System for amusement facilities

The gaming arcade system addresses the challenge of managing diverse amusement machines by aggregating and selectively reporting game information on a per-model basis, enhancing operational efficiency and reducing information omissions.

JP7897757B2Active Publication Date: 2026-07-30DAIKOKU DENKI KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
DAIKOKU DENKI KK
Filing Date
2022-09-22
Publication Date
2026-07-30

AI Technical Summary

Technical Problem

Existing gaming arcade systems struggle to efficiently manage and output detailed information about a diverse range of amusement machines with varying gameplay features, leading to potential omissions and cumbersome operations in specifying and checking attribute information.

Method used

A gaming arcade system that includes a management device capable of aggregating and outputting game information on a per-model basis, allowing for selective reporting of model characteristics and conditions, using a management device connected to gaming machines and information display devices via a LAN, and utilizing IC cards for prize exchange and value management.

Benefits of technology

Enables accurate and efficient output of information about a wide variety of gaming machines, even in facilities with many different types, improving operational efficiency and reducing the likelihood of information omissions.

✦ Generated by Eureka AI based on patent content.

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Abstract

To appropriately output information even when a game parlor having many models of game machines with various game features is a target.SOLUTION: When a management device 6 specifies a condition for game information of a game information item selected as a target of condition specification and extracts a model or a game machine associated with the game information that satisfies the specified condition, a model characteristic information item that can specify the model characteristics of the game machine is included as the game information item to be the target of condition specification. Even when targeting a game parlor that has many models of game machines with various game features, it is easier to change an extraction condition after checking the model characteristic information, and it is possible to output information appropriately after reducing the need to grasp the model characteristic information for each model or each game machine.SELECTED DRAWING: Figure 1
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Description

Technical Field

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

Background Art

[0002] There are various types of gaming machines installed in a gaming arcade, such as pachinko machines, and the gameplay may vary depending on the type. Therefore, for example, in Patent Document 1, it has been proposed to collect game information by specifying the type of gaming machine. When specifying the type of gaming machine in this way, for example, in Patent Document 2, before outputting a form as shown in FIG. 18, a setting screen as shown in FIG. 16 is output, and the type (attribute information) of the gaming machine is specified on the setting screen. After extracting the gaming machines to be output, the form is output.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in recent years, amusement machines have diversified not only in terms of machine type, such as the commonly known types like "wing-type" and "sweet-type" machines, but also in terms of attribute information, such as the presence or absence of ceiling functions, sudden time-saving features, type 1 and type 2 mixed machines, or ST machines. Furthermore, the number of machines per model introduced in amusement halls tends to be smaller, as seen in so-called variety corners, which increases the number of machine types. As a result, it has become extremely difficult to know in advance what kind of attribute information each machine has. In other words, in configurations where attribute information is specified before outputting reports, as in commonly known examples, there may be omissions in the expected attribute information, or the operation of specifying the expected attribute information, outputting the report, checking the report, and then specifying the attribute information again is cumbersome, so improvements have been needed.

[0005] This invention has been made in view of the above circumstances, and its purpose is to provide a gaming arcade system that can appropriately output information even when targeting a gaming arcade that has a large number of machines with a wide variety of gameplay features. [Means for solving the problem]

[0006] The invention described in claim 1 is a report containing a plurality of game information items relating to a gaming machine, the game information of the game information items is shown on a per-model or per-gaming machine basis, and the report contains a per-model characteristic information item that can identify the per-model characteristics of the gaming machine (for example, the per-model characteristic information shown in Figure 8) as a game information item (for example, the per-model summary example (including per-model characteristics) shown in Figure 9), and an item selection means (for example) that can select the game information items to be output from a pre-provided selection candidate that includes the per-model characteristic information item. The system comprises a management device 6), a condition specification means (e.g., management device 6) that selects a game information item (e.g., manufacturer TS) that is subject to condition specification from among the game information items selected as output targets, and specifies conditions (e.g., upper and lower limits) for the game information of the game information item selected as subject to condition specification, and an extraction means (e.g., management device 6) that extracts a model or game machine to which game information that satisfies the conditions specified by the condition specification means is associated, wherein the model characteristic information item is included as a game information item subject to condition specification.

[0007] With this configuration, when specifying conditions for the game information of the game information item selected as the target of condition specification, and extracting the model or game machine to which the game information that satisfies the specified conditions is associated, the game information item that is the target of condition specification includes a model characteristic information item that can identify the model characteristics of the game machine. Therefore, even when targeting amusement facilities that have many machines with a wide variety of gameplay features, it is possible to output information appropriately. [Brief explanation of the drawing]

[0008] [Figure 1] A schematic diagram showing the configuration of a game arcade system in one embodiment. [Figure 2] Front view of a gaming machine and gaming device [Figure 3] Diagram showing the state transitions of a gaming machine. [Figure 4] A diagram explaining the distribution of winnings when a jackpot occurs at the starting point. [Figure 5] Diagram showing a list of raw data (Model A) [Figure 6] Diagram showing game information summary (machine A) [Figure 7] Figure showing an example of data aggregation by model. [Figure 8] Diagram showing model characteristics information [Figure 9] A diagram showing an example of data aggregation by model (including model characteristics). [Figure 10] Diagram showing the output item selection display. [Figure 11] Diagram showing the extraction criteria selection screen (numerical input). [Figure 12] Diagram showing the extraction criteria selection screen (item selection). [Figure 13] Figure showing an example of aggregation by model (with extraction). [Figure 14] A diagram showing an example of data aggregation by model (including model characteristics). [Modes for carrying out the invention]

[0009] The following describes one embodiment with reference to the drawings. Figure 1 shows the overall configuration of the amusement arcade system. Within the amusement arcade, two gaming machines 1, two gaming devices 2, and two information display devices 3 are connected to a relay device 4. The relay device 4 is connected to a management device 6 (corresponding to output means, item selection means, condition specification means, and extraction means) via LAN 5. The management device 6 receives game information indicating the game status of the gaming machines 1 and manages the game information for each gaming machine 1. The game information from the gaming machines 1 is received by the management device 6 sequentially from the gaming machine 1 side, via the gaming devices 2 and the relay device 4. On the other hand, various setting information managed by the management device 6 is received by the gaming devices 2 from the management device 6 side via the relay device 4. Prize exchange terminals (hereinafter referred to as POS) 7 and settlement machines (not shown) are also installed in the amusement arcade, and the POS 7 and settlement machines are also connected to the management device 6 via LAN 5.

[0010] When an IC card 8, such as a membership card or general card issued by the gaming machine 2, is inserted into the card slot, POS7 accepts the inserted IC card 8 and processes the prize exchange based on the game value, such as balls or tokens held, identified by the IC card 8. When processing the prize exchange, POS7 identifies the game value eligible for prize exchange by reading the balls or tokens held by the player from the IC card 8, or by identifying a member who wishes to exchange for a prize and obtaining online from the management device 6 the savings value (stored balls, stored tokens) that the player has deposited at the gaming arcade as that member.

[0011] When the IC card 8 is inserted into the card insertion slot, the payment calculator accepts the inserted IC card 8, reads the remaining deposit amount (monetary value, hereinafter referred to as "remaining amount") specified by the IC card 8 by a card reader (not shown), and returns banknotes and coins corresponding to the read remaining amount from the return slot. Further, when banknotes are inserted into the banknote insertion slot, the payment calculator can add the inserted amount to the remaining amount recorded on the IC card 8. The membership card and the general card as the IC card 8 are recording media that can specify at least one of the gaming value and the monetary value, which are valuable values. The general card is a general recording medium issued to an unspecified number of general players, and the membership card is a membership recording medium issued to members who have previously registered as members.

[0012] The management device 6 is a management means installed in, for example, an office in the game arcade, and includes a keyboard 9, a monitor 10, a printer (not shown), etc. that are operated by the game arcade manager. Although detailed illustration is omitted, the control unit of the management device 6 is mainly composed of a microcomputer having a storage unit such as a CPU, a ROM, and a RAM.

[0013] In the management device 6, the control unit that is the control main body is connected to the above-described keyboard 9, monitor 10, printer, etc., and a transmission / reception unit that transmits and receives various signals to and from the game machine 1 side (game machine 1 and game device 2), etc. is connected. Although not shown in FIG. 1, actually, for example, several hundred game machines 1 are under the management of the management device 6. The management device 6 manages the operating status of the game machines 1, game devices 2, POS 7, payment calculators, etc. installed in the game arcade.

[0014] The game machine 1 is an enclosed pachinko machine that uses a circulating game medium (for example, circulating pachinko balls) enclosed in the machine in advance. The gaming value (game medium) used in the game machine 1 is a virtual pachinko ball, but it is a gaming value stored in the storage unit in the machine. Different from the conventional payout-type game machines, the balls launched on the board circulate, and even when winning, they are not paid out outside the game machine, and the number of game balls, which are the gaming values in the storage unit, increases or decreases according to the game.

[0015] The gaming machine 1 stores and manages the game balls (acquisition value) converted from the balance, the held balls (acquisition value), and the stored balls (acquisition value) owned by the player. On the condition that there are still game balls (game value) stored in its internal memory unit, it supplies the internal circulating pachinko balls (simply referred to as "balls") to the launching device and launches them onto the playing surface. When the player wins and acquires game balls, instead of paying out the game balls, they are added as virtual game balls in terms of data (winning award processing), etc., to manage the gaming state.

[0016] As shown in FIG. 2, the gaming machine 1 includes a playing surface 11 onto which pachinko balls are launched, an operation handle 12 that constitutes the launching device, a lending button 13 for converting the balance into game balls, a return button 14 for issuing membership cards or general cards, a balance display unit 15 for displaying the balance, a counting button 16 for converting game balls into held balls, and a game ball display unit 17 for displaying the number of game balls. On the playing surface 11, there are provided a normal pattern display unit 18, a first special pattern display unit 19, a second special pattern display unit 20, a special pattern hold display unit 21, a pattern display unit (liquid crystal display device) 22, a passing gate 23, a first starting port 24, a second starting port (variable starting winning device) 25, a first big winning port (first big winning device) 26, a second big winning port (second big winning device) 27, and a V winning port 28. Also, a decorative panel 29 is provided below the counting button 16 and the game ball display unit 17.

[0017] The gaming machine 1 operates as follows. (1) The first starting port 24 is a winning port with a fixed winning rate (so-called "heso") corresponding to the first special pattern display, and the second starting port 25 is a variable starting winning device with a variable winning rate (so-called "electric chew") corresponding to the second special pattern display unit. A jackpot lottery is conducted in response to a win (starting win) at the first starting port 24 or the second starting port, and the lottery result is also notified by the pattern variation performed on the pattern display unit 22. Depending on the variation result, it becomes a jackpot or a minor win.

[0018] (2) If a starting win occurs during the pattern variation, the pattern variation is cumulatively held up to a predetermined hold upper limit value (for example, 4 each), and the held pattern variation is started after the pattern variation ends. If a starting win occurs when the number of held pattern variations (hold number) reaches the upper limit value, the pattern variation is not held.

[0019] (3) The probability of winning the jackpot lottery (jackpot probability) is 1 / 100 in the normal game state (normal state, normal), and does not transition to a so-called probability fluctuation state. However, when the time-saving state is entered, in which the conditions for entering the second starting gate 25 are improved, the probability of a minor win that opens the second large winning gate 27 increases (for example, from 1 / 200 to 1 / 1), so the second large winning gate 27 opens according to the minor win (open for 2 seconds), and if the ball enters the V, it is a jackpot. In other words, in the time-saving state, there is a possibility that the ball will not enter the second large winning gate 27, but if it enters the starting gate, it is almost a jackpot, so the jackpot probability is close to 1 / 1.

[0020] (4) When a jackpot occurs, the first jackpot opening 26 is opened for the corresponding number of rounds (R). The maximum number of balls that can be entered in 1R is 10, and the maximum opening period is 30 seconds. 1R ends when either the maximum number of balls or the maximum opening period is reached. The corresponding rounds are also determined by lottery in the same way as the jackpot lottery, but details will be described later. The priority for consuming the reserved symbols that change according to the balls that are entered is set higher for the second start opening 25 than for the first start opening 24.

[0021] (5) The second starting gate 25 opens to a state with a high probability of winning when a regular symbol (regular symbol), which changes in response to a win in the regular symbol winning gate, is hit. In this case, the period of one regular symbol change is 30 seconds in the normal state and 3 seconds in the time-saving state. Also, the opening period is 0.3 seconds in the normal state and 5 seconds in the time-saving state. In other words, in the time-saving state, the period of regular symbol change is shortened compared to the normal state, while the opening period is lengthened, which increases the probability of winning at the second starting gate 25. It is also acceptable to increase the probability of winning with a regular symbol during the time-saving state.

[0022] (6) There are two types of time-saving states: actual time-saving, which improves the winning rate as described above, and slight time-saving, which does not improve the winning rate. In slight time-saving, the fluctuation time of the normal diagram is shortened, just like in actual time-saving, but the opening period of the second starting port 25 does not improve and remains at 0.3 seconds as usual, so the winning rate does not improve. Also, after a big win, the game is distributed to either normal, actual time-saving, or slight time-saving, but the details will be described later.

[0023] (7) In the following explanations, when the term "time reduction" is used without distinction, it refers to the actual time reduction, and a slight time reduction is conveniently referred to as the normal state because it does not improve the winning rate.

[0024] (8) If the ball enters the first starting gate 24 or the second starting gate 25, a time-saving lottery (winning rate 1 / 200) will be held separately from the big win lottery, and if successful, a sudden time-saving (sudden time-saving) of 100 actual time-saving rounds can be triggered. However, this time-saving lottery is not held for actual time-saving or slight time-saving rounds. In other words, slight time-saving rounds are less advantageous than normal because not only does the rate of entering the second starting gate 25 not improve, but the time-saving lottery is also not held. Therefore, normal rounds that are not slight time-saving rounds will be referred to as C time below, and normal rounds will be distinguished from slight time-saving rounds in the explanation.

[0025] (9) C Time continues until a big win or sudden time occurs, but it may also continue until a predetermined number of symbol changes have occurred. For example, it may be a fixed number (e.g., 32 times), or it may be distributed like the number of symbol changes that continues the time reduction. In this case, the predetermined number of symbol changes may be set to a number that cannot be completed in one business day (e.g., 10,000 times), and it may effectively continue until a big win or sudden time occurs.

[0026] (10) In this embodiment, the following three conditions are given as examples of conditions for C Time: when a big win or time reduction ends and the machine returns to the normal state, when the RAM of the gaming machine 1 is cleared (initialized), and when the sudden time reduction, including the above-mentioned short time reduction, ends. In this case, for example, when a sudden time reduction occurs, the number of symbol changes that can be distributed may be set to different values, or one may be set to a fixed value while the others are distributed as described above, or the probability of winning the time reduction lottery may be set to 1 / 30 in one case and 1 / 100 in the others, so that at least some cases may have different configurations, or they may be the same configuration, but in this embodiment, for the sake of simplicity of explanation, the latter is given as an example. Of course, other conditions may be adopted as conditions for C Time.

[0027] The state transitions of the gaming machine 1 will be explained with reference to Figure 3. When a jackpot is won in any state other than a jackpot (probability change, actual time reduction, C time, slight time reduction), the state ends and a jackpot is achieved. After a jackpot, the machine enters either probability change or actual time reduction. Probability change continues until a jackpot occurs, while actual time reduction ends after a predetermined number of symbol changes, and the machine enters C time. C time continues until a jackpot, actual time reduction, or slight time reduction is achieved, and the machine enters the corresponding state upon winning one of these. Similarly, slight time reduction ends after a predetermined number of symbol changes, and the machine enters C time. Note that sudden time reductions are not performed in probability change, actual time reduction, or slight time reduction, so for example, transitions from slight time reduction to actual time reduction or from actual time reduction to slight time reduction do not occur. In any state, clearing the RAM will result in C time, so the machine will be in C time when operation begins after a RAM clear.

[0028] The gaming machine 1 outputs the following data items as the game progresses, such as when the player shoots balls into the starting holes 24 and 25. "Out" = A data item that indicates the consumption (usage, play) value (out) in units of one ball since the last data transmission. Safe = This data item indicates the prize value (Safe) awarded based on the number of wins since the last data transmission, in units of one ball. S-rank wins (number of times) = This data item indicates the number of starting wins (S-rank wins) since the last data transmission, in units of one.

[0029] Start (Count) = This data item indicates the start (number of symbol changes, number of mechanism activations, unit game count) of the mechanism (symbol display unit 22) that is activated (changed) by S-winning since the last data transmission. It is counted when confirmed, but it may also be counted when the game starts.

[0030] The "Big Win (Count)" data item indicates the number of big wins that have occurred since the last data transmission, in units of one. It is counted when it occurs, but it may also be counted when it ends. The "Big Win (Status)" data item indicates whether a big win is currently occurring at the time of data transmission (ON) or not (OFF) otherwise. The period from when it turns ON until it turns OFF is identified as the "Big Win" period.

[0031] Sweet Mode (State) = This data item indicates whether the game is in a special state (Sweet Mode) or a jackpot state when data is transmitted; it is on if the state is active, and off otherwise. The period from when it is on until it is off is identified as Sweet Mode or Jackpot. For example, if Sweet Mode (State) is on, it is identified as Jackpot if Jackpot (State) is on, and Sweet Mode if it is off. Sweet Mode corresponds to special states such as the time-saving mode and probability change mentioned above. It does not necessarily have to be on during a jackpot. If both Jackpot (State) and Sweet Mode (State) are off, it is identified as a normal state. The state of being in a jackpot or Sweet Mode is referred to as Special Prize Mode. It is not on during a short time-saving mode.

[0032] A data signal, such as a telegram, that can identify the above data items is transmitted from the gaming machine 1 to the gaming device at predetermined intervals (300ms). The above only exemplifies information related to this embodiment, but other items such as the number of game balls and fraud information can also be output. In this embodiment, a gaming machine 1 is shown as one in which no status signals that can directly identify C mode or time reduction are output (not included in the data items), but of course, the game state can also be identified by status signals for such a gaming machine 1.

[0033] Next, I will explain the gameplay aspects. (1) The distribution of rounds (R) when a jackpot occurs will be explained. As shown in Figure 4, the corresponding R is distributed according to the type of jackpot, which appears to have been generated by either the starting gate 24 or 25 (special symbol). The distribution rates are as follows: in the case of the first starting gate 24, 3R is 100% and 9R is 0%, but in the case of the second starting gate 25, 3R is 75% and 9R is 25%.

[0034] (2) After a jackpot, the game is distributed to either normal, actual time reduction, or slight time reduction depending on the type of jackpot and the game state at the time of the jackpot, such as whether it was actual time reduction, slight time reduction, or normal (C time). Specifically, if the game is in normal mode when a jackpot occurs, if the jackpot is from the first start port 24, there is a 75% (No. 1, 3) chance of getting 100 rounds of actual time reduction and a 25% (No. 2) chance of returning to normal mode. If the jackpot is from the second start port 25, there is a 75% (No. 1, 2) chance of getting 100 rounds of actual time reduction and a 25% (No. 3) chance of getting 100 rounds of slight time reduction. However, in practice, the second start port 25 is difficult to open and difficult to win in normal mode, so the game is played with the aim of targeting the first start port 24, and jackpots from the second start port 25 are not expected.

[0035] (3) When a jackpot occurs, if it is a real time reduction or a slight time reduction, if the jackpot is from the first start port 24, there is a 20% (No.1) chance of getting 100 real time reductions and an 80% (No.2,3) chance of getting 50 slight time reductions. If the jackpot is from the second start port 25, after a 9R jackpot, there is a 25% chance of getting 100 real time reductions (No.1) in 100% of cases, after a 3R jackpot, there is a 75% chance of getting 100 real time reductions (No.2) in 50% of cases, and a 25% (No.3) chance of getting 100 slight time reductions. As mentioned above, if the actual time reduction occurs, it is almost always a big win. Therefore, when the actual time reduction occurs, that is, when a big win ends, the expected probability (continuation rate) of the next big win is 75% (No. 1, 3) in normal cases as the big win is mainly from the first starting gate 24, 75% (No. 1, 2) in actual time reduction as the big win is mainly from the second starting gate 25, and 20% (No. 1) in slight time reduction as the big win is mainly from the first starting gate 24.

[0036] (4) On the other hand, if a winning streak does not occur, in normal mode it returns to normal 100% of the time (all of the 25% of times a winning streak does not occur (No. 2)), in actual time reduction mode it becomes a slight time reduction 100% of the time (all of the 25% of times a winning streak does not occur (No. 3)), and in slight time reduction mode it becomes a slight time reduction 100% of the time (all of the 80% of times a winning streak does not occur (No. 2, 3)). Also, as mentioned above, for example, 100 rounds of actual time reduction means that the actual time reduction continues until 100 rounds of symbol changes are completed, after which it returns to normal mode, but if a big win occurs, the actual time reduction ends and a big win occurs. The same applies to slight time reduction mode.

[0037] (5) A supplementary explanation regarding gameplay is provided. As mentioned above, when the actual time reduction occurs, it is almost always a big win. Therefore, during C Time, the probability of a big win is 3 / 200, which is the sum of the original probability of a big win (1 / 100) and the probability of the actual time reduction occurring due to the sudden time lottery (1 / 200), or 1 / 66.6. The probability of a big win is 75%, so consecutive wins can be expected. Also, if a big win occurs during C Time and does not result in a consecutive win, and the special prize (the state from when a big win or actual time reduction occurs until returning to normal (C Time or slight time reduction). Note that if a special state occurs but no big win occurs, it may be excluded from the special prize) ends with a single big win, the game returns to C Time, making it easier for big wins and consecutive wins to occur.

[0038] (6) On the other hand, since no sudden draw is performed during the slight time reduction, the probability of hitting a jackpot remains at the original 1 / 100, and the consecutive win rate is also less favorable than during C time, at 20%. Also, during consecutive wins, consecutive wins continue as long as jackpots No. 1 and 2 of the second starting gate 25 occur, but once jackpot No. 3, which ends the consecutive wins, occurs, the game enters a slight time reduction, making it difficult for jackpots and consecutive wins to occur.

[0039] (7) In other words, if the RAM is cleared while the store is closed, it becomes C time, and the first special prize is in a state where big wins and consecutive wins are likely to occur, similar to the single win mentioned above, and the expected value of the payout is very high. On the other hand, the second special prize after the end of the first special prize is in a state where consecutive wins have ended and there is a high expectation of a slight time reduction, so the expected value of the payout is low.

[0040] (8) The third special prize after the second special prize may occur during a short time reduction, or the expected value of the short time reduction ending and C time occurring is higher than for the second special prize, so the expected value of the payout is expected to be higher than for the second special prize, although not as high as for the first. For the fourth and subsequent special prizes, the effect of clearing the RAM in the first prize will have subsided, and the expected value of the payout is also expected to subside.

[0041] (9) The above examples are so-called Type 1 and Type 2 mixed machines, but the management also includes machines equipped with a probability variation function that increases the probability of hitting a jackpot, and machines equipped with a so-called ceiling time reduction function that generates actual time reduction if a jackpot does not occur even after the symbol changes more than the set number of times. Furthermore, if a probability variation function is provided, the jackpot probability during the special state, which is set to 1 / 1 in this embodiment, can be appropriately set and adjusted according to the jackpot probability during the probability variation.

[0042] The gaming device 2 includes a status indicator light 30 that shows the game status of the gaming machine 1 and the status of the gaming device 2 (error status, etc.), a coin slot 31 into which coins (e.g., banknotes) are inserted, a touch panel type liquid crystal display 32 that accepts operation input from the player and displays various game data described later, a game button 33 for dispensing the player's balls (including stored balls if the player is a member), a card slot 34 into which a member card or general card is inserted, and a remote control receiver 36 that receives signals from a remote control 35 (see Figure 1) carried and operated by an employee. The gaming device 2 also includes a camera (not shown) that takes pictures of the player's upper body, including their face.

[0043] Game device 2 operates as follows: (1) When currency is received (currency acceptance processing), the amount received is added to the balance and displayed on both the gaming machine 1 and the gaming device 2. When the lending button 13 on gaming machine 1 is pressed (lending operation, granting operation) while there is a balance, one unit of lending (for example, 125 balls) is converted into game balls (value given as consideration) as lending balls (lending processing, consideration granting processing), and the amount of consideration according to the game rate (hereinafter referred to as the rate) is deducted from the balance. Note that currency can be accepted for the amount corresponding to multiple consideration granting processes (for example, up to 10,000 yen).

[0044] (2) The system manages the number of balls held, and although the balls cannot be used directly for gameplay, a conversion process (consideration process) is performed in response to the pressing of the game button 33 (replay operation, grant operation) to convert the balls held into game balls equivalent to one unit of payout. In this case, a separate conversion rate may be set, but in this embodiment it is set to 1:1 (the same applies to the counting process below).

[0045] (3) When the number of game balls in the game machine 1 increases in accordance with gameplay, a counting process is performed to convert the game balls into held balls in response to the pressing of the counting button 16 on the game machine 1 (counting operation). In this case, one ball is counted for each press, but if the button is held down, the conversion can be performed continuously and accelerated. After updating the game balls and held balls in this way, if an issuance operation such as pressing the return button 14 on the game machine 1 is performed on the game device 2 while there are remaining balances or held balls, a general card that can identify the balance or held balls will be issued (issuance process). It is also possible to issue only a portion of the held balls or the balance.

[0046] (4) The issuance process is based on issuance conditions corresponding to the number of game balls in the game machine 1. In this embodiment, the issuance condition is met when the number of game balls becomes "0" or less, and the issuance process becomes possible. Therefore, communication (including information such as out or safe) is performed with the game machine 1 at regular intervals (for example, every 300ms). When the number of game balls becomes "0" due to use in the game or counting, this fact is notified to the game device 2, and if the issuance condition is met, the issuance process is permitted. It is sufficient to update the number of game balls by receiving a game ball signal from the game machine 1 that allows for the identification of the number of game balls, and to identify that the issuance condition has been met. However, other identification methods may be adopted, such as receiving a separate signal indicating that the number of game balls has become "0".

[0047] (5) The tokens held, which can be identified by the issued general card, can be exchanged for prizes at the POS, and the balance can be settled in cash at the settlement machine. Incidentally, cash can be used as an example of monetary value, including the currency accepted by the gaming device 2, but other forms of monetary value such as electronic money or credit card payments may also be accepted or settled. Furthermore, although the example shows issuing tokens and balances in association with general cards, it is of course also possible to issue them in association with other recording media such as membership cards or the player's mobile phone.

[0048] (6) Through serial communication with the relay device 4, the management device 6 can identify various information such as the processing of receiving money and providing payment, the balance, the number of balls held, the number of balls lent out, the number of balls converted, 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 ball tickets (card 8b). These can also be identified using pulse signals (for example, one pulse for every 1000 yen deposited, one pulse for every 100 yen sold, etc.). Furthermore, communication with the gaming machine 1 may be done directly with the gaming machine 1 without going through the relay device 4, or it may be done via the relay device 4.

[0049] The management device 6, as in the conventional method, aggregates the raw data shown in Figure 5 and the aggregated information (performance information) based on that raw data (performance information) on a per-game machine basis, as shown in Figure 6, and can also aggregate by machine type, as shown in Figure 7. The items in the raw data list shown in Figure 5 are as follows. Note that "Average" is the average for game machines targeting machine type A. Out = As explained in the data item "Out", this indicates the game value consumed by game machine 1. Safe = As explained in the data item "Safe," this indicates the game value awarded in response to winning on game machine 1. Start = As explained in the data item "Start," this indicates the number of times the special features in game machine 1 have been activated. Furthermore, "Sweet Mode," including the following, refers to game information corresponding to special state periods such as time-saving modes. Sales balls = Indicates the game value (number of balls lent, value of consideration) that is assigned in monetary terms by the game signal transmitted from the corresponding game device 2.

[0050] The number of jackpots = As explained in the data item "Jackpot", this indicates the number of specific jackpots. "Specific" indicates the number of occurrences of specific jackpots that meet specific conditions (for example, T1Y falls within a set standard range (e.g., ~500) for T1Y). "Non-Specific" is the number of jackpots other than "Specific", and "Total" indicates the total number of jackpots. T-Out = Indicates an out during T (Special Prize) (during a big win or a regular win). T-Safe = Indicates a safe state during T (Special Prize) (during a big win or a regular win). T1 Out = Indicates an out during T1 (during a jackpot). T1 Safe = Indicates that the game is safe during T1 (during a jackpot). Special T1 Out = Indicates an out during T1 that applies only to specific jackpots. Special T1 Safe = Indicates a safe state during T1, which applies only to specific jackpots.

[0051] In this embodiment, for the sake of explanation, we assume a gaming establishment without a so-called ball-saving replay system. However, in gaming establishments with a replay system, it is desirable to include replay balls in the calculation of sales balls. Note that replay balls, which are the balls won by a player on a given business day, do not need to be included in sales balls.

[0052] The items in the summary of game information (machine A) shown in Figure 6 are as follows. Note that "Average" represents the average for game machines of machine A, and corresponds to the "Total" in Figure 5. The base indicates the payout rate for each state (normal, easy mode). Normal mode is identified by B Safe ÷ BO, and easy mode by B Safe A ÷ BOA. In the following examples, BO (out in normal mode) is identified by Out - T Out, B Safe (safe in normal mode) by Safe - T Safe, BOA (out in easy mode) by T Out - T1 Out, and B Safe A (safe in easy mode) by T Safe - T1 Safe. However, BO, B Safe, BOA, and B Safe A can also be calculated as raw data. Furthermore, in the following examples, the base for normal mode will simply be referred to as Base, and the base for easy mode will be referred to as BA.

[0053] Average S = indicates the ratio of symbol changes to the number of outs for each state. Average S is determined by Normal (Sweet) Start ÷ BO (BOA). In the following, Average S during Normal will be referred to as S, and Average S during Sweet will be referred to as SA. T1Y represents the average number of balls dispensed during a jackpot, and is determined by (T1 safe - T1 out) ÷ total number of jackpots. T1O represents the average number of payouts during a jackpot, and is determined by dividing T1 payouts by the total number of jackpots. Special T1Y refers to T1Y targeting a specific jackpot, and is determined by (Special T1 Safe - Special T1 Out) ÷ Number of specific jackpots. Special T1O refers to T1O targeting specific jackpots, and is determined by dividing Special T1 Out by the number of specific jackpots. Payout rate = The payout rate indicates the ratio of safe plays to outs (payout rate, award rate), and is determined by dividing safe plays by outs. B-S = Indicates the difference in ball count during normal operation, and is identified by BO-B Safe. The customer retention rate represents the ratio of B-s (customer retention rate) to the number of balls sold, and is determined by dividing B-s (customer retention rate) by the number of balls sold.

[0054] Gross profit represents the operating profit of the arcade based on the amount of play, and is determined by sales amount - acquired balls × rental price per ball × cost rate. Acquired balls (value acquired) are determined by sales balls + safe balls - out balls, and sales amount is determined by sales balls × rental price per ball. The rental price per ball is calculated at 4 yen, and the cost rate is 90.9%. The unit price per ball represents the sales amount per out, and is determined by dividing the sales amount by the number of outs. The gross profit per ball represents the gross profit per out, and is determined by dividing the gross profit by the number of outs. The operating rate represents the ratio of the arcade's profit / loss (losses) to the actual sales amount (balls sold), and is determined by dividing the number of balls won by the number of balls sold.

[0055] The example of data aggregation by machine type shown in Figure 7 is a machine-specific aggregation that summarizes the game information (corresponding to actual data, game information items, and actual game information) from Figures 5 and 6 on a per-machine basis. Note that in Figures 7 and beyond, each item is provided with an extraction button A.

[0056] The management device 6 can download or set machine characteristic information (corresponding to machine characteristics) for the gaming machine 1 shown in Figure 8 from the system manufacturer, and by integrating it with the machine-specific aggregation example shown in Figure 7, it can output a report that includes the actual data from the machine-specific aggregation example shown in Figure 7 and the machine characteristic information shown in Figure 8, as shown in the machine-specific aggregation example (including machine characteristics) shown in Figure 9.

[0057] The items of model characteristic information shown in Figure 8 are as follows: The number of settings indicates the number of game machine settings that can be changed to alter the jackpot probability. "×" indicates that the setting is not supported (for example, in the case of setting values, only one jackpot probability is set and cannot be changed). The average shows the average value for each machine, and the total shows the number of compatible machines. The presence or absence of setting values ​​and the number of settings can be separated into different items. S Prize Balls = Indicates the number of prize balls awarded when balls enter the first starting port 24 and the second starting port 25. It may also be divided into the center hole and the electric chute (Figure 8 shows the center hole as an example). The number of times to reach the ceiling indicates the number of symbol changes required to trigger the ceiling-based time reduction feature. Ceiling continuation = Indicates the maximum number of symbol changes that can be performed before the ceiling time reduction ends. Manufacturer TS = This indicates the denominator of the jackpot probability presented by the gaming machine manufacturer, and shows the denominator when the numerator is set to 1. The probability of a sudden time reduction (sudden time reduction) is shown as the denominator, and the denominator is shown when the numerator is set to 1.

[0058] 100%S = This indicates the normal average S at which the theoretical payout rate is 100% when all other game information is within the standard value. A higher number indicates a machine that can be played for a long time, while a lower number indicates a machine that is more forgiving.

[0059] Type 1 & Type 2 = Indicates whether or not it is a so-called Type 1 & Type 2 mixed machine, which has a Type 1 function that performs a jackpot lottery as explained in Model A, and a Type 2 function that results in a jackpot when a V-entry is achieved. Including others, "○" indicates that it is not applicable, and "×" indicates that it is not applicable.

[0060] ST Count = This indicates the maximum number of symbol changes (ST count) in a game that has an ST function where the probability variation state ends when the maximum number of symbol changes (ST count) is reached during the probability variation state. If there are multiple types, the maximum value, average value, etc. may be shown, or all ST counts may be included. VST indicates whether the device has the ST function and also the so-called VST function which controls the opening of the V-entry to ensure a probability change in the next round. Small Win BA = This indicates the standard payout rate during the Small Win RUSH function, which improves the probability of small wins. Manufacturer = Indicates the name of the manufacturer of the gaming machine. Maximum T1Y = The reference value of T1Y, which is the number of balls dispensed during a jackpot, and the number of balls dispensed targeting Maximum R. The entry rate indicates the probability of entering a bonus round when a big win occurs.

[0061] The game information for each machine type, as shown in Figure 7, and the game information for each machine type, as shown in Figure 8, can be combined and displayed as a single report, as shown in Figure 9. Specifically, the operation is as follows: For example, when Figure 7 is displayed, selecting an item name such as "Out" or "Payout Rate" will display the output item selection screen shown in Figure 10. You can change the items by selecting any item from this screen.

[0062] The changeable items are categorized into "Operation / Payout," "Normal / Base," "Special Prize / Probability Change," "Sales / Gross Profit," "SP Data," "Pachislo," "Security," "Calculation Formula," "Machine Characteristics," and "Other." Game information like that shown in Figure 7 corresponds to "Operation / Payout" through "Calculation Formula," while machine characteristics information like that shown in Figure 8 corresponds to "Machine Characteristics."

[0063] At the bottom of Figure 10, headings corresponding to the above categories, such as "Operation and Payout Data," are provided, and the corresponding items are listed. In other words, when any category is selected, the bottom slides to the corresponding heading, and Figure 10 shows the state when "Operation and Payout" is selected.

[0064] In Figure 10, the currently displayed item is highlighted, and the items "Out" and "Output Rate" shown in Figure 7 are highlighted. Note that to display Figure 10, the selected item name may be distinguished from other item names, for example, by using a different color, blinking, or bold text. To change an item, select the "Change Item" button B1 in the upper left. To insert an item to the left, select the "Insert Item Left" button B2; to insert an item to the right, select the "Insert Item Right" button B3. To delete an item, select the "Delete Item" button B4.

[0065] Figures 11 and 12 are both extraction condition selection screens that appear in response to the operation of extraction button A, which is indicated by the item names of the forms shown in Figures 7 to 9. The two screens can be switched between by selecting "Numerical Input," "Item Selection," etc., at the top of the screen.

[0066] Figure 11 shows the numerical inputs that apply to both actual data and machine characteristic information. However, non-numerical items such as the manufacturer name are excluded from the machine characteristic information. When you specify a lower and upper limit for the data to be extracted using numerical input, the machines whose game information falls within that range will be extracted. For example, if you specify "200" to "500" for the manufacturer TS (corresponding to the game information item targeted by the condition specification), machines that do not fall within the range, such as machine A and machine B ("100" and "150"), will be excluded, while machines that fall within the range, such as machine C and machine D ("320" and "220"), will be included. Note that if only the lower limit is set, the upper limit will be unlimited, and vice versa.

[0067] The average value standard (±) specifies the lower and upper limits of the ± range based on the average value. Specifically, as shown in Figure 8, the average for manufacturer TS is "232". If "-50" is specified as the lower limit and "30" as the upper limit, the target models will be those within the range of "182" to "262" (the average value plus these values). Note that both the upper and lower limits can be set to negative or positive values, as long as there is no contradiction such as the upper and lower limits being reversed. Other settings are the same as above.

[0068] The average value standard (%) is defined as the range obtained by multiplying the average value by the set lower and upper limits. Similarly, if the manufacturer's TS sets the lower limit to 60% and the upper limit to 80%, the models included will be within the range of "139" to "186" obtained by multiplying each by the average value, and the same applies to other cases. Note that decimal places have been rounded as appropriate, but you may handle them however you like.

[0069] Figure 12 shows the selection of items that apply to model characteristic information but not to actual data. For example, for the number of settings, you select the item you want to extract from among the selection candidates such as "numerical value" or "×". Specifically, if you select "numerical value", models that are set to numerical values ​​such as "3" or "6" will be extracted, and if you select "×", models that are set to "×" (not a numerical value) will be extracted. Furthermore, you can also specify numerical values ​​such as "3" or "6" as selection candidates.

[0070] Here, the selection candidates are model characteristic information that is set in association with pre-configured models that are subject to management, such as currently installed or previously installed models, or models specified by user input.

[0071] Furthermore, the extraction process can be selected from filtering and marking. Filtering excludes models other than the target models, while marking includes models other than the target models in the output, but outputs them in a way that makes it possible to distinguish whether or not they are targets for extraction. In this embodiment, coloring is used as an example of marking. Also, if "Do not mark if data is 0" is selected, 0 data will be excluded from the extraction target.

[0072] Figure 13 shows a report showing the target models extracted by setting the extraction conditions as described above. The extraction conditions set in Figure 13 are as follows: Manufacturer TS is "250~", VST is "○", ST count is "100~", and ceiling count is "×". Next, we will explain the average, outside the average, and average total below. In Figures 7 to 9, before setting the extraction conditions, there was one each for average and total, but when any extraction conditions are set as described above, each is divided into three categories: average, outside the average, and average total.

[0073] The "Average" column shows the average value of the models that were selected for extraction (selected models, corresponding to models for which game information meeting the conditions is associated), and the "Total" column similarly shows the total value of the selected models. The "Outside Average" column shows the average value of models that were not selected for extraction (non-selected models, corresponding to models for which game information not meeting the conditions is associated), and the "Outside Total" column similarly shows the total value of the non-selected models. The "Average Total" column shows the average value of all models that are output regardless of the extraction conditions, i.e., all models including both selected and non-selected models, and the "Total Total" column shows the total value of all models. Here, each "Total" column in the model characteristics information shows the number of models included, as in Figure 7.

[0074] Comparing machines within the average with those outside the average, we can see that machines within the average have higher payouts, lower payout rates, and yet their gross profit is nearly 1.5 times higher, as well as a higher price per ball. This suggests that the selected machines are popular with visiting players and are machines that can maintain payouts and gross profit even with a relatively lower payout rate.

[0075] In this case, for example, if you want to analyze what happens when a machine is not VST, you can set the extraction condition to "×" for VST, and if you want to further analyze what happens when a machine has a small win rush function, you can set the extraction condition to "numerical value" for small win BA. This reduces the complexity of the extraction operation when you want to change the extraction conditions to any other condition after referring to the actual data for the machines extracted based on the extraction conditions.

[0076] Furthermore, Figure 13 allows for the separate setting of basic extraction conditions for all models to be output, such as the target period and target type (for example, types corresponding to differences such as pachinko and slot machines or differences in rental rates). Alternatively, one of the model characteristic information shown in Figure 7 may be included in the basic extraction conditions, or both may be included in the extraction conditions.

[0077] Figure 14 is an example of how the extraction criteria are changed from filtering to marking, compared to the case in Figure 13. The difference lies in the fact that cases where the conditions set for each item are met (indicated by downward-sloping hatching) and cases where they are not met (indicated by upward-sloping hatching) are displayed separately, but otherwise it is the same.

[0078] In this case, both extracted and excluded machines are included in the output, making it possible to compare the game information of both. Alternatively, as in Figure 13, machines can be distinguished by marking them according to whether they are extracted or excluded.

[0079] According to the embodiment described above, the following effects can be obtained. When specifying conditions for the game information of a game information item selected as the target of condition specification, and extracting models to which game information that satisfies those specified conditions is associated, the game information items that can identify the model characteristics of the game machine are now included as game information items that can identify the model characteristics of the game machine. Therefore, even when targeting amusement facilities that have many machines with a wide variety of gameplay features, it becomes easier to check the model characteristics information and change the extraction conditions, reducing the need to grasp the model characteristics information on a machine-by-machine basis, and enabling the output of information appropriately.

[0080] When conditions are specified, the system now outputs data that distinguishes non-extracted models from extracted models, allowing users to review the game information of extracted models while simultaneously checking the game information of non-extracted models.

[0081] By specifying conditions, the system now outputs aggregated information not only for extracted models but also for excluded models, making it possible to understand how advantageous or disadvantageous the extracted models are compared to the excluded models.

[0082] The system now includes item selection as a condition for specifying machine characteristic information. When specifying conditions using item selection, the system automatically selects the target game information item from a pre-configured list of selection candidates corresponding to the machine's characteristics. This reduces the need to separately set selection candidates while still allowing for the setting of appropriate selection candidates.

[0083] By differentiating between actual data and model-specific information as report items, and thus distinguishing between whether conditions are specified and how conditions are specified, it is possible to reduce the risk of unnecessary conditions being specified even when actual data and model-specific information are output items on the same report.

[0084] The present invention is not limited to the above embodiments and may be modified or expanded as follows. Figures 7 and beyond illustrate configurations for aggregation by machine model and configurations for setting extraction conditions, but aggregation and extraction conditions can also be set on a per-gaming machine basis. Similarly, the machine characteristic information shown in Figure 8 can also be set on a per-gaming machine basis.

[0085] The target gaming machines can include not only the pachinko machines exemplified above, but also slot machines and other pachinko machines that manage the gaming medium solely through data (so-called sealed type). Here, considering the so-called sealed type, the gaming medium will be expressed as "gaming value" as needed. Furthermore, although the example given was that different rounds represent different types of jackpots, the type of jackpot is determined by the number of balls dispensed or the difference in balls during the jackpot. For example, even if the number of rounds is the same, the types may be distinguished by differences in the maximum number of balls that can be won in a round or the maximum opening period.

[0086] As machine characteristic information, it is also possible to use machine characteristic information that is not exemplified, such as the type of gaming machine, such as a feather-type machine or a low-stakes digital machine, theoretical information based on a standard value, or the number of balls awarded for a large prize. Furthermore, as machine characteristic information corresponding to slot machines, it is also possible to use machine characteristic information specific to slot machines, such as the presence or absence of an AT function, the probability of AT occurring, the number of AT continuations, the net increase in ART, or whether it is 20φ or 30φ.

[0087] Each setting can be configured by the administrator through manual input, pre-configured by the manufacturer of the management device 6, or by downloading setting information from an external server (e.g., the headquarters of a chain store). In this case, the setting will be the one entered via manual input on the server. It is also possible to set past game data as the reference value.

[0088] All the game information exemplified can be identified directly by the input signal or indirectly using a calculation formula. Furthermore, while data signals were used as examples of game signals, pulse signals or other types of signals may also be used as input.

[0089] The numerical values, number of digits, and items are examples only; any numerical values ​​may be used. Furthermore, the identification output can be any format, including adding symbols, in addition to the examples provided. Printing and display output are at least expected forms of output.

[0090] Regarding "greater than" and "exceeding," either can be used, and expressions such as "reached" or "exceeded" can correspond to either. The same applies to "less than" and "less than," and expressions such as "did not reach" can correspond to both.

[0091] Some or all of the processing performed by the management device 6 may be performed by the gaming device 2, the relay device 4, etc., and the configuration may be any way. Furthermore, the example configurations, including variations, may be combined in any way, and configurations may be omitted as appropriate. [Explanation of Symbols]

[0092] In the drawing, 1 is a gaming machine, 2 is a gaming device, and 6 is a management device (output means, item selection means, condition specification means, extraction means).

Claims

1. An output means capable of outputting a report that includes multiple game information items relating to a gaming machine, which shows the game information for each game information item on a per-model or per-gaming machine basis, and which includes a per-model characteristic information item that can identify the characteristics of the gaming machine as part of the game information items, The item selection means allows the selection of game information items to be output in the aforementioned report from a pre-defined list of candidates, including the machine characteristic information items. A condition specification means that selects a game information item to be subject to condition specification from among the game information items selected as the output target, and specifies a condition for the game information of the game information item selected as the target of condition specification, The system includes an extraction means for extracting a model or gaming machine to which gaming information satisfying the conditions specified by the condition specification means is associated, A gaming system for arcades that includes the aforementioned machine characteristic information item as a gaming information item subject to the aforementioned condition specification.

2. The amusement arcade system according to claim 1, wherein the output means outputs in a manner that allows identification of a model or amusement machine to which game information satisfying the above conditions is associated, and a model or amusement machine to which game information not satisfying the above conditions is associated.

3. The amusement arcade system according to claim 1, wherein the output means outputs aggregate information of a machine or amusement machine to which game information that does not satisfy the above conditions is associated, in a manner comparable with aggregate information of a machine or amusement machine to which game information that satisfies the above conditions is associated.

4. The aforementioned condition specification includes selecting items as candidates for game information items associated with a pre-set model or gaming machine, When specifying conditions by selecting an item, the aforementioned condition specification means selects the target game information item from the selection candidates. The extraction means is a game arcade system according to any one of claims 1 to 3, which extracts the model or game machine to which the selected game information is associated.

5. The game information items included in the aforementioned report include, in addition to the machine characteristic information items, actual game information items that show the actual game results. The amusement arcade system according to any one of claims 1 to 3, wherein the condition specification means switches at least one of the presence or absence of condition specification or the method of condition specification depending on whether the game information item for which the condition is specified is the machine characteristic information item or the actual game information item.