S3: YES), whether an out signal has been received (S4: NO), and whether the AT in progress flag is 0 (S5: YES).
[0034] When the information display device 3 determines that it has received an out signal in the standby flow (S4: YES), it determines whether the number of outs since the previous game update has reached a specified number (for example, "3"), and determines whether a game-specific condition has been met (S6). When the information display device 3 determines that the game-specific condition has not been met (S6: NO), it returns. On the other hand, when it determines that the game-specific condition has been met (S6: YES), it identifies the game (execution of a unit game) and updates the normal game (initialization start information) (S7), and if in a normal state, it determines that the AT in-progress flag is "0" (S8: YES), and determines the exclusion flag (S9). When the information display device 3 determines that the exclusion flag is "0" (S9: NO), it updates the reference game (S10), and returns.
[0035] When the information display device 3 determines that reception of a bonus signal has started because a bonus has occurred in the standby flow (S1: YES), it sets the bonus in progress flag to "1" (S11), and if an AT is in progress, it sets the AT in progress flag to "0" (S12). Similarly, when the information display device 3 determines that reception of an AT signal has started because an AT has occurred in the standby flow (S2: YES), it sets the AT in progress flag to "1" (S13), and if a bonus is in progress, it sets the bonus in progress flag to "0" (S14). Note that the information display device 3 determines the start of reception of a bonus signal or AT signal, so it is not necessary to re-determine the start of reception while the bonus signal or AT signal is being continuously received.
[0036] As a standby flow during a bonus, the information display device 3 determines whether reception of a bonus signal has started (S1: NO), whether reception of an AT signal has started (S2: NO), whether the bonus in progress flag is 0 (S3: NO), and whether reception of a bonus signal has ended (S15: NO).
[0037] When the information display device 3 determines that reception of the bonus signal has ended (i.e., the bonus has ended, a special state has occurred) due to the bonus ending during the standby flow during the bonus (S15: YES), it sets the bonus in progress flag to "0" (S16), initializes the exclusion game (S17), and sets the exclusion flag to "1" (S18). The information display device 3 compares TY with the reference TY (S19), and if the bonus that has occurred is a large bonus, it determines that TY has reached the reference TY (S19: YES), sets the reference game to "20" (S20), initializes the reference game (S21), initializes the normal game (S22), and returns. On the other hand, if the bonus that has occurred is a small bonus, the information display device 3 determines that TY has not reached the reference TY (S19: NO), sets the reference game to "1" (S23), initializes the normal game without initializing the reference game (S22), and returns. Here, the example has been given in which the reference game and normal game, which are reference information, are initialized in response to the determination of the end of the special state, which is a bonus, as the special state, but the start of the special state may also be adopted as the special state, such as initialization in response to the determination of the start of the special state, i.e., the start of reception of a bonus signal. Also, the example has been given in which the special state is identified by a status signal that is continuously output during the target period, but the special state may also be identified based on a signal other than the example signals, such as output at the start or end, as long as the special state can be identified.
[0038] Similarly, as a standby flow during AT, the information display device 3 determines whether a bonus signal has started to be received (S1: NO), whether an AT signal has started to be received (S2: NO), whether the bonus in progress flag is 0 (S3: YES), whether an out signal has been received (S5: NO), and whether the AT signal has ended to be received (S24: YES).
[0039] When the information display device 3 determines that reception of the AT signal has ended due to the end of the AT in the standby flow during the AT (S24: YES), it sets the AT in-progress flag to "0" (S25), initializes the reference game (S21), initializes the normal game (S22), and returns. In other words, the exclusion process is not performed after the AT ends.
[0040] Now, when the information display device 3 determines that the game specification condition has been met (S6: YES) and updates the normal game, if the AT is in progress, it determines that the AT flag is "1" (S8: NO) and returns, but if the AT is not in progress, it determines that the AT flag is "0" (S8: YES), and if it is in the exclusion period after the bonus, it determines that the exclusion flag is "1" (S9: YES), and updates the excluded game (S26).The information display device 3 then compares the excluded game with the reference game (S27), and if the excluded game has not reached the reference game (S27: NO), it returns, but if it has reached the reference game (S27: YES), it sets the exclusion flag to "0" (S28), returns to the initial standby flow, and also updates the reference game in accordance with the game specification.
[0041] Here, an example of an exclusion process has been given in which games during the exclusion period are excluded by not updating the reference game during the exclusion period, but methods of exclusion process other than the example method may also be adopted, such as excluding games during the exclusion period by subtracting the games during the exclusion period from the normal games, or by initializing the reference game after the exclusion period has ended.
[0042] Furthermore, since the bonus of the target gaming machine 1 is a pseudo bonus, the example has been given in which the occurrence of the AT is determined even during the bonus, but if the AT does not occur during a bonus such as a normal bonus that is not a pseudo bonus, it may not be determined whether or not the AT occurs during the bonus. Similarly, the example has been given in which the normal game is updated during the AT, but it may not be updated as in the case of a bonus, or it may be updated during the bonus.
[0043] Furthermore, although the example given of a game-specific condition is that the number of outs since the last game update reaches a specified number, it is of course also possible to adopt well-known game-specific conditions, such as the passage of a predetermined period of time since receiving an out signal, or the receipt of a safe signal after receiving an out signal.
[0044] Figures 5 and 6 show the transition of the state corresponding to the number of games played and the number of games determined when this embodiment is adopted. The "gaming machine side" refers to the gaming state of the gaming machine 1, and the "system side" refers to the gaming state determined by the system, including the information display device 3 and the management device 6. In the normal state from the start of business, both the normal game and the reference game are updated (1 to 500). However, if a big bonus is generated, the normal game is initialized and updated (1 to 20) in the subsequent CZ. On the other hand, the reference game is not updated because the reference game is excluded (an exclusion process is performed to exclude it from the reference information update target). After the reference game is played, the CZ ends and the normal state is restored, and the reference game is also updated (1 to 480), but the difference in the reference game remains. Since the number of continued games for the CZ is determined by lottery, the CZ and the exclusion period do not necessarily coincide as shown in Figure 5. However, since the CZ lottery status cannot be determined, a value corresponding to an approximate average value is shown as the reference game.
[0045] After that, if a small bonus occurs, the reference game is not initialized (without initializing the reference information depending on the identification of the special state situation), but since the game in which the small role that generated the small bonus was won is not included in the calculation of the ceiling game, the next game after the bonus ends is excluded (exclusion processing for the transition unit play) to balance the books. In other words, the game in which the small role was won should normally be excluded from the calculation, but since the bonus occurs after the game is updated and the game is identified earlier than the bonus, the books are balanced by the next game. Therefore, even though a CZ does not occur after a small bonus, the reference game is set to only "1". On the other hand, the normal game is also initialized by a small bonus, and there is no exclusion period, so the update will leave the difference in the reference game as with the large bonus.
[0046] Figure 6 shows an example of a small bonus occurring during the CZ. In this case, the process is based on the most recent bonus, just as when a small bonus occurs during normal play. Although there are 10 games remaining in the exclusion period after the previous large bonus, the process is based on the most recent small bonus without carrying over those 10 games.
[0047] According to the present embodiment described above, the following advantageous effects can be obtained. In the gaming center system, the reference game is displayed excluding the standard game in the CZ after the big bonus ends, so that information regarding the number of games required to obtain the ceiling bonus can be provided more appropriately.
[0048] The value of the reference game is arbitrarily set according to the type of special state (first exclusion process, second exclusion process), so that it is possible to appropriately respond to gaming machines 1 in which the exclusion period that is not subsequently subject to calculation of the ceiling game varies depending on the type of special state that occurs, or in which an exclusion period is sometimes set and sometimes not set.
[0049] When a special state occurs, whether or not to initialize the reference game is determined depending on the type of the special state, so that it is possible to appropriately deal with a gaming machine 1 in which the ceiling game may or may not be initialized depending on the type of the special state that occurs.
[0050] A conventional normal game that does not exclude the reference game is identified, and the normal game and the reference game are displayed so that they can be compared. Therefore, by taking into consideration the number of games played after the conventional special state ends and referring to the reference game, it is possible to grasp the difference from the conventional game and appropriately present a game index that can comprehensively judge the game situation other than the ceiling game.
[0051] The present invention targets gaming machines that do not include winning games in a special state as ceiling games but do not initialize the ceiling games in response to the establishment of the special state, and when the establishment of the special state is identified, the winning games are excluded from the reference games, so that it is possible to appropriately deal with such gaming machines.
[0052] The present invention is not limited to the above-described embodiment, and can be modified or expanded as follows. Although a CZ that increases the probability of winning the AT has been given as an example of the state of the gaming machine corresponding to the exclusion period after the bonus big win (sub-game compatible state, sub-game period), it is also possible to target a state in which the probability of winning other special states such as bonuses is increased, or a state in which the probability of winning the AT is not increased but the number of games to continue is set to an advantage if the AT is won, which is advantageous to the player, or a simple presentation state or normal state that is not advantageous to the player, or any state during the period that is not subject to the ceiling game.
[0053] Although a pseudo-bonus is exemplified as a bonus, it can also be a conventional bonus. Also, although AT is exemplified, other special states such as ART and CT can also be used, and special states other than bonuses such as AT and ART can also be used as the target of the reference game.
[0054] Although the example given shows that the type of special state is determined by TY, the special state can be classified simply by safe or out, or by other information such as the output period of the special state, so the classification can be based on any information as long as it is based on the game information during the special state, or if a status signal classified according to type is output, the classification can be based on that status signal, or the type of special state can be identified in any way by the game signal output from the gaming machine.
[0055] Although an example has been given of setting different exclusion periods depending on the type of special state, a common exclusion period may be adopted, and although an example has been given of indirectly setting whether or not to set an exclusion period depending on the type of special state by whether or not to set the number of games to "0", it may also be possible to directly set whether or not to set one. Although an example of a configuration in which the information is displayed on an information display device 3 above the gaming machine 1 has been given, this proposal may also be adopted for an information display device installed between gaming machines 1, such as gaming device 2, or for a collective information display device installed at the edge of the island.
[0056] The related setting information may be set by the amusement center manager through manual input, may be set in advance by the manufacturer of the management device 6, or may be downloaded from an external server (such as the headquarters of a chain store) and set.
[0057] All of the game information exemplified above may be determined directly by the input signal or indirectly by using an arithmetic expression. Also, although pulse signals are used as game signals, other signal inputs such as serial data signals may also be used.
[0058] The numerical values, number of digits, items, etc. are examples, and any numerical values may be used. Furthermore, as output, at least printout or display output is conceivable. Furthermore, either "above" or "exceeded" may be used, and expressions such as "reached" correspond to either "become above" or "exceeded." The same is true for "below" and "below," and expressions such as "does not reach" correspond to either "below" or "below."
[0059] The target gaming machines may include slot machines other than the slot machines exemplified above, which are so-called enclosed type machines that manage gaming media only by data, as well as pachinko gaming machines, etc. In addition, taking into consideration the so-called enclosed type, gaming media will be expressed as gaming value as necessary. For example, the target devices may be configured in any way, such as by having part of the processing performed by the information display device 3 performed by the management device 6, the game device 2, the relay device 4, etc., and the processing may be distributed in any way. The illustrated configurations, including modified examples, may be combined in any manner, or may not be adopted as appropriate. [Explanation of symbols]
[0060] In the drawing, 1 is a gaming machine, 3 is an information display device (gaming information specifying means, reference information specifying means, display means, exclusion means), and 6 is a management device (setting means).
Claims
1. In a gaming facility system for a gaming machine, a ceiling benefit is awarded when a ceiling condition is met based on ceiling start information that is initialized in response to the occurrence of a special state and updated in response to the execution of a unit game, and a sub-game period in which the executed unit game is not subject to updating of the ceiling start information may occur after the end of the special state, a game information specifying means for specifying a special state status indicating at least one of the occurrence and end of a special state, the execution of a unit game, and the type of the special state that has occurred, based on a game signal output from the gaming machine; A reference information specifying means for specifying reference information that is initialized in response to the specification of the special state situation and updated in response to the execution of the unit game; a display means for displaying the reference information; An exclusion means for performing an exclusion process for excluding a predetermined number of unit games after the special state situation is identified from the update target of the reference information; A gaming facility system comprising: a setting means that performs a first setting process that sets whether or not the exclusion process should be performed depending on the type of special state identified by the gaming information identification means; or a second setting process that sets the target period for the exclusion process to a first period or a second period different from the first period depending on the type of special state identified.
2. A system for an amusement facility for a gaming machine that is initialized in response to the occurrence of a special state and that awards a ceiling bonus when a ceiling condition is met based on ceiling start information that is updated in response to the execution of a unit game, and that may generate a sub-game period after the end of a special state in which the executed unit game is not subject to updating of the ceiling start information, a game information specifying means for specifying a special state status indicating at least one of the occurrence and end of a special state, the execution of a unit game, and the type of the special state that has occurred, based on a game signal output from the gaming machine; A reference information specifying means for specifying reference information that is updated according to the execution of the unit game, and whether or not it is initialized according to the specification of the special state situation is specified according to the type of the specified special state; a display means for displaying the reference information; An amusement park system comprising: an exclusion means for performing an exclusion process to exclude a predetermined number of unit games after the special state situation has been identified from the update targets for the reference information.
3. A gaming machine that provides a ceiling bonus when a ceiling condition is met based on ceiling start information that is initialized in response to the occurrence of a special state and updated in response to the execution of a unit game, and that may have a sub-game period after the end of a special state in which the executed unit game is not subject to updating of the ceiling start information, and in which the unit game for the transition unit game to the special state is not subject to updating of the ceiling start information, and in which the ceiling start information is not initialized in response to the occurrence of the special state, a game information specifying means for specifying a special state indicating at least one of the occurrence and end of a special state and the execution of a unit game based on a game signal output from the gaming machine; A reference information specifying means for specifying reference information that is initialized in response to the specification of the special state situation and updated in response to the execution of the unit game; a display means for displaying the reference information; and an exclusion means for performing an exclusion process of excluding a predetermined number of unit games after the special state situation is identified from the update target of the reference information. A gaming facility system that may perform the exclusion process for the transition unit game without initializing the reference information depending on the identification of the special state situation.
4. An amusement park system described in any one of claims 1 to 3, wherein the display means is initialized in response to the identification of the special state situation and updated in response to the execution of the unit game, while displaying the initialization start-up information that is not subject to the exclusion processing and the reference information in a comparable manner.
Citation Information
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