Gaming devices and gaming systems

JP7927262B2Active Publication Date: 2026-10-01KITA DENSHI CORP
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Patent Information

Application Number
JP2022078976
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-05-12
Publication Date
2026-10-01
Estimated Expiration
2042-05-12

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Patent Text Reader

Abstract

To provide a game device capable of changing a logarithmic ratio set to a hall controller output BOX.SOLUTION: A game device (remote control device 50) provided in accordance to an output device (hall controller output BOX 30) capable of outputting game information (pulse signal) corresponding to information when the information regarding a game inputted from a dedicated unit 20 shows a specific value (logarithmic ratio) includes changing means capable of changing the specific value (logarithmic ratio).SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a gaming apparatus and a gaming system device.

Background Art

[0002] There has been known a gaming machine (hereinafter referred to as a managed gaming machine) that allows a player to play a game without directly touching game media such as game balls or medals. In a managed gaming machine, a dedicated unit is provided correspondingly as a dispensing machine, and an output device called a hall computer output BOX is correspondingly provided to the dedicated unit. The hall computer output BOX is disposed between the dedicated unit and the hall computer, and outputs various pieces of game information as pulse signals to the hall computer based on information received from the dedicated unit. For example, when replaying on a managed gaming machine, the dedicated unit outputs information indicating the number of replay balls to the hall computer output BOX. According to the basic specification, the hall computer output BOX outputs one pulse of replay signal to the hall computer when it receives information indicating the number of replay balls for 25 balls from the dedicated unit. This is because, in a game hall, when replaying for 100 yen, it is assumed that 25 balls are provided to the player. Therefore, the hall computer can recognize that a replay worth 100 yen has been performed by receiving one pulse of replay signal (for example, Patent Document 1).

Prior Art Literature

Patent Literature

[0003]

Patent Document 1

Summary of the Invention

Problem to be Solved by the Invention

[0004] However, there was room for improvement in conventional gaming devices. [Means for solving the problem]

[0005] To solve the above problems, the present invention provides a gaming device that, when the gaming information input from a dedicated unit indicates a specific value, outputs gaming information corresponding to that information, and the modified specific value and Indicates whether it is a pachinko machine or a pachislot machine. The configuration includes a modification means that can change the specific value by transmitting a setting pattern, including the classification of the gaming machine, to the output device, and a restriction means that can restrict the change of the specific value if the classification of the gaming machine that can be identified from the setting pattern transmitted to the output device does not match the classification of the gaming machine provided in accordance with the dedicated unit. [Brief explanation of the drawing]

[0006] [Figure 1] This figure shows the appearance of the remote control device and how it is connected to the hall control output box. [Figure 2] This shows an overview of a gaming system equipped with a hall control output box, etc. [Figure 3] (a) is an explanatory diagram of a pulse signal, and (b) is an explanatory diagram of a state signal. [Figure 4] This is a functional block diagram of the remote control device. [Figure 5] This chart shows the initial values ​​of logarithmic ratios. The left side shows the default setting patterns for pachinko machines, and the right side shows the default setting patterns for slot machines. [Figure 6] This flowchart shows the procedure for obtaining and changing setting patterns. [Figure 7] This is a diagram showing the transitions to the settings acquisition screen. [Figure 8] This is a diagram showing the breakdown of the settings acquisition screen. [Figure 9] This flowchart shows the detailed procedure for changing the setting pattern. [Figure 10] This diagram shows the connection configuration between the remote control device and the maintenance PC. [Figure 11] It is a diagram illustrating an edit screen displayed on a PC. [Figure 12] It is a diagram showing that the log ratio of the number of replay balls has been changed on the edit screen. [Figure 13] It is a diagram table illustrating a list of signal names and the like that can be set as arbitrary setting patterns for smart pachinko. [Figure 14] It is a diagram table illustrating a list of signal names and the like that can be set as arbitrary setting patterns for smart pachislot. [Figure 15] It is a diagram illustrating a transmission setting selection screen. [Figure 16] It is a diagram table illustrating the breakdown of setting patterns selected on the transmission setting selection screen. [Figure 17] It is a transition diagram of a setting transmission screen. [Figure 18] It is a diagram table illustrating the breakdown of transmission results on the setting transmission screen. [Figure 19] It is a transition diagram of a version acquisition screen. [Figure 20] It is a diagram table illustrating the breakdown of the version acquisition screen. [Mode for Carrying Out the Invention]

[0007] Hereinafter, preferred embodiments of the gaming device of the present invention will be described with reference to the respective drawings. FIG. 1 is a diagram showing the external appearance of a remote control device 50, which is an example of the gaming device of the present invention, and the connection mode with a hall computer output BOX 30. As shown in this figure, the remote control device 50 includes an operation unit 53 and a display unit 54, and an operator can operate the operation unit 53 while viewing information displayed on the display unit 54. The remote control device 50 includes a serial port, and the other end of a serial cable, one end of which is connected to the hall computer output BOX 30, can be inserted into this serial port for connection. In this connected state via the serial cable, the remote control device 50 can transmit and receive various types of information to and from the hall computer output BOX 30. The remote control device 50 is operated by a computer controlled by a program (a program for gaming devices). The program sends instructions to each component of the computer to cause the computer to perform predetermined processing, such as data input / output, storage, and calculation. The remote control device 50 is realized by a specific means in which a program and a computer cooperate. All or part of the program is provided by a magnetic disk, an optical disk, or any other computer-readable storage medium, and the program read from the storage medium is installed in the computer and executed. It should be noted that, instead of relying on an internal storage medium, the program can also be loaded directly into a computer through an external storage medium and a communication line for execution.

[0008] The hall computer output BOX 30 constitutes a part of the gaming system 1 in a gaming hall where gaming machines are installed. An outline of the gaming system 1 will be described below.

[0009] Figure 2 is a diagram showing an outline of the gaming system 1. As shown in the figure, the gaming system 1 is composed of a managed gaming machine 10, a dedicated unit 20, a hall computer output BOX 30, a hall computer 60, and the like. Each of these devices is provided with a communication means and is connected to enable data communication via a predetermined network (for example, a local area network).

[0010] The managed gaming machine 10 is a gaming machine that allows a player to play a game without directly touching gaming media such as game balls or medals. For example, the smart pachinko 10a can be played by enclosing and circulating game balls inside the gaming machine, and the smart pachislot 10b can be played by lending out electronic data (hereinafter also simply referred to as "gaming media") without using physical medals. The game states of the managed gaming machine 10 are similar to those of conventional machines that use game media by touching them, for example, a normal game state and a special game state which is more advantageous to the player because an increase in game media can be expected compared to the normal game state. This special game state is a game state in which the probability of winning a jackpot or bonus is higher than in the normal game state, and when a player wins a bonus, the game is controlled so that they can acquire a large amount of game currency through subsequent wins. Furthermore, the managed gaming machine 10 outputs various information according to the progress of the game, and all of this information is output via the dedicated unit 20.

[0011] The dedicated unit 20 is connected to the adjacent management gaming machine 10 via a dedicated cable or the like, enabling data communication, and has the function of providing electronic data for lending out gaming media according to the amount of money inserted (deposited). For example, the lending of gaming media based on the amount of money inserted is performed by outputting lending data, which identifies the number of media to be lent, to the management gaming machine 10 based on the lending operation performed by the player. Based on this lending data, the managed gaming machine 10 identifies and stores the number of gaming media that have been lent out and adds it to the number of gaming media it holds (hereinafter referred to as "number of gaming media held (number of gaming media with value)").

[0012] Furthermore, the dedicated unit 20 also handles the return of the gaming media. Specifically, in the managed gaming machine 10, counting data (number of balls counted, number of tokens counted) that identifies the number of gaming media counted through counting operations is output to the dedicated unit 20. The dedicated unit 20 receives counting data output from the managed gaming machine 10 and manages the total number of gaming media identified based on this counting data as the number of gaming media held.

[0013] Furthermore, the dedicated unit 20 is equipped with a card unit, which stores (records) the number of game media held on an IC card. The IC card is ejected from the card unit upon return, and the player can use the IC card, which stores the number of game tokens they possess, to exchange for prizes at the prize exchange center in the arcade, or insert it into the card unit of another dedicated unit 20 to play again. In other words, the value that players have earned from the game can be reused to allow them to play the game again. There are two types of replay: "replaying with stored tokens," which uses the number of tokens (balls or medals) acquired on the day, and "replaying (stored tokens replay)," which uses the number of tokens (replayable tokens or medals) acquired on a previous day. Such a dedicated unit 20 is connected to the hall computer output box 30 in a data communication manner and outputs information such as deposit amount, consumption amount, and information related to replay to the hall computer output box 30, as well as relaying information output from the managed gaming machine 10 to the hall computer output box 30. For example, when a player wants to play again, the dedicated unit 20 outputs the number of game tokens used (game value) to the hall computer output box 30.

[0014] The Hall Computer Output Box 30 is positioned between the dedicated unit 20 and the Hall Computer 60. It is an output device that receives game-related information output from the dedicated unit 20 via serial communication, converts this information into game information based on contact output information (pulses), and outputs it to the Hall Computer 60. The hall computer output box 30 can also determine the type of gaming machine from the data output from the dedicated unit 20. This data includes information about the types of gaming machines. Information regarding the type of gaming machine consists of data with a length of 1 byte, with Bit0 to Bit3 representing the type of gaming machine (P / S information), Bit4 to Bit6 representing the classification of the organization, and Bit7 representing information that identifies the management medium. According to the information regarding the type of gaming machine, for example, it is possible to determine whether the corresponding managed gaming machine 10 is a smart pachinko 10a (pachinko machine) or a smart pachislo 10b (pachislo machine), or whether the gaming medium used is a game ball or a token. In other words, the hall control output box 30 can determine whether the machine is for pachinko or pachislot based on the P / S information (this is called PS determination).

[0015] The hall computer 60 is an information processing device that operates according to a program, and is installed, for example, in a location accessible to the manager of the gaming hall or in an office behind the counter. The hall computer 60 is an information processing device capable of storing, managing, and analyzing game information from all managed gaming machines 10 installed in the gaming hall. The hall computer 60 comprises a communication unit, a storage unit, an operation unit, a display unit, and a control unit. The communications unit receives game information output from the hall computer output box 30. The memory unit consists of a storage medium (such as ROM, RAM, or hard disk) capable of storing programs and data for executing various functions. The control unit consists of operating means such as a keyboard and mouse. The display unit is a display means consisting of a liquid crystal display or the like. The control unit consists of a CPU, ROM, RAM, etc., and controls the aforementioned parts by reading and executing programs stored in the memory unit. For example, the control unit performs various calculations based on the various game information input from the hall computer output box 30 via the communication unit, and stores the calculation results in the memory unit or displays them on the display unit.

[0016] (Regarding the relay function and logarithmic ratio in the Hall Control output box 30) The hall computer output box 30 has a relay function that receives game-related information output from the dedicated unit 20 and outputs it as game information to the hall computer 60. Specifically, the hall computer output box 30 converts the game-related information input from the dedicated unit 20 into contact output information such as "pulse signals" and "status signals" according to the type of signal format, and outputs it to the hall computer 60. For example, the number of game balls launched and the number of tokens inserted are output as "pulse signals," and the number of status signals indicating the state, such as a jackpot, is output as "status signals."

[0017] A "pulse signal" is a signal capable of identifying the value of game information, and is composed of one or more pulse signals (with a fixed pulse width of 50ms). Therefore, the memory unit 31 of the hall computer output box 30 has a "logarithmic ratio" (also called logarithm) pre-set for each piece of information, which is a game information value (specific value) per pulse. In other words, the "logarithmic ratio" indicates a specific value that triggers the HallCon output box 30 to output a single pulse signal. For example, the logarithmic ratio of the number of balls to be replayed in Smart Pachinko 10a is initially set to "25". Therefore, based on the information indicating "number of balls to replay = 25" that it has received from the dedicated unit 20, the hall computer output box 30 outputs a single pulse signal as game information indicating the number of balls to replay to the hall computer 60. Therefore, as shown in Figure 3(a), the hall computer 60 can obtain a total result of 25 balls for replay based on the input of a single pulse signal. Furthermore, if the input value to the Hall Control Output Box 30 (the output value of the dedicated unit 20) matches a specific value (logarithmic ratio), the Hall Control Output Box 30 outputs a pulse signal of 1 pulse each time it receives information output from the dedicated unit 20. However, if the input value to the Hall Control Output Box 30 (the output value of the dedicated unit 20) differs from the specific value (logarithmic ratio), the Hall Control Output Box 30 outputs a pulse signal based on the cumulative value of the input values. For example, as shown in the upper part of Figure 3(a), if the dedicated unit 20 outputs information every 25 replay balls, the hall computer output box 30 outputs one pulse signal indicating 25 replay balls based on the fact that the information has been input once. However, as shown in the lower part of Figure 3(b), if the dedicated unit 20 outputs information every 1 replay ball, the hall computer output box 30 outputs one pulse signal indicating 25 replay balls based on the fact that the information has been input 25 times, that is, the cumulative value of the replay balls has reached 25.

[0018] Furthermore, it is conceivable that the dedicated unit 20 may output information indicating that 2 ≤ number of replay balls ≤ 24. For example, if the dedicated unit 20 sequentially outputs information indicating the number of replay balls as "5" → "4" → "15" → "10", the hall computer output box 30, in response to the input of this information, stores "5" as the number of replay balls in a predetermined area of ​​the memory unit 31, then stores the cumulative value "9" obtained by adding "4" to this, then stores the cumulative value "24" obtained by adding "15" to this, and then stores the cumulative value "34" obtained by adding "10" to this. At this point, the Hall Computer output box 30, having reached a cumulative value of "25", stores "9" (the cumulative value minus "25") and outputs one pulse signal indicating "Number of balls to replay = 25". This section explains the case where the value indicated by the information output from the dedicated unit 20 is smaller than the logarithmic ratio.

[0019] On the other hand, as will be described later, there are cases where the logarithmic ratio is smaller than the value indicated by the information output by the dedicated unit 20, such as when the logarithmic ratio of the number of replay balls is changed from "25" to "23". In this case, the hall control output box 30 outputs a single pulse signal based on the information "number of balls to replay = 25" being input once from the dedicated unit 20, and stores "2" (25 minus 23) as the surplus. When the Hall Computer output box 30 receives information indicating "Number of balls to replay = 25" from the dedicated unit 20 for the second time, it outputs a pulse signal with 1 pulse and stores a cumulative value of "4" which is the stored "2" plus an additional "2". In this case, when the hall control output box 30 receives information indicating "number of balls to replay = 25" 12 times, the cumulative value of the surplus becomes "24" and reaches "23". At that point, it outputs a 2-pulse signal and stores the surplus "1" as the cumulative value.

[0020] Furthermore, if the logarithmic ratio is "3" and the dedicated unit 20 outputs information indicating "replay ball count = 25", the hall computer output box 30 outputs an 8-pulse signal based on having received the information indicating "replay ball count = 25" once from the dedicated unit 20, and stores "1" (25 minus 24) as the surplus. In this case, each time the hall control output box 30 receives information indicating "number of balls to replay = 25", it stores the surplus as a cumulative value and outputs an 8-pulse signal. In this case, when the hall control output box 30 receives information indicating "replay ball count = 25" three times, the cumulative value of the surplus reaches "3". At that point, it outputs a 9-pulse signal and stores the surplus of "0" as the cumulative value.

[0021] Furthermore, when the logarithmic ratio of the number of balls to be replayed is "23", if the dedicated unit 20 outputs information indicating "number of balls to be replayed = 2", even if this information is input once, it will not reach "23", so the hall computer output box 30 does not output a pulse signal and stores the surplus "2". In this case, when the hall control output box 30 receives information indicating "number of balls to replay = 2" 12 times, the cumulative value of the surplus becomes "24" and reaches "23". At that point, it outputs a pulse signal of 1 pulse and stores the surplus of "1" as the cumulative value.

[0022] In this way, the hall control output box 30 adjusts the timing and number of pulse signals it outputs depending on the magnitude of the set logarithmic ratio and the value of the information input from the dedicated unit 20. While "number of balls to replay" was used as an example of replay, the system is not limited to this. For other game information (e.g., number of medals to replay, number of balls dispensed, number of medals dispensed, deposit amount, consumption amount, etc.), the timing and number of pulse signals output are varied depending on the logarithmic ratio and the magnitude of the information input from the dedicated unit 20.

[0023] A "status signal" is a type of signal that can identify the game state, and the ON signal output continues while the corresponding state is active. For example, during a "jackpot," the ON signal is continuously output as a status signal, as shown in Figure 3(b). This allows the hall computer 60 to recognize that a jackpot is in progress while an ON signal is being input. In this manner, the hall control output box 30 converts the game-related information input from the dedicated unit 20 into pulse signals or status signals according to that information and outputs it as game information. This conversion is performed based on the "logarithmic ratio" stored (set) in the memory unit 31. In other words, the hall control output box 30 outputs game information (pulse signal) corresponding to the information when the game information input from the dedicated unit 20 shows a specific value (logarithmic ratio).

[0024] (Regarding the remote control device 50) The remote control device 50 is an information processing device that operates according to a program (a program for gaming devices), and by connecting it to the hall computer output box 30 and operating it, it is possible to change, acquire, etc., the logarithmic ratio set (stored) in the hall computer output box 30. Although the remote control device 50 in this embodiment is configured in a dedicated housing, a personal computer, smartphone, or tablet terminal can also be used.

[0025] Figure 4 is a functional block diagram of the remote control device 50. As shown in the figure, the remote control device 50 includes a communication unit 51, a storage unit 52, an operation unit 53, a display unit 54, and a control unit 55. The communication unit 51 is equipped with a serial port and transmits and receives various information to and from the hall control output box 30 via a serial cable connected to the serial port. For example, it can send setting patterns assigned to logarithmic ratios to the Hall Control Output Box 30, or receive setting patterns and version information set in the Hall Control Output Box 30. The communication unit 51 is equipped with a USB port, and can also send and receive various types of information with a personal computer (PC90) for maintenance via a USB cable connected to the USB port. The memory unit 52 consists of a storage medium (for example, ROM, RAM, hard disk, etc.) capable of storing programs and data for executing various functions. The data stored in the memory unit 52 has a set pattern. Specifically, the "setting pattern" is information that summarizes the logarithmic ratios of each of the 28 pieces of game information. The "setting patterns" include the "Pachinko Default Setting Pattern," which summarizes the initial logarithmic ratios in Smart Pachinko 10a, and the "Slot Default Setting Pattern," which summarizes the initial logarithmic ratios in Smart Pachislo 10b. The left side of Figure 5 shows the default setting patterns for pachinko machines, and the right side of Figure 5 shows the default setting patterns for slot machines. As shown in the figure, the setting pattern is configured such that each of the contact numbers from 1 to 28 is associated with a signal name and a logarithmic ratio. In addition to the above, the "setting patterns" also include "arbitrary setting patterns," which allow you to set any logarithmic ratio at once using the method described later. Ten different customizable patterns can be stored, from M1 to M10. The control unit 53 includes "selection buttons" and "confirmation buttons" that allow selection by moving upwards (△) or downwards (▽) (see Figure 1, etc.). The display unit 54 is a display means consisting of a liquid crystal display or the like, and displays various information. The display unit 54 in this embodiment is configured to display information in an upper and lower section. The control unit 55 consists of a CPU, ROM, RAM, etc., and performs the following controls by reading and executing the program stored in the memory unit 52.

[0026] The control unit 55 can acquire a logarithmic ratio (specific value) stored (set) in the hall control output box 30 as an acquisition means. The control unit 55 can change the logarithmic ratio (specific value) stored (set) in the hall control output box 30 as a means of modification.

[0027] The means of acquisition and modification will be explained with reference to Figure 6. Figure 6 is the main flowchart showing the procedure for obtaining (and changing) the logarithmic ratio stored (set) in the hall computer output box 30. As shown in the figure, in this procedure, firstly, the remote control device 50 acquires the logarithmic ratio setting pattern set in the hall control output box 30 (S11), and secondly, the acquired logarithmic ratio is used to change the logarithmic ratio setting pattern set in the hall control output box 30 (S12).

[0028] I will explain S11 in detail. In S11, first, the remote control device 50 and the target hall control output box 30 are connected using a serial cable, and the power of the remote control device 50 is turned on. The target hall control output box 30 is assumed to be connected to a dedicated unit 20 that is provided in compatibility with the smart pachinko machine 10a. Furthermore, it is assumed that the target hall computer output box 30 is set to the default pachinko setting pattern (Figure 5, left side). The remote control device 50 communicates with the target hall control output box 30 in response to the setting acquisition operation and acquires the setting pattern stored (set) in the memory unit 31 of the hall control output box 30.

[0029] Figure 7 is a transition diagram of the setting acquisition screen displayed on the display unit 54 during the acquisition of setting patterns. On the settings acquisition screen, the message "Settings Acquisition in Progress" is first displayed, indicating that the settings pattern is being received from the hall control output box 30 (Figure 7(a)). On the settings acquisition screen, if the acquired settings pattern matches the default settings pattern, information indicating this will be displayed. In this embodiment, since the acquired setting pattern matches the default pachinko setting pattern, "Pachinko Default Switch" is displayed (Figure 7(b)). Then, the settings acquisition screen displays the acquisition results (Figure 7(c)). Figure 8 is a chart showing the breakdown of the acquisition results displayed on the settings acquisition screen. From the acquisition results shown in Figure 8, it can be recognized that the acquired information is a setting pattern "acquired from the hall control output box" (upper left of Figure 7(c)). Furthermore, in the acquired setting pattern, the information assigned to contact output number "25" indicates the "number of balls to replay" based on the "pulse signal" of signal number "31 (for pachinko)," and it can be recognized that its logarithmic ratio is "25 balls" (upper right and lower part of Figure 7(c)). The display of the signal name, contact number, signal number, and logarithmic ratio (upper right and lower sections) can be changed by operating the selection buttons. This allows the operator to check the setting pattern (such as logarithmic ratio) set in the target hall control output box 30.

[0030] The remote control device 50 can store setting patterns acquired from the hall control output box 30 in the storage unit 52. Specifically, the remote control device 50 is provided with memory areas for 10 different arbitrary setting patterns M1 to M10. Therefore, by selecting one arbitrary setting pattern from M1 to M10, the acquired setting pattern can be stored as the selected arbitrary setting pattern. In this embodiment, by selecting M1, the setting pattern obtained from the hall control output box 30 is stored as the arbitrary setting pattern M1. Thus, the remote control device 50 (gaming device) is equipped with an acquisition means capable of acquiring the logarithmic ratio (specific value) stored in the hall computer output box 30 (output device).

[0031] Figure 9 is a flowchart that shows in detail the procedure shown in S12, that is, the procedure for changing the setting pattern. Figure 9 specifically shows the procedure for changing the logarithmic ratio set in the target hall controller output box 30 using the setting pattern acquired in S11. As shown in Figure 9, when changing the setting pattern, first the remote control device 50 and the maintenance PC 90 are connected (S21). Figure 10 shows the connection configuration between the remote control device 50 and the PC 90. As shown in the figure, the remote control device 50 and the PC 90 can be connected via a USB cable.

[0032] Next, the PC90 retrieves the setting pattern stored in the remote control device 50 (S22). Specifically, by performing a predetermined operation on the PC90, the arbitrary setting patterns M1 to M10 stored in the remote control device 50 are transmitted to the PC90. This allows the PC90 to receive and acquire the arbitrary setting patterns M1 to M10 stored in the remote control device 50.

[0033] Figure 11 shows the editing screen displayed on the display unit 91 of the PC 90. As shown in the figure, the editing screen displays the arbitrary setting patterns M1 to M10 stored in the remote control device 50, which can be selected via tabs. The diagram shows the contents of the custom setting pattern M1, which are visible because the M1 tab is selected. In other words, by selecting any tab in the editing screen, you can display any setting pattern corresponding to the selected tab. The arbitrary setting patterns displayed on the editing screen are the arbitrary setting patterns M1 to M10 stored in the memory unit 52 of the remote control device 50, of which arbitrary setting pattern M1 is the setting pattern set for the target hall control output box 30. Therefore, by viewing the editing screen, it is possible to check the arbitrary setting patterns M1 to M10 stored in the remote control device 50, as well as the setting patterns set in the target hall control output box 30.

[0034] Next, PC90 performs the operation to change the logarithmic ratio and transmits the changed setting pattern (S23). Specifically, in the editing screen, select the "logarithmic" option from the available setting patterns and enter the logarithmic ratio. For example, to change only the "logarithmic ratio" of the number of balls to replay, as shown in Figure 12, place the cursor in the "logarithmic" field for the number of balls to replay, enter the logarithmic ratio "23", and press the execute button 92. As a result, the arbitrary setting pattern M1, in which only the logarithmic ratio of the number of replay balls is changed to "23", is transmitted from the PC90 to the remote control device 50. In addition, while the arbitrary setting patterns M2 to M10 are also transmitted to the remote control device 50 at this time, it is also possible to configure it to transmit only the selected arbitrary setting pattern M1.

[0035] You can also change the "signal number and signal name" in the editing screen. The "Signal Number / Signal Name" field is composed of what is known as a select box. Therefore, for example, when the operator selects the desired "signal number / signal name" field, a list of configurable signal numbers and names will be displayed. Figure 13 is a list of 41 signal numbers, signal names, etc. that can be set as arbitrary setting patterns for Smart Pachinko 10a, and Figure 14 is a list of 35 signal numbers, signal names, etc. that can be set as arbitrary setting patterns for Smart Pachislo 10b. Therefore, the operator can change the field to the selected "signal number / signal name" by selecting any "signal number / signal name" from the multiple "signal numbers / signal names" displayed.

[0036] However, due to its relationship with the hall computer 60, even if the logarithmic ratio of the signal numbers and names of contact numbers 1-4 and 14 can be changed in the hall computer output box 30, the logarithmic ratio is fixed in the hall computer 60's specifications, so it is necessary to restrict any changes. In other words, in the hall computer output box 30, the logarithmic ratios of "01: Number of shots", "02: Prize balls", "18: Door open", "19: Irregularity", and "20: Game machine error" for the smart pachinko machine 10a must not be changed from "10", "10", "1", "1", and "1", respectively. Furthermore, in the hall control output box 30, the logarithmic ratios of "01: Medal insertion signal", "02: Medal payout signal", "21: Door open signal", "19: Security signal", and "13: Gaming machine error" for the smart pachislo 10b must be set to "1", "1", "1", and "1", respectively, and cannot be changed from these values. Therefore, in the PC90, the fields corresponding to contact numbers 1-4 and 14 ("Signal Number / Signal Name" field, "Logarithmic Ratio" field, etc.) are displayed in gray in the editing screen (see Figure 11, etc. Note that in Figure 11, etc., gray is represented by hatching for convenience). In other words, graying out certain items informs the user that changes to logarithmic ratios or other properties related to those grayed-out items are prohibited. This makes it less likely for the operator to make a mistake by changing the logarithmic ratio of the relevant item. Furthermore, even if the operator were to change the logarithmic ratios corresponding to contact numbers 1-4 and 14 and send them to the Hall Controller output box 30, the Hall Controller output box 30 would not accept those logarithmic ratios, making it unlikely that the logarithmic ratios would actually be changed. However, even in that case, it is effective in that it can prevent unnecessary errors.

[0037] Next, the remote control device 50 receives and stores the setting pattern in which the logarithmic ratio has been changed (S24). The remote control device 50 first receives the arbitrary setting patterns M1 to M10 transmitted from the PC 90. The remote control device 50 then stores the received arbitrary setting patterns M1 to M10 in the storage unit 52. In other words, in PC90, the setting pattern after the logarithmic ratio of the number of replay balls is changed from "25" to "23" is stored in the memory unit 52 as arbitrary setting pattern M1.

[0038] Next, the remote control device 50 transmits a setting pattern with a modified logarithmic ratio to the hall control output box 30 (S25). Specifically, with the target hall controller output box 30 connected (Figure 1), the transmission setting selection screen is displayed on the display unit 54, and the arbitrary setting pattern M1 stored in the storage unit 52 is selected to execute the transmission process. Figure 15 shows the transmission settings selection screen. As shown in Figure 15, the lower section of the transmission settings selection screen displays the setting pattern selected by operating the selection button (M1:P4). Figure 16 is a diagram showing the breakdown of the setting patterns selected on the transmission settings selection screen. As shown in Figures 15 and 16, the transmission settings selection screen allows you to select one of the following setting patterns as the transmission target: the default pachinko setting pattern, the default slot setting pattern, and any of the arbitrary setting patterns M1 to M10. In this embodiment, as shown in Figure 15, the arbitrary setting pattern M1 is selected as the transmission target (bottom row: M1: P4). In other words, the arbitrary setting pattern M1, in which the "logarithmic ratio" of the "number of balls to replay" is changed to "23", is selected as the target for transmission. When the operator presses the OK button in this state, the selected arbitrary setting pattern M1 is sent to the target hall control output box 30. As a result, the display unit 54 of the remote control device 50 displays the settings transmission screen.

[0039] Figure 17 is a diagram showing the transitions on the settings submission screen. On the settings transmission screen, information indicating that the settings pattern is being transmitted is displayed first (Figure 17(a)), then information indicating that the settings pattern is being verified is displayed (Figure 17(b)), and finally information indicating the transmission result is displayed (Figure 17(c)). Figure 18 is a chart showing the breakdown of transmission results on the settings transmission screen. As shown in Figure 18, "OK" indicates that the transmission was successful, "NG" indicates that the transmission failed, and "NG Pdd Fitch" indicates that the verification of contact signal number "dd" was inconsistent. "NG PS Unknown" indicates that the PS classification could not be obtained. In other words, it indicates that the hall computer output box 30 could not determine whether it was for a pachinko machine or a pachislot machine, for reasons such as not being able to obtain P / S information from the target hall computer output box 30. "NG PS Match" indicates that the PS classification did not match. In other words, it indicates that the PS classification of the transmitted setting pattern did not match the P / S information of the target hall control output box 30. For example, if the arbitrary setting pattern M1 is "for pachinko machines," but the target hall computer output box 30 is equipped to support Smart Pachislo 10b (i.e., it is connected to a dedicated unit 20 that supports Smart Pachislo 10b), then "NG PS switch" will be displayed. In this embodiment, "OK" is displayed as the transmission result on the settings transmission screen (Figure 17(c)), indicating that the transmission of the settings pattern was successful. In other words, the target hall control output box 30 indicates that it has received the setting pattern transmitted from the remote control device 50.

[0040] Next, the setting pattern is changed in the hall control output box 30 (S26). Specifically, the target hall control output box 30 stores the arbitrary setting pattern M1 received from the remote control device 50 in the storage unit 31. As a result, the setting pattern in the target hall controller output box 30 is updated to the arbitrary setting pattern M1. In other words, in the hall control output box 30, the logarithmic ratio of the number of balls to be replayed is changed from "25" to "23". Thus, the remote control device 50 (gaming device) is equipped with a means for changing the logarithmic ratio (specific value).

[0041] As a result, when a replay is performed in the smart pachinko machine 10a, which is provided in conjunction with the target hall computer output box 30, information indicating the number of balls to be replayed is output from the dedicated unit 20 to the target hall computer output box 30. The hall computer output box 30 then outputs a single pulse signal to the hall computer 60 upon receiving information indicating that the number of balls to be replayed is 23. As a result, the hall computer 60 also counts the number of balls to be replayed (23 balls) upon receiving a single pulse signal. While we have explained the change in the logarithmic ratio of "number of balls to replay" as an example of replaying, the logarithmic ratios of other replaying methods ("number of medals to replay", "number of balls dispensed from held balls", "number of medals dispensed from held medals") can be changed in the same way. Furthermore, the logarithmic ratio of other game information can be similarly changed, not just for replays (see Figures 13 and 14).

[0042] Such a remote control device 50 can solve the following problems. Conventionally, the logarithmic ratio of the number of balls to be replayed in the hall computer output box 30 is set to 25 balls. This is because it is assumed that a single pulse replay signal will be output to the hall computer 60 based on the receipt of information indicating the number of balls to be replayed for 25 balls from the dedicated unit 20. In other words, in a gaming arcade, when a player plays for 100 yen, it is assumed that 25 balls will be given to the player. Accordingly, the hall computer 60 is able to recognize that a 100 yen replay has been performed by receiving a single pulse replay signal. However, recently, some arcades have started to offer 23 balls to players when they choose to play again for 100 yen. In other words, some arcades may implement a system where, since the 100 yen mentioned above includes a 9 yen consumption tax, they award approximately 23 balls (= 91 yen / 4) which is equivalent to 91 yen excluding the consumption tax. Consequently, in such a gaming establishment, if the hall computer output box 30 were to output a single pulse replay signal every time it received information indicating 25 replays, similar to a gaming establishment that awards 25 balls for every 100 yen worth of replays, it would mistakenly recognize that a replay worth more than 100 yen had occurred as a 100 yen replay, potentially preventing the hall computer 60 from properly managing the game information. Furthermore, since 1000 yen is the logarithmic ratio of the deposit amount, based on the receipt of information from the dedicated unit 20 indicating that a deposit of 1000 yen has been made, a single pulse deposit amount signal is output to the hall computer 60. However, if, for some reason, one pulse of the deposit amount signal is lost, the hall computer 60 will experience a relatively large error of "1,000 yen". Therefore, by changing the logarithmic ratio of the deposit amount to, for example, "100 yen," even if one pulse of the deposit amount signal is lost, the error can be limited to a relatively small amount of "100 yen." As described above, the remote control device 50 of this embodiment allows the logarithmic ratio to be set according to the operation and environment of the amusement hall, so that the hall computer 60 can manage game information accurately and conveniently.

[0043] (The settings of one hall controller output box 30 are reused for the settings of other hall controller output boxes 30.) The logarithmic ratio set in one hall control output box 30 can be set in the other hall control output boxes 30. Specifically, using the method described above, the remote control device 50 acquires the setting pattern set in one hall control output box 30, stores it in the memory unit 52, and transmits the stored setting pattern to another hall control output box 30. As a result, the other hall control output boxes 30 will be set to the setting pattern received from the remote control device 50. This allows the logarithmic ratio set in one hall control output box 30 to be easily reused in the settings of other hall control output boxes 30. In particular, in amusement facilities, since a large number of hall control output boxes 30 are installed, the standardization of logarithmic ratios can be easily and smoothly implemented.

[0044] (Change restrictions based on PS judgment) The hall control output box 30 can determine whether the managed gaming machine 10, which is installed in conjunction with the dedicated unit 20, is a pachinko machine or a pachislot machine (determination means). The remote control device 50 can obtain the PS judgment result. For example, if the transmission result of the setting pattern via the setting transmission screen (Figure 17) is "OK", the remote control device 50 can determine that the type of managed gaming machine 10 specified in "PS classification" on the editing screen (Figure 11, etc.) is provided in correspondence with the dedicated unit 20. On the other hand, if the transmission result is, for example, "NG PS switch", the remote control device 50 can determine that the type of managed gaming machine 10 specified in "PS classification" on the editing screen is not provided in correspondence with the dedicated unit 20. Therefore, the remote control device 50 can restrict the change of the logarithmic ratio (specific value) according to the determination result of the PS determination (determination means) (restriction means). This is because, as can be seen by comparing the default setting patterns for pachinko and slot machines shown in Figure 5, the gameplay is fundamentally different between pachinko machines and pachislot machines, and therefore the game information (signal names) managed by the hall computer 60 are also different. Therefore, if the type of managed gaming machine 10 is incorrectly specified and the setting pattern is sent to the hall computer output box 30, a problem arises in which signal names or logarithmic ratios that do not match the type of managed gaming machine 10 are set. In light of these issues, the remote control device 50 updates the setting pattern only if the transmission result of the setting pattern is "OK," and does not update with the transmitted setting pattern if the result is anything other than "OK," such as "NG PS switch," thereby limiting changes to the logarithmic ratio.

[0045] (Retrieving version information) The remote control device 50 is equipped with a version information acquisition means that can acquire version information related to the hall control output box 30 (output device) that is stored in the hall control output box. Specifically, by connecting the remote control device 50 to the target hall control output box 30 via a serial cable and performing a version acquisition operation, the program version and serial number of the target hall control output box 30 can be obtained. Figure 19 is a transition diagram of the version acquisition screen displayed on the display unit 54 of the remote control device 50. On the version acquisition screen, a screen indicating that version acquisition is in progress is first displayed (Figure 19(a)), and then the results of the version information acquisition are displayed (Figure 19(b)). Figure 20 is a chart showing the breakdown of the version information acquisition results. As shown in Figure 20, the main CPU version, sub-CPU version, and serial number of the hall computer output box 30 can be obtained and displayed. This allows you to verify whether the version of the Hall Control Output BOX30 is the legitimate version or the latest version, which helps prevent fraud and malfunctions. For example, if a specific version of the Hall Control Output Box 30 is known to have a defect, or if you want to identify the cause of the defect by comparing it with other versions of the Hall Control Output Box 30, you can obtain the version information of the target Hall Control Output Box 30 and use it to prevent or resolve the defect.

[0046] (Power supply to Hall Control output box 30) The remote control device 50 can change the logarithmic ratio, etc., when power is supplied to the hall control output box 30. In this regard, since the hall control output box 30 receives power from the dedicated unit 20, the logarithmic ratio of the hall control output box 30 cannot be changed unless the dedicated unit 20 is powered on. However, changes to the logarithmic ratio of the hall computer output box 30 are usually made outside of business hours, and the power to the equipment in the gaming hall is turned off outside of business hours. Therefore, when changing the logarithmic ratio of the hall control output box 30, it is necessary to at least power on the dedicated unit 20. In other words, in order to adjust the hall control output box 30, it was necessary to start up gaming equipment that was not directly related to the hall control output box 30. Therefore, to address this problem, it is also possible to provide an independent power supply for the hall controller output box 30. This allows power to be supplied individually to the hall control output box 30 even when the dedicated unit 20 is not powered on, making it possible to independently perform operations such as changing the logarithmic ratio. This means that even outside of business hours, you can change the logarithmic ratio, etc., simply by turning on the power to the hall control output box 30.

[0047] (Connection configuration between the remote control device 50 and other devices) The remote control device 50 and the hall control output box 30 can be connected not only by wired connection but also by wireless connection using Bluetooth® or Wi-Fi®, allowing for the transmission and reception of setting patterns via wireless communication. Furthermore, even with wired connections, it's not limited to serial cables or USB cables; connections can also be made via LAN cables. The connection between the remote control device 50 and the PC 90 is similar. This allows one remote control device 50 to be connected to multiple hall control output boxes 30 via wired or wireless connection. By doing so, for example, the logarithmic ratio can be changed simultaneously for multiple hall controller output boxes 30.

[0048] As described above, the gaming device of the present invention is provided in conjunction with an output device (hall computer output box 30) that can output gaming information (pulse signal) corresponding to gaming information input from the dedicated unit 20 when the gaming information indicates a specific value (logarithmic ratio), and includes a changing means that can change the said specific value (logarithmic ratio). This allows the logarithmic ratio to be set according to the operation and environment of the amusement facility, enabling accurate and convenient management of gaming information with the hall computer 60.

[0049] On the other hand, conventional gaming devices could not change specific values, which meant that some gaming establishments had problems accurately displaying game information using the hall computer 60. The gaming device of the present invention can solve all or part of the problems that conventional gaming devices have to improve.

[0050] Although preferred embodiments of the gaming device of the present invention have been described above, the gaming device of the present invention is not limited to the embodiments described above. For example, in this embodiment, a remote control device 50 is given as an example of a gaming device, but it can also be applied to a hall computer 60, call lamps, management computer, etc. Furthermore, the hall computer 60 and PC 90 may also have the functions that the remote control device 50 has, and the remote control device 50 and hall computer 60 may also have the functions that the PC 90 has. Therefore, the remote control device 50 can constitute the present invention on its own, and the present invention can also be constituted by the hall computer 60 and the PC 90. In other words, other devices such as the hall computer 60 and PC90 can be applied to the gaming device of the present invention.

[0051] Furthermore, although the logarithmic ratio was changed using a setting pattern in the above embodiment, the logarithmic ratio can also be changed individually without using a setting pattern. Furthermore, while the above embodiment illustrates a method of changing the logarithmic ratio based on a setting pattern acquired through an acquisition step to acquire the setting pattern set in the hall controller output box 30, it is also possible to change the logarithmic ratio without going through the acquisition step. Specifically, since the remote control device 50 has default setting patterns stored in it, you can select either a pachinko machine or a pachislot machine in the "PS Category" field on the editing screen and press the default button to display either the default pachinko setting pattern or the default slot setting pattern. Therefore, the remote control device 50 can simply change the desired logarithmic ratio from the displayed default setting patterns and send the stored value to the target hall control output box 30. Furthermore, if you want to revert the changed logarithmic ratio back to its initial value, simply display the default setting pattern in the same way and send it directly to the target hall control output box 30. For example, it is effective in resolving problems that appear to be caused by setting or changing logarithmic ratios.

[0052] Furthermore, since logarithmic ratio settings are not changed frequently, and setting or changing to an incorrect logarithmic ratio (a logarithmic ratio unsuitable for the gaming hall environment) would have a significant negative impact on the gaming information managed by the hall computer 60, it is assumed that maintenance workers will use the remote control device 50. However, the remote control device 50 is not difficult to operate, and by making it available to those involved with the amusement facility (managers, staff, etc.), there are advantages such as being able to change the logarithmic ratio immediately without waiting for maintenance workers. Therefore, the remote control device 50 may be made available for use not only by maintenance workers but also by people involved with the amusement facility. [Explanation of Symbols]

[0053] 1. Gaming System 10 Managed Gaming Machines (10a: Smart Pachinko, 10b: Smart Pachislo) 20 Dedicated Units 30 Hole Controller Output Box 31 Storage section 50 Remote control devices 51 Communications Department 52 Storage section 53 Operation section 54 Display section 55 Control Unit 60-Hall Computer 90. Personal Computer (PC) 91 Display section 92 Execute button

Claims

1. When the game information input from a dedicated unit indicates a specific value, in a gaming device provided in a corresponding output device capable of outputting game information corresponding to that information, A modification means that can change the specified value by transmitting a setting pattern, which includes the modified specified value and the classification of the gaming machine indicating whether it is a pachinko machine or a pachislot machine, to the output device, If the classification of a gaming machine that can be identified from the setting pattern transmitted to the output device does not match the classification of a gaming machine provided in accordance with the dedicated unit, a limiting means that can restrict the change of the specified value is provided. A gaming device characterized by being equipped with [a specific feature].

2. A gaming system comprising: an output device capable of outputting game information corresponding to information when game information input from a dedicated unit indicates a specific value; and a gaming device provided in correspondence with the output device, A modification means that can change the specified value by transmitting a setting pattern, which includes the modified specified value and the classification of the gaming machine indicating whether it is a pachinko machine or a pachislot machine, to the output device, If the classification of a gaming machine that can be identified from the setting pattern transmitted to the output device does not match the classification of a gaming machine provided in accordance with the dedicated unit, a limiting means that can restrict the change of the specified value is provided. A gaming system characterized by having the following features.

Citation Information

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