System for amusement facilities

The gaming system addresses the challenge of representing time efficiency in pachinko machines by generating and updating a trend graph that reflects actual gameplay periods, enabling players to assess time efficiency and gameplay duration more effectively.

JP7881329B2Active Publication Date: 2026-06-29DAIKOKU DENKI KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
DAIKOKU DENKI KK
Filing Date
2022-03-08
Publication Date
2026-06-29

AI Technical Summary

Technical Problem

Conventional slump graphs in game arcades, such as those used in pachinko machines, fail to effectively represent the trend of game value output per unit time, making it difficult for players to assess time efficiency and gameplay duration, especially when output per unit time varies significantly between different machine models.

Method used

A gaming system equipped with an information display device that generates and updates a trend graph showing the difference between used and granted game values, using an operation detection mechanism to reflect actual gameplay periods, thereby providing a clear representation of time efficiency.

Benefits of technology

The system effectively presents time efficiency trends by updating the trend graph based on gameplay detection, allowing players to make informed decisions about gameplay duration and target rewards.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To effectively present time efficiency using a so-called slump graph that shows changes in the number of differences.SOLUTION: An information display device updates a graph on the condition that an operation of a target game machine is detected after a predetermined period of time has elapsed, so that it is possible to effectively present time efficiency as a so-called slump graph that shows changes in the number of differences.SELECTED DRAWING: Figure 9
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Description

Technical Field

[0001] The present invention relates to a system for a game arcade.

Background Art

[0002] In a game arcade, in order to grasp the goodness or badness of the game situation, for example, a so-called slump graph showing the transition of the difference balls is provided to the player as in Patent Document 1. Now, such a slump graph generally has the horizontal axis as out and the vertical axis as the difference balls, but there are cases where the horizontal axis is the time as shown in FIGS. 6 and 7 of Patent Document 2. As is clear from the comparison with the slump graph of Patent Document 1 (referred to as "the former"), the slump graph of the same document 2 (referred to as "the latter") tends to be horizontal because there is no increase or decrease in the difference balls during the non-operating period. That is, the slump graph was mainly used separately as the latter if it was necessary to grasp this non-operating period, and as the former if not.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, as a tendency often seen especially in pachinko machines, there is a tendency that the out per unit time differs depending on the model. That is, for example, as a so-called reach, there are models in which relatively many reaches with a long production period occur, and there are also models in which relatively many short reaches occur. Since there is a tendency to watch without firing balls during the reach, the out per unit time tends to decrease or increase depending on the model. While this trend represents a significant difference for players concerned with time efficiency and playtime, conventional slump graphs have made it difficult to grasp this trend. For the former, where the horizontal axis represents the output axis, no trend based on output per unit of time is observed, and for the latter, where the horizontal axis represents the time axis, the graph becomes horizontal during periods of inactivity.

[0005] This invention has been made in view of the above circumstances, and its purpose is to provide a gaming system that can effectively present time efficiency using a so-called slump graph that shows the trend of the difference. [Means for solving the problem]

[0006] The present invention relates to a game arcade system in which multiple game machines are installed and which is equipped with a display means (for example, an information display device 3) capable of displaying game information from the game machines, A means for identifying the amount of game value used by a player (e.g., an information display device 3), and A means for identifying the number of game values ​​granted to a player as the game progresses (e.g., an information display device 3), and Difference identification means (e.g., information display device 3) for identifying the difference between the number of game values ​​used and the number of game values ​​granted (for example, numerical data as the difference obtained by subtracting "out" from "safe") on a per-game machine basis, An operation detection means for detecting whether a gaming machine is in operation on a per-gaming machine basis (for example, a configuration that detects operation as occurring during the operating period of an operation timer, or an information display device 3), The system includes a graph generation means (e.g., an information display device 3) that generates a graph to be displayed on the display means, which generates a trend graph (e.g., a slump graph) showing the trend of the difference information, The graph generation means updates the trend graph based on the detection of operation of the target gaming machine (for example, detection by whether or not the operation timer is running) when a predetermined period (for example, a standard plotting period of 1 minute) has elapsed, thereby generating a trend graph that reflects the actual gameplay period of the gaming machine.

[0007] According to the above configuration, the graph is updated based on the detection of operation of the target gaming machine after a predetermined period has elapsed. This allows for the effective presentation of time efficiency as a so-called slump graph showing the trend of the difference. [Brief explanation of the drawing]

[0008] [Figure 1] Schematic diagram of the amusement arcade system in this embodiment [Figure 2] Front view of the information display device [Figure 3] Electrical block diagram focusing on the information display device. [Figure 4] This figure compares graph (b) of this embodiment with the conventional graph (a). [Figure 5] (a) and (b) are diagrams illustrating graphs during consecutive wins (Figure 1 and Figure 2). [Figure 6] (a) and (b) are graphs illustrating the graphs of models with a high number of outs per hour, as shown in Figure 4(b) (reproduced). [Figure 7] Time chart under plotting condition α [Figure 8] Time chart under plotting condition β [Figure 9] Flowchart showing the flow of graph creation process 1 [Figure 10] Flowchart showing the flow of graph creation process 2 [Modes for carrying out the invention]

[0009] One embodiment will be described below with reference to the drawings. FIG. 1 is a schematic diagram showing the overall configuration of a gaming hall system. A number of gaming machines 1 are installed in the gaming hall, and a gaming device 2 and an information display device 3 are attached to each of the gaming machines 1 in a one-to-one correspondence. The gaming machines 1, the gaming devices 2, and the information display devices 3 are connected to a relay device 4 in pairs of two, and the relay device 4 is connected to a management device 6 via a LAN 5. The management device 6 manages the gaming information for each gaming machine 1 by receiving the gaming information indicating the gaming status in the gaming machine 1. In addition, a POS and a balance calculator (both not shown) are also installed in the gaming hall, and these POS and balance calculator are also connected to the management device 6 via the LAN 5. Although not shown in FIG. 1, actually, for example, several hundred gaming machines 1 are under the management of the management device 6.

[0010] The management device 6 is installed in, for example, an office in the gaming hall, and a keyboard 7 and a monitor 8 operated by the administrator of the gaming hall are connected thereto, and a mouse, a printer, etc. (not shown) are also connected. The management device 6 manages the gaming data for each gaming machine 1 as gaming information by inputting the gaming signals output from the gaming machine side (the gaming machine 1, the gaming device 2, etc.).

[0011] The gaming machine 1 is a CR (card reader) pachinko machine that uses balls as gaming media (gaming values), and has an operation handle 10, an upper tray 11, and a lower tray 12 that constitute a device for launching balls onto the game board 1a. The game board 1a has a liquid crystal display unit 13, a normal pattern winning hole 14, a first start hole 15, a second start hole 16, and a big winning hole 17. In addition, on the upper surface of the upper tray 11 of the gaming machine 1, there are a balance display unit 11a, a lending button 11b, and a return button 11c.

[0012] The gaming machine 1 operates as follows. (a) The first start hole 15 is a winning hole with a non-variable winning rate (so-called bottom winning hole), and the second start hole 16 is a winning hole with a variable winning rate (so-called electric chu). A big win lottery is performed according to the winning (start winning) at each start hole 15, 16, and the lottery result is notified by the symbol variation (unit game) performed on the liquid crystal display unit 13, and a big win occurs according to the variation result.

[0013] (b) When a start winning occurs during the symbol variation, the symbol variation is cumulatively held up to a predetermined hold upper limit value (for example, 4 each), and the held symbol variation is started after the symbol variation ends. When a start winning occurs in a state where the number of held symbol variations (hold number) is the upper limit value, the symbol variation is not held. If there is a hold in the second start port 16, the held symbol variation is executed preferentially over the hold in the first start port 15.

[0014] (c) The winning probability of the big win lottery (big win probability) is 1 / 250, and the probability of a big win becoming a subsequent probability variation state (probability variation) (probability variation big win) is 50% for a belly winning and 70% for an electric chute winning. When a big win occurs, the big winning port 17 is opened for the number of rounds (R) allocated. Here, all belly winnings are allocated to 4R, while electric chute winnings are allocated 50% to 10R and 50% to 4R. The upper limit number of winnings in 1R is 10, and the upper limit opening time is 30 seconds. When either the upper limit number of winnings or the upper limit opening time is reached, 1R ends.

[0015] (d) During probability variation, the big win probability improves to 1 / 50, and it becomes a composite time shortening state (time shortening) where the winning rate for the second start port 16 increases, continuing until a big win occurs. On the other hand, when an ordinary big win that does not result in probability variation occurs, it becomes a time shortening (single time shortening) that continues until 100 symbol variations are performed. If no big win occurs, it then returns to the normal state.

[0016] (e) The second start port 16 becomes an open state with a high winning rate when the normal symbol (normal symbol) that varies according to winning in the general winning port 14 is a winning symbol. In this case, the variation time for one normal symbol is 30 seconds in the normal state and 3 seconds in the time shortening state. Also, the opening time is 0.3 seconds in the normal state and 5 seconds in the time shortening state. That is, in the time shortening state, the normal symbol variation time becomes shorter compared to the normal state, while the opening time becomes longer, increasing the winning rate of the second start port 16.

[0017] (f) If a jackpot does not occur after the initialization conditions are met (for example, a jackpot occurs or a RAM clear) and a predetermined number of symbol changes (1200 times) have been performed, then a time-saving mode (ceiling time-saving mode, Tenji) will be performed until a predetermined number of symbol changes (1100 times) have been performed, but it will not be a probability variation mode, so it will be a standalone time-saving mode. Here, the symbol changes required to generate Tenji (Tenji S) are not counted during probability variation, including combined time-saving modes, but standalone time-saving modes are not probability variation, so they are counted. Also, if Tenji ends without a jackpot occurring, Tenji will not occur again even if the predetermined number of symbol changes (1200 times) are performed again thereafter.

[0018] In addition, just like the big win lottery, there is also a lottery for sudden time reduction (sudden time reduction), and if you win (winning probability = 1 / 500), you will enter a sudden time reduction that lasts for 1000 symbol changes. In other words, once sudden time reduction occurs, once the number of symbol changes required to end sudden time reduction is reached, the number of Tenji S will reach a predetermined number, and the game will transition to Tenji without returning to the normal state. However, regardless of the number of symbol changes remaining in sudden time reduction, Tenji will take precedence from the moment the number of Tenji S reaches a predetermined number. In addition to the gaming machine 1 described above, other gaming machines may also be subject to management, such as gaming machines that do not have a standalone time-saving feature, or gaming machines that have multiple jackpot probabilities that can be changed by settings.

[0019] The gaming machine outputs the following game signals as the game progresses, such as when the player shoots balls into the starting holes 15 and 16. • Out signal = A signal (operational signal) that identifies the value of consumed balls (out) output from the out box that collects consumed balls. Since one pulse is output for every 10 balls consumed (used, inserted, collected), "number of out signals × 10" is identified as the out. Alternatively, the signal output from the gaming machine 1 may also be used.

[0020] • Safe signal = A signal that can identify the prize-granting value (safe) output from the gaming machine 1. Since one pulse is output for every 10 balls dispensed in response to a prize, "number of safe signals × 10" is identified as safe. Alternatively, the supply signal output from the supply device may be used as the safe signal. Furthermore, there are actual safe signals output when balls are actually dispensed and prize-winning safe signals output when a payout is reserved in response to a prize, but it is preferable to use the latter in order to minimize the time lag between the prize and the output.

[0021] The start signal is a signal that can identify the start process (symbol change, mechanism operation, unit game) and start (number of start processes) in the LCD display unit 13 (mechanism) which changes (operates) in response to a start entry (S entry) output from the gaming machine 1. Since it is output when the symbol change is confirmed, the start process is identified according to the signal input. Alternatively, it may be substituted with the S entry signal, which indicates that a prize has been entered into the start openings 15 and 16.

[0022] • Jackpot signal = A signal output from gaming machine 1 that can identify the jackpot period. Since it is a status signal output at a level during a jackpot, the period when the jackpot signal is input is identified as a jackpot period. • Special state signal = A signal that can identify the special state (sweet mode) output from the gaming machine 1. Since this state signal is output at a level during the special state (time-saving mode (including combined time-saving mode)) in which the winning rate of the second start port 16 is improved, the period when the special state signal is input is identified as the special state. In addition, a separate state signal (probability-changing signal) that is output at a level during the probability-changing mode in which the probability of winning a jackpot is improved may also be output. Furthermore, the period when neither the jackpot signal nor the special state signal is input is identified as the normal state.

[0023] The gaming device 2 shown in Figure 1 is a so-called dispensing machine with individual counting functions, and includes a status indicator light 2a that shows the game status of the gaming machine 1 and the status of the gaming device 2, a coin slot 21 into which coins are inserted, a touch panel display 22, a dispensing button 23 for dispensing balls, a dispensing nozzle 24 through which the dispensed balls pass, a card slot 25 into which IC cards (recording media not shown), such as general cards (ball tickets) and membership cards, are inserted, and a counting tray 26 located below the lower tray 12 of the gaming machine 1.

[0024] The gaming device 2 operates as follows: (a) When currency is accepted (currency acceptance processing), the amount is added to the balance and displayed on both the gaming machine 1 and the gaming device 2. When the disbursement button 11b on gaming machine 1 is pressed (disbursement operation, grant operation) while there is a balance, one unit of disbursement (e.g., 500 yen) of disbursed tokens (value granted) is dispensed from gaming machine 1 (value granted processing), and the amount of the value according to the rate is deducted from the balance. Currency can be accepted for the amount corresponding to multiple value granted processing (e.g., up to 10,000 yen).

[0025] (b) When counted balls are received, the counted balls are identified as held balls, and a refund process is enabled to refund those held balls when the payout button 23 is pressed. When a refund is made, the held balls are reduced by the amount of the refund (for example, the same number of balls as the number of balls refunded). When the return button 11c of the gaming machine 1 is pressed (an issuance operation is accepted) while there is a balance or held balls remaining, a general card that can identify the balance or held balls that were stocked in the gaming device 2 is issued. Note that partial issuance, where only a portion of the held balls or the balance is to be issued, is not permitted for the sake of simplicity in explanation, but it may be permitted.

[0026] (c) Through serial communication with the relay device 4 (reception of sales signals), the management device 6 can identify various information such as the processing of receiving money and payment, the balance and number of balls held, the number of balls lent out, the number of balls refunded, the amount deposited, the number of balls counted, the number of balls lent out, the sales amount which is the payment for the balls lent out, and the processing of receiving and issuing general cards. These can also be identified using pulse signals (for example, one pulse for every 1,000 yen deposited, one pulse for every 100 yen sold, etc.).

[0027] Figure 2 is a front view showing an enlarged view of the information display device 3. The information display device 3 is a display means that is installed in the upper position of the corresponding gaming machine 1 and has a display screen capable of displaying various types of game information to the player. The information display device 3 includes a call button 30 for players to call an employee, an illumination unit 31 composed of LEDs that provides illumination effects when a call is made using the call button 30 or during special states, and a display area 32 that displays various game information as the display screen, with a touch panel 33 provided on the outer surface of the display area 32.

[0028] As shown in Figure 2, the display area 32 is divided into a sub-display section 34 on the left side when viewed from the front, and a main display section 35 on the right side. The sub-display unit 34 consists of multiple display units 34a and 34b that display the number of jackpots, bonus rounds, etc., using a 7-segment display that displays the numbers "0" to "9" using LEDs. The main display unit 35 consists of a liquid crystal display unit, such as a full-color LCD (Liquid Crystal Display), and can display various things other than numbers, such as the difference in balls graph and characters described later. It can also display in various ways, such as dividing it into multiple display units 35a to 35d.

[0029] The control unit 36 ​​of the information display device 3, as shown in the functional block diagram of Figure 3, is composed of a microcomputer having a CPU 36a, ROM 36b, RAM 36c, I / O 36d, etc., and controls the operation of the entire device 3 based on the computer program stored in ROM 36b, etc. The control unit 36 ​​is connected to the relay device 4 via an I / F (transceiver unit) 37 that inputs and outputs signals, and receives game signals from the gaming machine and game information from the management device 6 via the relay device 4 (and LAN 5). In addition, various settings in the control unit 36 ​​can also be made by the management device 6 via the relay device 4.

[0030] The control unit 36 ​​identifies the number of jackpots and the difference in jackpots in the gaming machine 1 based on the game signals and the like output from the gaming machine as described above.

[0031] Here, the difference in this embodiment is difference information that shows the difference between the number of game values ​​used and the number of game values ​​granted in the corresponding gaming machine 1. That is, the difference information is obtained, for example, as numerical data obtained by subtracting the amount of game value used by the player (number of game values ​​used) from the amount of game value granted to the player as the game progresses (number of game values ​​granted). Alternatively, the difference information may be calculated as numerical data obtained by subtracting the amount of game value invested by the player from the amount of game value the player possesses, that is, from the difference between the number of balls the player has acquired (for example, which can be identified by sales balls (balls equivalent to the investment amount, which may include replay balls) + safe - out) and the number of balls equivalent to the investment amount or the number of balls withdrawn. In addition to the numerical value that shows the difference itself, any game information can be adopted as long as it is data that shows the difference between the number of game values ​​used and the number of game values ​​granted on a per-gaming machine basis, such as information that shows the plot position in the trend graph described later.

[0032] Furthermore, as shown in Figure 3, the control unit 36 ​​is connected to a call button 30 and a touch panel 33, as well as an LED as an illumination unit 31, a segment display unit as a sub-display unit 34, a liquid crystal display unit as a main display unit 35, and the like. Based on operations on the touch panel 33 and the aforementioned game signals, the control unit 36 ​​controls the display of the illumination unit 31, the sub-display unit 34, and the main display unit 35, thereby enabling the display of various display screens, such as the display screen shown in Figure 2 and the display screens including graphs shown in Figure 4 and later. In the following explanation, the control unit 36 ​​(display means (display control means), means for identifying the game value used, means for identifying the assigned game value, means for identifying the difference, means for detecting operation, and means for generating graphs), which is the main control unit, will be simply referred to as the "information display device 3" for simplicity.

[0033] Now, as mentioned in the "Background Technology" section, a so-called slump graph generally uses the horizontal axis for out-of-bounds (outs) and the vertical axis for net gain (in-bounds). However, as shown in the slump graph Tg in Figure 4(a), the horizontal axis can also be time. This slump graph Tg (hereinafter referred to as "time graph Tg") tends to be horizontal during periods of inactivity because there is no increase or decrease in net gain (see the circled "1" and "2" in Figure (a)). In other words, the time graph Tg and conventional general slump graphs were used differently depending on whether or not it was necessary to understand periods of inactivity.

[0034] However, especially with pachinko machines, the output per unit of time tends to differ from machine to machine, with some models having a relatively large number of long-duration reach sequences, while others have a relatively large number of short reach sequences. This trend is a significant difference and a major concern for players who are concerned about time efficiency and playing time, but conventional slump graphs do not show trends based on output per unit of time, and in the time graph Tg of Figure 4(a), it becomes horizontal during periods of non-operation, making it difficult to grasp this trend.

[0035] Therefore, the information display device 3 of this embodiment is configured to generate and display a transition graph that reflects the actual gameplay period on the game machine 1 by updating the transition graph based on the detection of operation of the target game machine 1 when a predetermined period has elapsed. In the following, we will first explain "1. Normal display in an information display device," then "2. Specific examples and plotting conditions of transition graphs," and "3. Flow of graph creation process." Note that the transition graphs in this embodiment are denoted with the symbol "Sg" (see Figure 2, etc.) to distinguish them from conventional time graphs Tg.

[0036] (1. Normal display on information display devices) As shown in Figure 2, the information display device 3 normally displays the number of jackpots, the number of starts, etc., in multiple display units 34a and 34b on the left sub-display unit 34, while the main display unit 35 on the right displays multiple display units 35a to 35d separately. In detail, the sub-display unit 34 consists of a first sub-display unit 34a that displays the number of big wins, bonuses, etc., as illustrated in Figure 2, and a second sub-display unit 34b that displays the number of starts (symbol changes) since the initialization conditions were met (established by the start of business or the end of a special state, etc.). Below the second sub-display unit 34b, a machine number display unit 34c indicating the machine number of the corresponding gaming machine 1 is affixed as a sticker.

[0037] On the other hand, the main display unit 35 is divided into a first main display unit 35a, a second main display unit 35b, a third main display unit 35c, and a fourth main display unit 35d, in order from top to bottom, as illustrated in Figure 2. The first main display unit 35a displays images corresponding to the machine model, specifications such as the probability of winning a jackpot, announcements from the arcade, the machine name, etc. The second main display unit 35b displays the number of "jackpots" and "first wins" (number of jackpots that occurred in normal conditions) that occurred during the relevant period (business day), the number of "ceiling time reduction" occurrences, and the "starts" (Tenji S) that are subject to ceiling time reduction, etc. The third main display unit 35c displays a trend graph Sg, which is a so-called difference-of-balls graph showing the change in the number of balls, a so-called start history graph that graphs the start of each jackpot unit, and the jackpot probability, etc. The fourth main display unit 35d displays a group of buttons to be used when switching game information displays or taking a break.

[0038] The main display unit 35 is a touch panel type in which a touch panel 33 is arranged on at least the portion of the fourth main display unit 35d (or the entire main display unit 35), and the button group and the touch panel 33 constitute an operation button group 33a used for touch operation.

[0039] Furthermore, for example, the normal display screen 50 shown in Figure 2 can be switched by touch operation of the operation button group 33a, and the main display unit 35 can also enlarge the trend graph Sg by integrating all of the display units 35a to 35d or some of the display units (for example, by integrating the second and third main display units 35b and 35c). The transition graphs Sg1~ shown in Figures 4 and later below can be displayed in the same manner as the transition graph Sg in Figure 2, and can also be displayed on the third main display unit 35c or the main display unit 35, with the transition graphs Sg1~ being specifically shown. In addition, the circled numbers "1", "2", ... in the drawings from Figure 4 onwards correspond to the numbers (1), (2), ... enclosed in parentheses in this specification.

[0040] (2. Specific examples of trend graphs and plotting conditions) Figure 4(b) shows an example of the change graph Sg1 of the difference in balls according to this embodiment, and for the sake of explanation, it is shown side by side with the conventional time graph Tg in Figure 4(a) for comparison. Both graphs Sg1 and Tg are coordinate graphs with the difference (safe-out) on the vertical axis, but the horizontal axis of the time graph Tg is time (see time "9:00" onwards), while the horizontal axis of the change graph Sg1 is the actual operating time based on timing (see time "0:00" onwards).

[0041] From this, in the time graph Tg, if there is no change in the difference at two points (1) and (2) in Figure (a), the trajectory of the time series data obtained by plotting the time series at those times will be flat at (1) and (2), respectively. In this respect, it can be said that the time graph Tg makes it difficult to grasp the game time in relation to the increase or decrease in the difference. On the other hand, in the trend graph Sg1 in Figure (b), time-series data (difference data) corresponding to the two locations (1) and (2) is deleted, and the update of graph Sg1 near the end of the game is suppressed. As a result, the non-operational locations (1) and (2) are omitted, making it easier to grasp the game time associated with the increase or decrease in the difference.

[0042] Specifically, for example, the numbers "400," "1200," "1336," and "500" shown in correspondence with the trend graph Sg1 in Figure (b) represent the start. Of these, "400" and "1336" correspond to the start when the first win occurs, "1200" corresponds to the start when the Tenji occurs, and the last one, "500," corresponds to the start at the current time.

[0043] Furthermore, according to the progress graph Sg1, the first win occurred at a coordinate of around 1:15 with a difference of -3500, and the winning streak ended at around 2:30 with a difference of 12500, resulting in a difference of approximately 16000. It can be seen that about 1:15 is needed to complete this streak. On the other hand, it can be seen that about 4:15 is needed with a difference of 12000 to reach the next Tenji, which occurred at 6:45 with a difference of 500. Currently, the most recent winning streak ended at 8:40 with a difference of 15500, so subtracting this from the current 10:20 with a difference of 11000, it can be seen that about 1:40 and 4500 have already been played to generate the next Tenji. Therefore, about 2:35 and 7500 are needed. Considering the remaining time until closing and your own funds, you can make a good decision on whether to play to aim for Tenji.

[0044] In this case, consecutive wins corresponding to the first win after the occurrence of Tenji can be similarly considered. As shown in the transition graph Sg1 in Figure (b), there is little need to indicate the start if Tenji has occurred, but if the start is indicated, it becomes easier to make the same assumptions as above (situation judgment for the gaming machine 1 in question) based on the start at each point and the start required for Tenji according to the specifications of the gaming machine 1.

[0045] Furthermore, considering that some machines have an output of 5500 per hour, while others do not reach 4500, and that the starting entry rate relative to the output also differs from machine to machine, it is clear that it is difficult to grasp the temporal aspects as described above, not only with a time graph Tg with time on the horizontal axis, but also with a trend graph Sg1 with operating time on the horizontal axis (or a graph with output or operating time converted based on output on the horizontal axis).

[0046] Figures 5(a) and (b) illustrate cases in which, although both players acquired a similar amount of tokens during consecutive wins starting at "1:00", there is a difference in the time frame, which can be seen using the transition graphs Sg2 and Sg3 of this embodiment. In the transition graph Sg2 in Figure 5(a), the winning streak ends around 1:45, indicating that the streak ended at approximately 0:45. In contrast, in the transition graph Sg3 in Figure 5(b), the winning streak ends around 1:15, indicating that the streak ended at approximately 0:15.

[0047] The difference between the transition graph Sg2 and the transition graph Sg3 arises from the differences in gameplay between the corresponding machines A and B. Although there are differences between machines A and B in the transition graphs Sg2 and Sg3, the payout per jackpot is assumed to be about the same, and both assume that the same number of jackpots (for example, 8) occur during a winning streak (see the 8-tiered section in the transition graph Sg2). In other words, machine A tends to have longer periods of time spent on non-shooting animations, such as the start animation when a jackpot begins, the end animation when a jackpot ends, and the reach animations that occur during the probability variation mode, compared to machine B, which explains the difference described above.

[0048] In Figure 5, the "unit range line" shown by the vertical dashed line in the transition graphs Sg2 and Sg3 represents the time range that can also be displayed in the other transition graphs Sg and Sg1 (or the following transition graph Sg4), but more details will be provided later. Thus, the transition graphs Sg, Sg1 to Sg4 in this embodiment are, so to speak, time graphs, where the horizontal axis shows the actual operating time based on the time range.

[0049] Figure 6(a) is the same transition graph Sg1 as Figure 4(b) described above, and Figure 6(b) is the transition graph Sg4, which shows the gameplay results for a machine where the payout situation is the same as in the transition graph Sg1, but the payout per unit time is higher due to reach effects and effects during consecutive wins. As is clear from the comparison between Figures 6(a) and (b), the lower transition graph Sg4 shows the case where the same gameplay results were obtained with a shorter gameplay time than the upper transition graph Sg1.

[0050] In this case, as mentioned above, although the difference number required to generate a "heavenly time" is still around 12,000, in terms of time, it is about 4:15 in the transition graph Sg1, while it is about 2:50 in the transition graph Sg4. This makes it easier to grasp the quality of time efficiency, which was difficult to grasp with conventional graphs that use output on the horizontal axis.

[0051] Here, the start shown in Figures 6(a)(b) or 4(b) is indicated on the transition graphs Sg1 and Sg4 as specific numerical values ​​"400, 1200,...", which are displayed when the following predetermined start display conditions are met. That is, the information display device 3 of this embodiment identifies the time of the first win and the time of the jackpot based on the game signal output from the corresponding game machine, and also identifies the current time. Assuming that the start display conditions are met at each of these times, it can display the start "400, 1200,..." for each identified time. In addition, the start display conditions can be any system that displays a specific start by pre-setting appropriate conditions for activation, such as each time the start reaches a predetermined value (e.g., 100), or when a jackpot occurs in the case of a winning streak (multiple jackpots) rather than just all initial wins.

[0052] The aforementioned trend graphs Sg, Sg1 to Sg4 will be collectively referred to simply as "graph Sg" below. Furthermore, the graph Sg created and displayed on the information display device 3 uses the same creation logic as in the past, plotting points indicating the difference at corresponding locations (coordinate points of the corresponding difference) and connecting these points to previously plotted points to depict (draw, plot) the graph. However, the creation logic of graph Sg in this embodiment defines its own plotting conditions. Since the latter plot (plotting connecting points) is drawn in conjunction with the former plot (plotting points indicating the difference; also simply referred to as "points"), the creation logic of graph Sg will be explained below focusing on the former plot (plotting conditions).

[0053] In other words, conventional plotting conditions involved plotting each time a baseline out (e.g., 100) was updated or a baseline plotting period (e.g., 1 minute) elapsed. However, the plotting condition α in this embodiment assumes a conventional configuration where the operating timer is activated each time an out occurs (re-activated if already operating), and the operation of the operating timer is considered as operation. The condition is then met when a predetermined period has elapsed during this operation.

[0054] In this case, the information display device 3 incorporates an operation timer as an operation detection means for detecting whether or not the gaming machine 1 is in operation on a per-gaming machine basis. In addition to the setting period of the operation timer (e.g., 3 minutes), a standard plot period (e.g., 1 minute) is set as a predetermined period (see the "plot" interval in Figure 7 described later). Thus, the information display device 3 pre-defines not only the operation detection of the corresponding gaming machine 1 as plotting condition α, but also the temporal conditions for the plot itself. When the standard plotting period has elapsed, the graph Sg is updated based on the operation detection of the target gaming machine 1.

[0055] In other words, the information display device 3 determines that the gaming machine 1 is in operation when the operation timer is running (see S13, S16, etc. in Figure 9 described later), and when a standard plotting period of, for example, 1 minute has elapsed while the operation has been detected (see S4, S5), it updates the graph Sg to generate a graph Sg that reflects the actual gameplay period of the gaming machine 1.

[0056] Furthermore, the information display device 3 has points that do not change several times during the operation of the timer after the actual game has finished, even though no actual game has taken place (see (1) and (2) in Figure 4). Therefore, when the next operation starts, if there are plots with the same difference between the previous and the one before that, the previous plot is deleted, and the device repeatedly processes to delete such points that do not correspond to actual gameplay (see "Deleted Plots" in Figure 7, and S17 and S18 in Figure 9).

[0057] This configuration assumes that the information display device 3, which has an operation timer, acts as an operation detection means and detects operation as the gaming machine 1 is in operation for a period of time until the set period of the operation timer (e.g., 3 minutes) has elapsed after the pre-set game information (e.g., "out") has been updated. Furthermore, the information display device 3 suppresses the updating of graph Sg near the end of the game by deleting a portion of the updated graph Sg during the period from the final update of game information (for example, the occurrence of the last out) to the time when the operating timer has elapsed (for example, 3 minutes) just before the end of the game on the corresponding gaming machine 1.

[0058] Furthermore, in the graph Sg shown in Figures 4(b), 5(a)(b), and 6(a)(b) above, the "unit range line" indicated by the vertical dashed line represents the time range indicating the passage of a unit period (e.g., 1:00). For the unit range line, a predetermined value (e.g., 60) is set based on the value obtained by dividing the unit period by the reference plotting period (e.g., 0:01 (1 minute)). The unit range line is created when plotting has occurred for this predetermined value since the creation of the previous unit range line (this is referred to as plotting condition γ). The flowchart in Figure 9, described later, shows the process when the plotting condition γ for the unit range line and the plotting condition α for the difference number are set (see S8-S11 and S4-S7, etc.).

[0059] On the other hand, in the information display device 3, by switching the plotting conditions in advance, the following plotting condition β can be adopted instead of the difference plotting condition α. Plotting condition β is a difference plotting condition that is met when an out occurs in the corresponding gaming machine 1, provided that a standard plotting period (e.g., 1 minute) has elapsed since the previous difference plotting. Therefore, plotting condition β will not be met regardless of how many outs occur if the standard period has not elapsed since the previous difference plotting, and it will not be met even if the standard plotting period has elapsed if no outs occur.

[0060] Thus, plotting condition β suppresses the updating of graph Sg near the end of the game by not updating graph Sg until the next operation is detected when game information is updated (for example, when an out occurs). The flowchart in Figure 10, described later, shows the process when the plotting condition β for the difference and the plotting condition γ for the unit range line are set (see S21-S24 and S25-S28, etc.).

[0061] Figure 7 is a time chart showing the relationship between the "plotting" of points indicating the difference, the occurrence of "outs" and "pattern changes," and the operation status of the "operation timer" when the above plotting condition α is adopted. When the player starts playing and an out occurs (1), the operating timer starts running and the first plot is performed. After the symbol changes in (2) and (3), if a reach occurs at (4), and the player stops firing after a while, at that point (5), the detection of an out ceases.

[0062] Here, the operating timer restarts each time an out is detected, so it restarts from (5) and then operates for 3 minutes. In other words, if the operating timer is operating on the information display device 3, it is considered to be in operation, so even if no out occurs, the points at (6) and (7) during the subsequent operation of the operating timer are plotted respectively.

[0063] Subsequently, if the reach ends at (8), and the player resumes firing and the detection of an out resumes, the next symbol changes will occur sequentially at (9) and (10), and after the symbol change at (10) begins, the first player will stop firing in order to end the game. In this case, even if the symbol change that started at (10) ends at (12) and the player leaves their seat after finishing the game, the operating timer that was restarted by the last detected out at (10) will continue to operate until (16), when 3 minutes have elapsed. For this reason, points (13), (14), and (15) are plotted, just as points (6) and (7).

[0064] However, at point (17), when the next player starts playing, the machine transitions from inactive to active (the active timer, which had been stopped, starts working). Therefore, the difference between the plots (points) of the previous and the one before that, (15) and (14), is compared, and since there is no change, the plot of (15) from the previous round is deleted. As a result of this deletion, the plots of the previous and the one before that become (14) and (13), so the plot of (14) is deleted as well as (15). This process is repeated until the plot of (13) is deleted, covering the period until the machine becomes inactive (the period from the last out update (10) to the point (16) when the set period of the active timer has elapsed).

[0065] As a result, the plots for the previous and the one before that are (11) and (7), and since the difference (at least the outs) has changed, the process is terminated and a new plot is made at point (17). In other words, points (13), (14), and (15) are locations where there is no change in the difference information and do not correspond to the actual game period, so they are to be deleted when a part of graph Sg is deleted by the above process. After that, the same process as above is performed, with the symbol changes starting at (18) and plotting at (19).

[0066] Figure 8 is a time chart showing the relationship between the "plotting" of points indicating the difference and the occurrence of "outs" and "pattern changes" when the above plotting condition β is adopted. The figure also shows the operation status of the "operation timer," but unlike plotting condition α, the timing of "plotting" is tied to the detection of "out" and the reference plotting period (e.g., 1 minute), so only 3 are plotted for the first player (5 are plotted under plotting condition α in Figure 7).

[0067] In other words, both plotting conditions α and β update graph Sg based on the detection of operation of the target gaming machine 1 after the standard plotting period has elapsed. However, the standard plotting period of 1 minute corresponding to one plot is 5 periods (for example, 5 minutes) in the case of Figure 7 (depending on the operation timer of plotting condition α), and 3 periods (for example, 3 minutes) in the case of Figure 8 (depending on the timing of the out occurrence of plotting condition β).

[0068] This period (including the period during the reach phase) actually spans five periods, and the game has not yet ended. Therefore, plotting condition α allows for a more accurate representation of the game duration (generating a graph Sg that reflects the actual game duration). On the other hand, plot condition β does not involve plotting to be deleted at each of the points (13), (14), and (15) in Figure 8, and there is less need to consider the operating timer compared to plot condition α in Figure 7, so it is characterized by the fact that it can reflect the actual game period with a simple configuration.

[0069] Here, let's elaborate on plotting conditions α and β. Plotting condition α is characterized by its ability to appropriately plot the game duration even when the performance period, such as a reach in the game machine 1, is longer than the standard plotting period, as shown in Figure 7. In other words, in recent years, there has been an increase in gaming machines that feature long sequences of reach or jackpot endings (for example, nearly 3 minutes). During these sequences, for example, the number of reserved symbols for symbol changes is capped, and the large prize winning slot 17 does not open, so many players temporarily stop launching balls and watch the sequence. In this case, the period during which players watch the sequence should be considered part of the gameplay, but if we assume that the operating timer is set to a relatively short period of 1 minute, then the period during which players watch the sequence, even though they are playing, will become non-operational due to the short operating timer running out, which may cause a discrepancy with the actual gameplay period.

[0070] Therefore, the operation detection means of this embodiment sets the setting period of the operation timer to a relatively long period such as 3 minutes and detects operation by considering the game machine 1 to be in operation during that period. At the same time, it adjusts by deleting the plots corresponding to the start of the next game (the parts (13) to (15) in Figure 7) that would otherwise be in operation. In this way, the performance period can also be identified as the game period. However, if the setting period of the operation timer (operation period) is used as the reference plot period, the plot interval will be too long. Therefore, a period shorter than the setting period of the operation timer is set as the reference plot period, for example, 1 minute.

[0071] (3. Flow of the graph creation process) Figure 9 is a flowchart showing the flow of graph creation process 1 when plotting condition α is set. In the same figure, "S1, S2, ..." are the steps executed by the information display device 3, and "plot timer" is a timer built into the information display device 3 that measures the above reference plotting period.

[0072] As a standby flow, the information display device 3 executes a process to determine whether the pre-set game information has been updated, that is, whether an out has been detected by an out signal output from the game machine 1 (S1: No), whether the operation timer has timed up (S2: No), or whether the plot timer has timed up (S4: No).

[0073] When the information display device 3 determines that it has detected an out as the player starts playing (S1: Yes), it activates the operating timer (for example, 3 minutes) (S13). At the start of the game, the plot timer is stopped (S14: No), and the operation flag is 0 (S15: Yes), so the information display device 3 sets the operation flag to 1 (S16). Also, since there are no plots for the previous or the one before that (S17: No), the point indicating the difference is plotted at the corresponding location (S6), but since this corresponds to the first plot, it cannot be connected to the previous one (see S7), and the number of unit plots so far (the cumulative value of individual points) has just been added from 0 to 1 (S8, S9: No), so the plot timer (for example, 1 minute) is activated (S12) and the system returns to the standby flow.

[0074] If the information display device 3 detects another out due to the continuation of gameplay from the above state (S1:Yes), it restarts the operating timer (S13), and while the plot timer is operating (S14:Yes), it confirms that the operation flag is 1 (setting the operation flag to 1 in S19) and returns to the standby flow, repeating this process.

[0075] Meanwhile, if the information display device 3 determines in the standby flow that the plot timer has timed up (S4:Yes), and the operation flag is 1 (S5:Yes), it plots a point at the location corresponding to the difference (S6), connects it to the previous point (S7), and then adds 1 to the current number of unit plots (S8). If the added number of unit plots has not reached a specified value (for example, 60) (S9:No), it restarts the plot timer (S12) and returns to the standby flow. By repeatedly executing this process, the information display device 3 determines that the number of unit plots has reached a predetermined value (S9: Yes), creates a unit range line (S10), and initializes the number of unit plots (resets to zero) (S12).

[0076] In the information display device 3, the above processing is repeated while the operation timer is running (operating). However, when the player starts watching the game due to a reach animation, the plot timer times out before the operation timer (S2: No and S4: Yes). Therefore, given that it is operating (S5: Yes), the plot is executed as described above (S6-S8). However, if an out is not detected due to the end of the game (S1: No) and the operation timer does not restart before time runs out (S2: Yes), the operation flag is set to 0 (S3). After that, even if the plot timer times out, the operation flag remains at 0 (S4: Yes and S5: No), so the plot timer is not restarted (without executing S12) and the system returns to the standby flow.

[0077] Subsequently, when the game is resumed by the next player, the information display device 3 determines that an out has been detected (S1:Yes), and activates the operation timer (S13). At this time, the plot timer has stopped operating (S14:No), and the operation flag remains set to 0 (S15:Yes), so the operation flag is set to 1 (S16) and it is determined whether the difference plotted between the previous and the one before that is the same (the same number) (S17).

[0078] As a result, if the information display device 3 determines that the plotted difference is the same for the previous and the one before that (S17:Yes), it deletes the points from the previous period (S18), and then repeatedly performs the same S17 and S18 processes for the updated previous and the one before that until it determines that the difference is not the same (S17:No). Once it determines that the difference is not the same (S17:No), it plots the data according to that difference (S6). Furthermore, if an out is detected immediately after the operation flag becomes 0 in S3, before the plot timer times up (S1:Yes, S13, S14:Yes), the deletion process in S17 and S18 above will not be performed. This is because it can be determined that the game is continuing, as the player was watching the reach animation rather than the game ending.

[0079] Figure 10 is a flowchart showing the flow of graph creation process 2 when plotting condition β is set. Note that steps S23 to S29 in Figure 10 correspond to steps S6 to S12 in Figure 9. When the information display device 3 determines that it has detected an out when the player starts playing (S21: Yes), it determines whether the plot timer has timed out or not (S22).

[0080] At the start of the game, the plot timer has already timed out and stopped operating (S22: Yes), so the information display device 3 plots the point indicating the difference at the corresponding location. In this case, since it corresponds to the first plot (same as graph creation process 1), it cannot be connected to the previous one (see S24), and the number of unit plots so far has just been increased from 0 to 1 (S25, S26: No), so the plot timer (for example, 1 minute) is activated (S29), and the device returns.

[0081] Even if the information display device 3 detects an out again due to the continuation of gameplay from the above state (S21: Yes), it will not perform plotting unless the plot timer has timed out (unless it determines Yes in S22). In other words, in graph creation process 2, if it is determined that the target gaming machine 1 is operational (out detection) (S21:Yes), and the plot timer has timed out due to the elapsed standard plotting period (e.g., 1 minute) since the operation of the plot timer at the previous plotting (S23) (S29), a point is plotted at the corresponding location of the difference (updates graph Sg) (S23).

[0082] Then, after connecting the points for the current period to the points for the previous period (S24), 1 is added to the total number of unit plots to date (S25). If the added number of unit plots has not reached a specified value (e.g., 60) (S26: No), the plot timer is activated (S29) and the process returns to the standby flow. By repeatedly executing this process, the information display device 3 determines that the number of unit plots has reached a predetermined value (S26: Yes), creates a unit range line (S27), and initializes the number of unit plots (S28).

[0083] In the information display device 3, if an out is continuously detected for the target gaming machine 1, the above processing is repeated. However, when the player becomes engrossed in watching the game due to a reach animation, there are cases where the plot timer runs out without an out being detected (cases where an out is not detected between (5) and (8) in Figure 8). Also, there are cases where an out is not detected until the next player resumes playing after the game has ended (cases where an out is not detected between (12) and (17) in Figure 8).

[0084] In all of these cases, in graph creation process 2, as long as no outs occur (between (5) to (8) and (12) to (17) in Figure 8), S21 is determined to be No, and plotting will not be performed even if the plot timer times out. Subsequently, if an out occurs (S21: Yes), plotting will be performed (S22: Yes, S23).

[0085] According to the embodiment described above, the following effects can be obtained. The information display device 3 is configured as a graph generation means capable of executing graph creation processes 1 and 2 that generate a graph Sg showing the trend of difference information, which is displayed on the display means (e.g., the main display unit 35). In both graph creation processes 1 and 2, the graph Sg is updated based on the detection of operation of the target gaming machine 1 (e.g., operation detection based on outs) when a standard plotting period (e.g., 1 minute) has elapsed, thereby generating a graph Sg that reflects the actual gameplay period of the gaming machine 1. As a result, it is possible to effectively present time efficiency as a so-called slump graph showing the trend of the difference.

[0086] The information display device 3 updates the graph Sg when, for example, the operation of the gaming machine 1 is detected by the operation timer and a reference plotting period has elapsed. This makes it possible to effectively present the efficiency of game time, even when game time is considered to include periods during which the game status is monitored but no game value is consumed during gameplay.

[0087] The information display device 3 is equipped with an operation timer to detect operation, assuming that the gaming machine is in operation for a set period (e.g., 3 minutes) after the pre-set game information is updated, for example, by an out detection. Targeting the period from the last update of game information (e.g., out detection in (10) in Figure 7) until the machine becomes inactive due to the expiration of the set period (e.g., the operation timer time-up in (16) in Figure 7), the device either deletes a portion of the updated graph Sg (e.g., S17 and S18 in Figure 9) or refrains from updating the graph Sg until the next operation is detected by an update of game information (e.g., until "Yes" is determined in S21 in Figure 10), thereby suppressing the updating of the graph near the end of the game. As a result, the period during which the game status is being monitored is considered as game in progress, while the period after the end of the game when there are actually no players is excluded from the graph Sg, making it possible to create a graph Sg that is closer to the actual game status.

[0088] The information display device 3, when deleting a portion of graph Sg, will delete only the parts where the difference information has not changed (see (1) and (2) in Figure 4), thus enabling accurate deletion of the relevant parts of graph Sg during periods when no game is being played near the end of a game. Furthermore, for example, as shown in S17 in Figure 9, determining the deletion target by comparing with the previous difference reduces the need to separately store or refer to the update status of the final game information.

[0089] The present invention is not limited to the embodiments described above, but can be modified or extended as follows. In the information display device 3, when plot condition α is set, the example given is that the plot for the end of the game is deleted when the system changes from non-operating to operating. However, the plot may be deleted at other times as long as it is deleted when a pre-set plot condition is met, such as when the system changes from operating to non-operating.

[0090] In S17 of Figure 9, the condition for deleting a plot was that there was no change in the difference, but it may also be the condition that there is no change in other game information such as out, safe, or start. Also, although the example shows the deletion process repeated in S17 and S18, it may be completed in a simpler single process. Furthermore, while we have illustrated the example of referencing game information (comparing the difference from the previous version) when deleting plots, it is also possible to delete a predetermined number of plots without referencing game information when the game becomes inactive. For example, if the operating timer is 3 minutes and the standard plot period is 1 minute, it is conceivable to delete 2 or 3 plots. In this case, it is conceivable that the period before the last update of the game information may be included in the deletion target, or that some periods after the last update of the game information may not be included in the deletion target. However, as long as the period from the last update of the game information until the game becomes inactive due to the expiration of the set period is targeted, the period to be deleted can be defined in any way.

[0091] Instead of deleting the above plots, a temporary plot may be created when the standard plot period has elapsed during operation, and if the next out is detected while the operation is continuing, the temporary plot may be converted to a permanent plot. In this case, it is preferable that the temporary plot is not displayed on graph Sg, but only when it becomes a permanent plot.

[0092] For example, in Figure 7, temporary plots are made at points (6) and (7), and when an out is detected at (8) while the game continues, (6) and (7) are plotted permanently. Temporary plots are also made at (13), (14), and (15), but because the game stops at (15), even though an out is detected at (17), the temporary plots at (13), (14), and (15) are not plotted permanently. In this way, by excluding plots after the end of gameplay, points can be excluded by either deleting the points that were initially plotted on graph Sg, or by not showing any points on graph Sg at all.

[0093] Thus, in the information display device 3, if the graph Sg is not updated until the next operation is detected, and a standard plot period (a predetermined period, e.g., 1 minute) has elapsed since the game information was updated (e.g., out detection) without the next game information being updated, a provisional update is performed on the first provisional transition information (so to speak, a provisional plot) that is not displayed on the display means (e.g., the main display unit 35). When the game information is updated and the next operation is detected, the graph Sg is updated based on the provisional update. With this configuration, updates are performed using a so-called provisional plot that is not shown on the graph Sg, and a so-called main plot when the next operation is detected, thus reducing the risk of strange graph updates occurring when the game has actually ended.

[0094] Furthermore, the temporary plot may be represented in a way that makes it distinguishable from the graph Sg based on the main plot, such as by points of a different color or flashing, or by numerical data other than points. When such a temporary plot is displayed as second temporary transition information that is distinguishable from the graph Sg to be displayed, a temporary update may be performed on the temporary plot so that when the game information is updated as described above and the next operation is detected, the graph Sg may be updated based on the temporary update. This configuration also has the same effect as described above, such as reducing the risk of strange graph updates occurring when the game has ended.

[0095] Although the example illustrates a configuration in which the information display device 3 above the gaming machine 1 is used as the display means, any display means capable of displaying game information in the gaming machine 1 is acceptable. For example, the present invention may employ an information display device installed between gaming machines 1, such as a gaming device 2, or a collective information display device installed at the end of an island, as the display means. If the relevant settings information is pre-configured, it can be set arbitrarily by the amusement facility administrator, set by the manufacturer of the management device 6, or downloaded and configured from an external management server (for example, a chain store headquarters or amusement machine manufacturer).

[0096] All the game information exemplified may be identified directly by the input signal or indirectly using a calculation formula. Furthermore, the classification of game machines can be any type, such as by manufacturer or by specifications, as long as it indicates the type of game machine. Also, the display method is not limited to the liquid crystal display exemplified; other display methods such as organic EL may be used. The numbers, digits, and items are examples only; any numbers and other elements may be used. Similarly, the arithmetic formulas are merely examples; any formula may be used as long as it produces a value similar to or has the same meaning as the example formula.

[0097] For "less than or equal to" and "less than," either can be used, and expressions such as "not reaching" can be used for both cases. The same applies to "greater than or equal to" and "greater than or equal to"; expressions such as "reaching" can be used for both cases. While a pachinko machine was used as an example of the target gaming machine 1, other gaming machines such as slot machines may also be targeted. In addition, so-called sealed gaming machines that do not dispense gaming media but update data points according to gameplay can also be envisioned, so the expression "game value," which encompasses gaming media such as balls or tokens and the aforementioned points, is used as appropriate.

[0098] Some or all of the processing performed by the information display device 3 may be performed by the management device 6, the gaming device 2, or the relay device 4, etc., or the information display device 3 alone may perform all of it. Furthermore, the example configuration may be changed as appropriate depending on the settings, the example configuration including modified versions may be combined in any way, and configurations may be excluded as appropriate. [Explanation of symbols]

[0099] In the drawing, 1 is a gaming machine, 3 is an information display device (display means, means for identifying the value of the game used, means for identifying the value of the game assigned, means for identifying the difference, means for detecting operation, means for generating a graph), and 35 is the main display unit (display means).

Claims

1. A gaming arcade system equipped with multiple gaming machines and display means capable of displaying gaming information from the gaming machines, A means for identifying the amount of game value used by a player, which indicates the magnitude of the game value used in the game, A means for identifying the number of game values ​​granted to a player as the game progresses, which indicates the magnitude of the game value granted to the player. Difference identification means for identifying difference information on a per-game machine basis, which indicates the difference between the number of game values ​​used and the number of game values ​​granted. When pre-set game information is updated, the game machine is considered to be in operation for the period until the set period has elapsed, and the operation detection means detects whether the game machine is in operation on a per-game machine basis. The display means includes a graph generation means that generates a graph showing the trend of the difference information, which is to be displayed on the display means, The graph generation means updates the trend graph based on the detection of operation of the target gaming machine when a predetermined period has elapsed, thereby generating a trend graph that reflects the actual playing period of the gaming machine. The graph axis in the aforementioned trend graph, corresponding to the actual gameplay period, is a system for amusement parlors that omits periods when no operation was detected.

2. The amusement arcade system according to claim 1, wherein the predetermined period is shorter than the set period.

3. A gaming arcade system equipped with multiple gaming machines and display means capable of displaying gaming information from the gaming machines, A means for identifying the amount of game value used by a player, which indicates the magnitude of the game value used in the game, A means for identifying the number of game values ​​granted to a player as the game progresses, which indicates the magnitude of the game value granted to the player. Difference identification means for identifying difference information on a per-game machine basis, which indicates the difference between the number of game values ​​used and the number of game values ​​granted. When pre-set game information is updated, the game machine is considered to be in operation for the period until the set period has elapsed, and the operation detection means detects whether the game machine is in operation on a per-game machine basis. The display means includes a graph generation means that generates a graph showing the trend of the difference information, which is to be displayed on the display means, The graph generation means suppresses the updating of the transition graph near the end of a game by deleting a portion of the updated transition graph or by not updating the transition graph until the next operation is detected by updating the game information, targeting the period from the last update of the game information until the system becomes inactive due to the elapsed of the set period.

4. The amusement park system according to claim 3, wherein the graph generation means, when deleting a part of the trend graph, specifies that the part to be deleted is the part where there is no change in the difference information.

5. The amusement arcade system according to claim 3, wherein the graph generation means does not update the transition graph until the next operation is detected, and if a predetermined period has elapsed since the game information was updated without the next game information being updated, the display means performs a provisional update on first provisional transition information that is not subject to display, or on second provisional transition information that is identifiable as the transition graph subject to display, and when the game information is updated and the next operation is detected, the system updates the transition graph based on the provisional update.