JP2002078939A - Game tendency analysis system - Google Patents

Game tendency analysis system

Info

Publication number
JP2002078939A
JP2002078939A JP2000272367A JP2000272367A JP2002078939A JP 2002078939 A JP2002078939 A JP 2002078939A JP 2000272367 A JP2000272367 A JP 2000272367A JP 2000272367 A JP2000272367 A JP 2000272367A JP 2002078939 A JP2002078939 A JP 2002078939A
Authority
JP
Japan
Prior art keywords
game
tendency
gaming
gaming machine
time
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
JP2000272367A
Other languages
Japanese (ja)
Inventor
Takahiro Yoshida
貴宏 吉田
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Heiwa Corp
Original Assignee
Heiwa Corp
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Heiwa Corp filed Critical Heiwa Corp
Priority to JP2000272367A priority Critical patent/JP2002078939A/en
Publication of JP2002078939A publication Critical patent/JP2002078939A/en
Pending legal-status Critical Current

Links

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  • Pinball Game Machines (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

PROBLEM TO BE SOLVED: To obtain the specific tendencies of game intrinsic of each player individually by comparing and analyzing the tendencies of game at game machines used by the players and the individual tendencies of game at games when actually carried out by the players. SOLUTION: In a game facility at which a player inserts his own member card into a specified game machine to play and takes it off after the end of the game, a selection means 7 selects the member data of any specified member utilizing the game facility on a specified date out of the members stored in a member data base 5 and the game machine data of the game machine used by the member from the data base 6 of the game machine involved, an individual member game tendency gaining means 8 calculates the tendency of game for the member, an individual game machine game tendency gaining means 9 gains the tendency of game at the game machine for the whole of the day, and a game tendency comparison means 10 adds up the number of balls obtained when the game is finished and that until the special prize is won (n) times based on the tendency of game of the specified member and the tendency of game at the game machine played by the specified member for the whole of the day, which is displayed. The results are transmitted to the mail address of the member.

Description

【発明の詳細な説明】DETAILED DESCRIPTION OF THE INVENTION

【0001】[0001]

【発明の属する技術分野】本発明は、遊技施設を利用し
た遊技者(会員ともいう)の遊技傾向を取得し、その遊
技者が遊技した遊技機の遊技傾向とを比較表示して提供
する遊技傾向分析システムに関する。
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a game in which a game tendency of a player (also referred to as a member) using a game facility is obtained, and the game tendency of a game machine played by the player is displayed by comparison. Related to trend analysis system.

【0002】[0002]

【従来の技術】従来より、遊技施設に複数配置された遊
技機は、それらの各遊技機の遊技機情報として、大当た
り回数、スタート回数、時系列の出玉数等を、情報公開
端末に表示して、遊技者に各遊技機の遊技機情報を公表
していた。また、昨今のパーソナルコンピュータや携帯
電話の普及に伴い、遊技施設に配置されたホールコンピ
ュータ等から遊技機情報が送信される遊技データ配信サ
ービスシステムが設けられ、各遊技機の遊技機情報が、
遊技者にメール送信されていた。
2. Description of the Related Art Conventionally, a plurality of gaming machines arranged in a gaming facility display the number of jackpots, the number of starts, the number of time-series payouts, and the like on the information disclosure terminal as the gaming machine information of each of the gaming machines. Then, the gaming machine information of each gaming machine was disclosed to the player. In addition, with the spread of personal computers and mobile phones in recent years, a game data distribution service system in which game machine information is transmitted from a hall computer or the like located in a game facility is provided, and the game machine information of each game machine is
An email was sent to the player.

【0003】このような遊技データ配信サービスシステ
ムは、遊技施設に配置された複数の遊技機のそれぞれか
ら送られてくる大当たり信号、スタート信号、出玉数等
の遊技データをホールコンピュータに記憶し、これらの
遊技データから表やグラフを作成していた。そして、遊
技データによる表やグラフを情報公開端末に表示した
り、会員のメールアドレスに送信していた。
[0003] Such a game data distribution service system stores game data such as a jackpot signal, a start signal, and the number of payouts sent from each of a plurality of gaming machines arranged in a gaming facility in a hall computer, Tables and graphs were created from these game data. Then, a table or a graph based on the game data is displayed on the information disclosure terminal or transmitted to the mail address of the member.

【0004】図8は、従来の遊技データ配信サービスシ
ステム50のブロック構成図であり、51は、遊技機、
52は、情報処理装置としてのホールコンピュータ、5
3は、記憶手段、53aは、遊技機データファイル、5
3bは、会員データファイル、54は、遊技情報作成手
段、55は、情報公開端末、56は、送信ポート、57
は、遊技データ表示装置である。遊技機51は、遊技施
設に配置された複数のパチンコ機やパチスロ機であり、
遊技者が、この遊技機51で遊技を行うと、遊技状態と
して、入り玉数や出玉数、大当たり信号、スタート信号
等を、該遊技機51を特定する台番号とともに前記ホー
ルコンピュータ52に遊技データとして送信する。
FIG. 8 is a block diagram of a conventional game data distribution service system 50.
52 is a hall computer as an information processing device;
3 is a storage means, 53a is a gaming machine data file, 5
3b is a member data file, 54 is game information creation means, 55 is an information disclosure terminal, 56 is a transmission port, 57
Is a game data display device. The gaming machine 51 is a plurality of pachinko machines and pachislot machines arranged in a gaming facility,
When a player plays a game with this gaming machine 51, the number of incoming balls, the number of outgoing balls, a jackpot signal, a start signal, and the like are transmitted to the hall computer 52 together with a number identifying the gaming machine 51 as a gaming state. Send as data.

【0005】ホールコンピュータ52は、記憶手段53
に遊技機データファイル53aを有し、この遊技機デー
タファイル53aに前記遊技機51からの遊技データを
記憶し、それらの遊技データをもとに、前記遊技情報作
成手段54により、遊技機毎の本日、前日、前々日の大
当たり回数表や、大当たりとスタート回数の棒グラフを
作成し、また、入り玉と出玉とその差玉表や、大当たり
確率表の作成を行う。また、会員データファイル53b
には、会員の会員番号、住所、氏名、年齢、生年月日、
メールアドレス等のデータが登録されており、このうち
メールアドレスに前記遊技情報作成手段54で作成した
遊技情報を送信する。そして、遊技情報作成手段54で
作成された遊技情報は、情報公開端末55や送信ポート
56を介して遊技者の遊技データ表示装置57に送信さ
れる。
[0005] The hall computer 52 includes a storage means 53.
Has a gaming machine data file 53a, stores gaming data from the gaming machine 51 in the gaming machine data file 53a, and, based on the gaming data, the gaming information creating means 54 provides a gaming machine data file 53a for each gaming machine. Create a jackpot count table, a bar chart of the jackpot and the start count of today, the day before, and the day before the last day, and also create a table of incoming balls, outgoing balls and their difference, and a jackpot probability table. Also, the member data file 53b
Includes the membership number, address, name, age, date of birth,
Data such as a mail address is registered, and the game information created by the game information creating means 54 is transmitted to the mail address. The game information created by the game information creating means 54 is transmitted to the game data display device 57 of the player via the information disclosure terminal 55 and the transmission port 56.

【0006】情報公開端末55は、遊技施設内に配置さ
れ、前記ホールコンピュータ52の遊技情報作成手段5
4で作成されたグラフや表を表示し、遊技者に遊技機を
選択するときの参考資料として提供している。遊技デー
タ表示装置57は、前記遊技情報作成手段54で作成さ
れた遊技データを表やグラフで表示するものであり、例
えば、遊技施設の会員となった遊技者のパーソナルコン
ピュータや携帯電話であり、この場合は、遊技者が会員
登録する際に、遊技者のメールアドレスを登録してお
き、前記遊技機データ作成手段54で作成された大当た
り回数表や大当たり確率表、スタート回数の棒グラフ等
のメールを受信することで、前記情報公開端末55に表
示される内容と同様の情報を、自宅やその他都合のよい
場所で見ることができる。
[0006] The information disclosure terminal 55 is disposed in the game facility, and the game information creation means 5 of the hall computer 52 is provided.
The graphs and tables created in step 4 are displayed and provided to the player as reference data for selecting a gaming machine. The game data display device 57 displays the game data created by the game information creation means 54 in a table or a graph, and is, for example, a personal computer or a mobile phone of a player who has become a member of the game facility. In this case, when the player registers as a member, the player's e-mail address is registered, and the e-mail such as the jackpot number table, the jackpot probability table, and the start number bar graph created by the gaming machine data creation means 54 is provided. , The same information as the content displayed on the information disclosure terminal 55 can be viewed at home or other convenient place.

【0007】このように、遊技機51で生じた遊技デー
タは、ホールコンピュータ52の遊技情報作成手段54
で表やグラフを作成し、それを、会員である遊技者に送
信して、遊技者が遊技施設を訪れる前に、予め、どの遊
技機で遊技を行うかを決める参考にすることができた。
[0007] As described above, the game data generated by the gaming machine 51 is transferred to the game information creating means 54 of the hall computer 52.
Created tables and graphs, and transmitted them to players as members, so that they could decide beforehand which gaming machine to play the game before visiting the gaming facility. .

【0008】[0008]

【発明が解決しようとする課題】しかしながら、上記し
た遊技データ配信サービスシステムは、遊技機施設に配
置された遊技機の遊技データが送信され、遊技者は、こ
の遊技データを単に閲覧するのみであり、例えば、今か
ら遊技施設に出向く場合に、どの遊技機で遊技するかと
いった遊技機選定の情報が得られるのみであった。ま
た、所望とする遊技機の遊技データの閲覧では、遊技者
が自己の遊技データと、他の遊技者による遊技機の平均
遊技データを比べることができなかったため、自己の遊
技方法を改善することが困難だった。遊技者の遊技結果
が思わしくなければ、その遊技施設での遊技が楽しくな
くなり、客離れが生じてしまうといった問題があった。
However, in the above-mentioned game data distribution service system, game data of a game machine arranged in a game machine facility is transmitted, and a player simply browses the game data. For example, when going to a gaming facility from now on, only the information of the selection of the gaming machine such as which gaming machine to play with can be obtained. In addition, when browsing the game data of a desired gaming machine, the player could not compare his own game data with the average game data of the gaming machines by other players, so that his / her gaming method could be improved. Was difficult. If the game result of the player is unsatisfactory, there is a problem that the game at the game facility becomes unpleasant and the customer is separated.

【0009】本発明は、上記従来の事情に鑑みてなさ
れ、遊技者が利用した遊技機の遊技傾向と遊技者が遊技
を行った時の個別の遊技傾向とを比較分析し、その遊技
者の特有の遊技傾向を個別に提供する遊技傾向分析シス
テムを提供することを目的とする。
The present invention has been made in view of the above-mentioned conventional circumstances, and compares and analyzes the game tendency of a gaming machine used by a player and the individual game tendency when the player plays a game. An object of the present invention is to provide a game tendency analysis system that individually provides a unique game tendency.

【0010】[0010]

【課題を解決するための手段】本願請求項1に係る発明
は、遊技傾向分析システムに係り、少なくとも会員番号
とメールアドレスと、該会員が該遊技施設を利用した際
の遊技機の台番号、遊技開始日時、遊技終了日時、投入
玉数、獲得玉数、貯玉数からなる会員データが記憶され
ている会員データベースを備える一方、それらの情報を
書き込んだ会員カードを発行する遊技施設において、当
該遊技者が、自分の会員カードを特定の遊技機に挿入
し、遊技終了後に該会員カードを抜き取って遊技を行う
遊技施設において、少なくとも前記遊技機毎に、スター
ト回数、大当たり開始・終了とその間の入り玉数と出玉
数からなる遊技データが、タイムスタンプとともに記憶
されている遊技機データベースと、会員データベースに
記憶された会員のうち、所定日の遊技施設を利用した特
定会員の会員データと、該会員が遊技した遊技機の遊技
機データを前記遊技機データベースから選定する選定手
段と、前記選定手段で選定された特定会員の会員データ
から、当該遊技をした会員の遊技の開始から終了までの
遊技機の特賞がかかっている時間およびそれ以外の時間
を時系列としてとらえ、その特賞がかかっている時間お
よびそれ以外の時間内の獲得玉数に基づいて、所定の算
出手段によって、該会員の遊技傾向を算出する会員別遊
技傾向取得手段と、前記特定会員が遊技を行った遊技機
の開店時から閉店時までの遊技機の特賞がかかっている
時間およびそれ以外の時間を時系列としてとらえ、その
特賞がかかっている時間およびそれ以外の時間内の獲得
玉数から、該遊技機の全日の遊技傾向を取得する遊技機
別遊技傾向取得手段と、前記特定会員の遊技傾向と、前
記特定会員が遊技した遊技機の全日の遊技傾向とによ
り、該会員が遊技を終了したときの獲得玉数に、n回目
の特賞まで遊技を続けた場合の獲得玉数を加算して表示
する遊技傾向比較手段とからなることを特徴とする。本
願請求項2に係る発明は、前記請求項1に記載の遊技傾
向分析システムに係り、前記遊技傾向比較手段は、前記
特定会員が遊技した遊技機の遊技データからその日1日
の平均出玉率Bを求め、該遊技機で該会員が遊技を行っ
た間の平均出玉率Cを求め、一日の該当遊技機の平均出
玉率Bと該会員の平均出玉率Cを比較表示することを特
徴とする。本願請求項3に係る発明は、前記請求項1ま
たは前記請求項2に記載の遊技傾向分析システムに係
り、前記遊技傾向比較手段の結果に基づいて、予め登録
された複数のコメント文を選択し、前記分析結果と共に
表示することを特徴とする。本願請求項4に係る発明
は、前記請求項1ないし前記請求項3に記載の遊技傾向
分析システムに係り、前記遊技傾向分析システムは、前
記遊技傾向比較手段による分析結果を、前記特定会員の
メールアドレス宛に送信するようにしたことを特徴とす
る。
Means for Solving the Problems The invention according to claim 1 of the present application relates to a game tendency analysis system, comprising at least a member number and an e-mail address, a machine number of the gaming machine when the member uses the gaming facility, The game facility has a member database storing member data including a game start date and time, a game end date and time, the number of inserted balls, the number of acquired balls, and the number of stored balls, and a gaming facility that issues a membership card in which the information is written. In a gaming facility where a player inserts his / her membership card into a specific gaming machine and withdraws the membership card after the game is over and plays the game, at least for each of the gaming machines, the number of starts, the start / end of the jackpot, A gaming machine database in which game data including the number of balls and the number of balls to be played are stored together with a time stamp, and a membership database stored in a member database. A member data of a specific member using a gaming facility on a predetermined day, selecting means for selecting gaming machine data of a gaming machine played by the member from the gaming machine database, and a member of the specific member selected by the selecting means. Based on the data, the time during which the special prize of the gaming machine from the start to the end of the game of the player who played the game and the other time are taken as a time series, and the time during which the special prize is played and the time within the other time are taken. Based on the number of obtained balls, a predetermined calculating means, a member-specific gaming tendency acquiring means for calculating the gaming tendency of the member, and a gaming machine from the time of opening to the time of closing of the gaming machine in which the specific member played the game. The time during which the special prize is played and other times are taken as a time series, and the number of balls in the time during which the special prize is played and the number of balls obtained during the other times are used to determine the gaming tendency of the gaming machine throughout the day. Based on the gaming tendency acquiring means for each gaming machine to be acquired, the gaming tendency of the specific member, and the gaming tendency of the gaming machine played by the specific member on all days, the number of balls obtained when the member ends the game is represented by n It is characterized by comprising game tendency comparison means for adding and displaying the number of obtained balls when the game is continued up to the first special prize. The invention according to claim 2 of the present application relates to the gaming trend analysis system according to claim 1, wherein the gaming tendency comparison means calculates an average payout rate of one day on the day based on gaming data of gaming machines played by the specific member. B, the average payout rate C during the time when the member plays the game with the gaming machine, and the average payout rate B of the gaming machine corresponding to the day and the average payout rate C of the member are displayed. It is characterized by the following. The invention according to claim 3 of the present application relates to the game tendency analysis system according to claim 1 or 2, wherein a plurality of pre-registered comment sentences are selected based on the result of the game tendency comparison means. , And is displayed together with the analysis result. The invention according to claim 4 of the present application relates to the game tendency analysis system according to any one of claims 1 to 3, wherein the game tendency analysis system transmits an analysis result by the game tendency comparison means to a mail of the specific member. It is characterized in that it is transmitted to an address.

【0011】[0011]

【発明の実施の形態】以下、本発明の遊技傾向分析シス
テムについて図面を参照して詳細に説明する。図1は、
第1の実施の形態としての本発明の遊技傾向分析システ
ム1のブロック構成図であり、2は、遊技施設に複数配
置された前記従来と同様の遊技機、3は、遊技施設に配
置された情報処理装置としてのホールコンピュータ、4
は、前記ホールコンピュータ3が有するハードディスク
等からなる記憶手段、5は、前記記憶手段4の一領域で
ある会員データベース、6は、前記記憶手段4の一領域
である遊技機データベース、7は、前記会員データファ
イル5に記憶された会員データと、前記遊技機データベ
ース6に記憶された遊技傾向を選定して読み込む選定手
段、8は、会員の遊技傾向を得る会員別遊技傾向取得手
段、9は、会員(遊技者)が遊技した特定の遊技機の遊
技傾向を得る遊技機別遊技傾向取得手段、10は、前記
会員別遊技傾向取得手段8によって得た遊技傾向と、遊
技機別遊技傾向取得手段9により得た該当遊技機の遊技
傾向を比較する遊技傾向比較手段、11は、送信ポー
ト、12は、会員が有するパーソナルコンピュータや携
帯電話等のメール受信装置である。
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Hereinafter, a game tendency analysis system according to the present invention will be described in detail with reference to the drawings. FIG.
BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 is a block diagram of a game tendency analysis system 1 according to the present invention as a first embodiment, wherein reference numeral 2 denotes a gaming machine similar to the conventional gaming machine arranged in a plurality of gaming facilities, and 3 denotes a gaming machine. Hall computer as information processing device, 4
Is a storage means composed of a hard disk or the like of the hall computer 3, 5 is a member database which is an area of the storage means 4, 6 is a gaming machine database which is an area of the storage means 4, and 7 is A selection means for selecting and reading the member data stored in the member data file 5 and the game tendency stored in the gaming machine database 6; a member-specific game tendency acquisition means for obtaining the member's game tendency; A gaming tendency obtaining means for each gaming machine which obtains a gaming tendency of a specific gaming machine played by a member (player) is a gaming tendency obtained by the gaming tendency obtaining means for each member 8, and a gaming tendency obtaining means for each gaming machine. 9 is a game tendency comparison means for comparing the game tendency of the corresponding gaming machine obtained by 9; 11 is a transmission port; It is a device.

【0012】遊技機2は、上記した従来の遊技機と同様
に、パチンコ機やパチスロ機であり、本実施の形態で
は、遊技者である会員が、遊技開始時に会員カードを挿
入して、遊技終了時に会員カードを抜き取り、特定の一
会員が、何時から何時まで、何れの遊技機を使用し、そ
の間の遊技の内容(上記した従来の遊技データに相当す
る内容)を前記ホールコンピュータ3に送信する。
The gaming machine 2 is a pachinko machine or a pachislot machine like the above-mentioned conventional gaming machine. In the present embodiment, a member who is a player inserts a membership card at the start of a game to play a game. At the end, the member card is removed, and a specific member uses any gaming machine from what time to what time, and transmits the contents of the game during that time (contents corresponding to the above-described conventional game data) to the hall computer 3. I do.

【0013】ホールコンピュータ3は、遊技施設内に配
置された遊技機の遊技データや、玉貸機で計数した玉数
等の管理を行うものであり、本実施の形態では、以下に
説明する会員データベース5、遊技機データベース6、
選定手段7、会員別遊技傾向取得手段8、遊技機別遊技
傾向取得手段9、遊技傾向比較手段10、送信ポート1
1を有している。
The hall computer 3 manages game data of the gaming machines arranged in the gaming facility, the number of balls counted by the ball lending machine, and the like. Database 5, gaming machine database 6,
Selection means 7, Member-specific game tendency acquisition means 8, Game machine-specific game tendency acquisition means 9, Game tendency comparison means 10, Transmission port 1
One.

【0014】会員データベース5は、本実施の形態で
は、前記記憶手段4の一記憶領域であり、該遊技施設を
利用する遊技者が、会員となった場合に、会員番号と会
員申込書に記載された氏名、住所、電話番号、性別、生
年月日、年齢、メールアドレス、趣味等を登録し、その
後、該会員が、該遊技施設を利用した際の遊技機の台番
号、遊技開始時間、遊技終了時間、投入玉数、獲得玉数
等の会員データが記憶されている。
In the present embodiment, the member database 5 is a storage area of the storage means 4, and when a player who uses the game facility becomes a member, the member number and the member application form are described. Registered name, address, telephone number, gender, date of birth, age, e-mail address, hobbies, etc., after that, the member's machine number when using the gaming facility, game start time, Member data such as the game end time, the number of inserted balls, and the number of acquired balls are stored.

【0015】遊技機データベース6は、前記会員データ
ベース5と同様に、本実施の形態では、前記記憶手段4
の一記憶領域であり、遊技施設内に配置された前記遊技
機毎に、該遊技機の台番号、機種、スタート開始とその
回数、特賞開始・終了と、その間の入り玉数と出玉数、
アウト玉数等の遊技機データが、タイムスタンプととも
に記憶されている。
In the present embodiment, the gaming machine database 6 is, like the member database 5, the storage unit 4.
Is a storage area, and for each of the gaming machines arranged in the gaming facility, the number of the gaming machine, the model, the start and number of starts, the start and end of the special prize, and the number of incoming and outgoing balls in the meantime ,
Game machine data such as the number of out-balls is stored together with a time stamp.

【0016】選定手段7は、本発明の遊技データの分析
システムにおいて、遊技状態の分析を行う会員と、その
会員が遊技した遊技機を特定し、例えば、会員登録用紙
にメールアドレスを記載し、そのメールアドレスが登録
された会員のうち、所定日に該遊技施設を利用した会員
の会員データを、前記会員データベース5から読み出
し、また、その会員が遊技した遊技機の遊技機データを
前記遊技機データベース6から読み出し、該会員データ
と該遊技機データを記憶手段4に設けられた図示外の一
時記憶領域に記憶しておく。
In the game data analysis system according to the present invention, the selection means 7 specifies a member whose game state is to be analyzed and a gaming machine played by the member, and describes, for example, an e-mail address on a member registration form. Of the members whose e-mail addresses are registered, the member data of the member who has used the gaming facility on a predetermined day is read out from the member database 5, and the gaming machine data of the gaming machine played by the member is stored in the gaming machine. The member data and the gaming machine data are read from the database 6 and stored in a temporary storage area (not shown) provided in the storage means 4.

【0017】会員別遊技傾向取得手段8は、前記会員選
定手段7により選定された会員が遊技した遊技機の前記
遊技機データのなかから、該会員が遊技した時間帯の遊
技機データに基づいて、該会員の遊技傾向を得るもので
ある。図2は、該当会員の、遊技開始から遊技終了まで
の遊技傾向を示した帯グラフであり、時間t2+xは、
遊技開始時間、時間tは、特賞開始時間、時間t
は、特賞終了時間、また、時間t5−yは、遊技終了
時間であり、b2−x、b 3−yは、各特賞前のスター
ト回数である。
The member-specific game tendency acquiring means 8 is a member for the member selection.
Of the gaming machine played by the member selected by the determining means 7
From the gaming machine data, play the time slot
The game tendency of the member is obtained based on the technical data.
is there. Figure 2 shows the game from the start of the game to the end of the game
Is a band graph showing the game tendency of the time t2 + xIs
Game start time, time t3Is the prize start time, time t
4Is the end time of the special prize and the time t5-yEnds the game
Time, b2-x, B 3-yIs the star before each special prize
The number of times.

【0018】この会員の遊技データに基づいた該会員の
遊技傾向は、遊技開始から特賞A2が生じるまでの間に
スタートがb2−x回開始し、特賞A2終了から遊技を
終了するまでの間にスタートがb3−y回開始したこと
を示している。
The member's game tendency based on the member's game data is such that the start starts b 2-x times between the start of the game and the occurrence of the special prize A2, and the start from the end of the special prize A2 to the end of the game. Shows that the start has started b 3-y times.

【0019】遊技機別遊技傾向取得手段9は、前記選定
手段7で選定された会員が遊技を行った遊技機の遊技機
データから、該当遊技機の開始時間、遊技終了時間、ス
タート開始と回数、特賞開始・終了と回数、獲得玉数、
特賞外の出入玉数とその時間経過等の遊技機データに基
づいて、該遊技機の遊技傾向を得るものである。
The game tendency obtaining means 9 for each gaming machine obtains, based on the gaming machine data of the gaming machine in which the member selected by the selecting means 7 has played a game, the start time, the game end time, the start and the number of times of the corresponding gaming machine. , Start and end and number of special prizes, number of balls won,
The game tendency of the gaming machine is obtained based on the gaming machine data such as the number of incoming and outgoing balls outside the special prize and the elapsed time.

【0020】図3は、特定の遊技機において、開店から
閉店までの全日の遊技傾向を示した帯グラフであり、時
間tは、遊技開始時間、時間t、t、t
、t n−1は、特賞開始時間、時間t、t、t
、t、tは、特賞終了時間、また、b、b
、b、bn−1、bは、各特賞前のスタート回
数である。
FIG. 3 shows a specific gaming machine from the opening of a store.
It is a band graph showing the game tendency of all days until the store closes,
Interval tsIs the game start time, time t1, T3, T5,
t7, T n-1Is the prize start time, time t2, T4, T
6, T8, TnIs the end time of the special prize, and b1, B2,
b3, B4, Bn-1, BnIs the start time before each special prize
Is a number.

【0021】これらの遊技機データに基づいた該遊技機
の遊技傾向は、遊技開始から特賞A1が生じるまでの間
にスタートがb回開始し、特賞A1終了から次の特賞
A2が生じるまでの間にスタートがb回開始し、特賞
A2終了から次の特賞A3が生じるまでの間にスタート
がb回開始し、特賞A3終了から次の特賞A4が生じ
るまでの間にスタートがb回開始し、特賞A4終了か
ら次の特賞Anが生じるまでの間にスタートがbn−1
回開始し、特賞An終了から閉店時間までの間にスター
トがb回開始している。
[0021] up to the game trend of the free technique machine based on these gaming machine data, start during the period from the game start until the grand prize A1 occurs starts once b, the following grand prize A2 resulting from the grand prize A1 Exit start starts twice b in between, grand prize A2 start during the period from the end until the next grand prize A3 occurs to start three times b, start b 4 during the period from the grand prize A3 end until the next grand prize A4 arise Starts and ends between bn -1 and the next prize An.
Starts and the start starts b n times between the end of the special prize An and the store closing time.

【0022】遊技傾向比較手段10は、前記会員別遊技
傾向取得手段8により取得された会員の遊技開始から遊
技終了までの遊技傾向と、前記遊技機別遊技傾向取得手
段9により取得された遊技機の全日の遊技傾向を比較す
るものである。図4は、該当遊技機の全日の遊技傾向
と、該当会員の遊技傾向を示した帯グラフであり、該遊
技機の遊技傾向に基づいて、該当会員がそのまま遊技を
続けていたら、何時「特賞」となったか、また、会員の
遊技終了直後から、順次n回目の「特賞」までのそれぞ
れ獲得玉数が何個になったかを算出する。
The game tendency comparison means 10 includes a member's game tendency obtained from the member's game tendency acquisition means 8 from the game start to the game end, and a game machine acquired by the game machine's game tendency acquisition means 9. This is a comparison of the game tendency of all days. FIG. 4 is a band graph showing the all-day gaming tendency of the gaming machine and the gaming tendency of the member, and based on the gaming tendency of the gaming machine, if the member continues to play the game as it is, the "Special prize" , And the number of obtained balls from the time immediately after the end of the member's game until the n-th “special prize” is calculated.

【0023】すなわち、図4中において、該当会員は、
該当遊技機の遊技傾向の1回目の特賞A1が終了してま
もなく遊技を開始し、3回目の特賞A3の直前で遊技を
終了している。ここでシミュレーション1として、当該
会員が、該遊技機での遊技を時間t−t5−y続けて
いたら3回目の特賞A3が生じ、この特賞A3によっ
て、会員の獲得玉数は、会員の遊技終了時の持ち玉数
に、時間t−t5−y間の出入り玉数を加算し、さら
に特賞A3での獲得玉数を加算して該シミュレーション
1後の獲得玉数を算出し、「あと(t−t5−y)分
遊技を続けていたら、次の「大当たり」がきました。そ
の場合の獲得玉数は○○個です。」等のコメントを図4
の遊技傾向にアドバイスとして添える。
That is, in FIG.
The game is started shortly after the first special prize A1 of the gaming tendency of the gaming machine ends, and the game ends immediately before the third special prize A3. As a simulation 1 Here, the members have a game the time t 5 -t 5-y continue If you have third grand prize A3 occurs in the recreation machine, by this prize A3, winning ball number of members, membership the number ball has at game end, by adding the number of out balls between times t 5 -t 5-y, further calculates the number of won balls after the simulation 1 acquisition piece count by adding at prize A3, If we continue to "after (t 5 -t 5-y) minute game, came the next" big hit ". The number of balls obtained in that case is XX. Figure 4
Attach to the game tendency of the as advice.

【0024】また、シミュレーション2として、当該会
員が、4回目の特賞A4まで遊技を続けていたら、この
特賞A4によって、会員の獲得玉数は、前記シミュレー
ション1での会員の特賞A3終了時の獲得玉数に、特賞
A3と特賞A4間の出入り玉数を加算し、さらに特賞A
4での獲得玉数を加算して該シミュレーション2後の獲
得玉数を算出し、「次の特賞A4まで遊技を続けていた
ら獲得玉数は○○個です。」等のコメントを図4の遊技
傾向にアドバイスとして添える。
Also, as a simulation 2, if the member continues to play the game until the fourth special prize A4, the number of balls obtained by the member at the end of the special prize A3 in the simulation 1 is calculated by the special prize A4. The number of balls in and out between the special prize A3 and the special prize A4 is added to the number of balls.
The number of balls obtained after the simulation 2 is calculated by adding the number of balls obtained in Step 4, and a comment such as "If the game is continued until the next special prize A4, the number of obtained balls is XX" is shown in FIG. Attach to game tendency as advice.

【0025】さらに、シミュレーションを繰り返して、
最後の特賞Anまで遊技を続けていた場合のシミュレー
ションnは、特賞Anによって、会員の獲得玉数は、前
記シミュレーションn直前までの特賞n−1の獲得玉数
に、特賞An−1と特賞n間の出入り玉数を加算し、さ
らに特賞Anでの獲得玉数を加算して該シミュレーショ
ンn後の獲得玉数を算出する。そして、「当該遊技機の
最終の特賞まで遊技を続けた場合の獲得玉数は○○個で
す。」等のコメントを図4の遊技傾向にアドバイスとし
て添え、これらのシミュレーション1、シミュレーショ
ン2、シミュレーションnの結果を送信ポート11から
該当する会員のメール受信装置12に送る。
Further, by repeating the simulation,
The simulation n when the game is continued up to the last special prize An is based on the special prize An, and the number of balls obtained by the member is equal to the number of obtained balls of the special prize n-1 immediately before the simulation n, the special prize An-1 and the special prize n. The number of in-and-out balls is added, and the number of obtained balls in the special prize An is further added to calculate the number of obtained balls after the simulation n. Then, a comment such as “the number of balls obtained when the game is continued until the final special prize of the gaming machine is XX” is added to the gaming tendency of FIG. 4 as advice, and these simulations 1, 2 and The result of n is transmitted from the transmission port 11 to the mail receiving device 12 of the corresponding member.

【0026】次に、上記構成の遊技データの分析システ
ムにおいて、該当する会員の遊技の分析を行う様子を図
5、図6のフローチャートに従って説明する。図5に示
すように、会員は、遊技施設に行き、遊技を行う遊技機
2に、会員カードを挿入し(ステップS1)、遊技を始
める。会員が遊技機2で遊技を開始すると、例えば、ホ
ールコンピュータ2に設定された日時を取り出して(ス
テップS2)、該当する会員の会員データベース5に遊
技開始日時を書き込む(ステップS3)。
Next, a description will be given of how the game data analysis system configured as described above analyzes the game of the corresponding member with reference to the flowcharts of FIGS. As shown in FIG. 5, the member goes to the gaming facility, inserts the membership card into the gaming machine 2 for playing a game (step S1), and starts the game. When the member starts the game with the gaming machine 2, for example, the date and time set in the hall computer 2 are extracted (step S2), and the game start date and time are written in the member database 5 of the corresponding member (step S3).

【0027】また、会員が遊技を開始すると、遊技機2
に、例えばプリペイドカード等から所定数のパチンコ玉
を補玉し、その玉のうち、何個がアウト玉になったか、
また、何時スタートが開始したか、「大当たり」になっ
たかといった遊技データを、該当する遊技機2の遊技機
データベース6に書き込む(ステップS4)。このよう
にして、会員が遊技を行っている間は、遊技機データベ
ース5に遊技履歴が書き込まれる。そして、会員が遊技
を終了したか否かの判定を行い(ステップS5)、会員
カードが遊技機2に挿入されている場合は、遊技が終了
していないとしてステップS4の処理に戻り、遊技機2
から会員カードが抜き取れらた場合には、遊技を終了し
たとして、遊技終了日時を会員データベース5に書き込
み(ステップS6)、処理を終了する。
When the member starts the game, the gaming machine 2
In addition, for example, a predetermined number of pachinko balls are supplemented from a prepaid card or the like, and how many of the balls are out balls,
In addition, game data such as when the start has started and when the "big hit" has been reached is written into the gaming machine database 6 of the gaming machine 2 (step S4). In this way, the game history is written in the gaming machine database 5 while the member is playing a game. Then, it is determined whether or not the member has finished the game (step S5). If the member card has been inserted into the gaming machine 2, the process returns to step S4 assuming that the game has not been completed and returns to the processing of the gaming machine. 2
If the member card is removed from, it is determined that the game has ended, the game end date and time are written in the member database 5 (step S6), and the process ends.

【0028】つぎに、図6のフローチャートに示すよう
に、例えば、遊技施設の営業時間が終了すると、前記選
定手段7により、本日遊技を行った会員を、会員データ
ベース5から選定し、例えば、記憶手段4に設けられた
図示外の一時記憶領域に会員番号を記憶する(ステップ
S7)。一時記憶領域(図示外)に記憶された会員番号
と遊技日時を検索キーとして前記会員データベース5か
ら会員別遊技データを読み込み(ステップS8)、続い
て、この会員データベース5に記憶された該会員が遊技
した遊技機2の台番号を検索キーとして、遊技機データ
ベース6から遊技機データを読み込む(ステップS
9)。そして、選定した全会員の処理が終了したか否か
の判定を行い(ステップS10)、全会員の処理が終了
した場合には、処理を終了し、全会員の処理が終了して
いない場合は、次の処理を行う。
Next, as shown in the flow chart of FIG. 6, for example, when the business hours of the gaming facility end, the member playing the game today is selected from the member database 5 by the selection means 7 and, for example, stored. The member number is stored in a temporary storage area (not shown) provided in the means 4 (step S7). The member-specific game data is read from the member database 5 using the member number and the game date and time stored in the temporary storage area (not shown) as search keys (step S8). The game machine data is read from the game machine database 6 using the machine number of the game machine 2 that has played the game as a search key (step S).
9). Then, it is determined whether or not the processing of all the selected members is completed (step S10). When the processing of all members is completed, the processing is terminated. When the processing of all members is not completed, The following processing is performed.

【0029】該当会員の会員別遊技データとその会員が
遊技した遊技機データが読み出されると、前記会員別遊
技傾向取得手段8により、同遊技機2で会員が遊技した
区間の遊技傾向を求め(ステップS11)、つづいて前
記遊技機別遊技傾向取得手段9により、該当遊技機2の
本日の遊技傾向を求める(ステップS12)。そして、
上記遊技傾向比較手段10により、遊技機の遊技傾向と
会員の遊技傾向の比較・分析を行い(ステップS1
3)、図やコメント、アドバイスによる結果に該当会員
のメールアドレスを付加して、前記送信ポート11に送
り、会員が有するメール受信装置12に送信し(ステッ
プS14)、ステップS8の処理に戻る。
When the member-specific game data of the member concerned and the gaming machine data played by the member are read, the member-specific game tendency acquisition means 8 obtains the game tendency of the section in which the member played with the same game machine 2 ( Step S11) Then, the game tendency of the game machine 2 of the present day is obtained by the game machine-specific game tendency acquisition means 9 (step S12). And
The gaming tendency comparing means 10 compares and analyzes the gaming tendency of the gaming machine and the gaming tendency of the member (step S1).
3) Add the mail address of the member to the result of the figure, comment, or advice, send it to the transmission port 11, send it to the mail receiving device 12 owned by the member (step S14), and return to the processing of step S8.

【0030】次に、第2の実施の形態として、上記遊技
傾向比較手段10において行う、前記会員別遊技傾向取
得手段8にて得た会員の遊技傾向と、遊技機前記遊技機
別遊技傾向取得手段9にて得た遊技機の遊技傾向との分
析・比較についての他の方法について説明する。例え
ば、前記図3において、該遊技機2の全日の遊技傾向に
おいて、1回目の特賞A1が生じるまでのスタート回数
と、1回目の特賞A1終了後、2回目の特賞A2が
生じるまでのスタート回数bと、・・・・4回目の特
賞終了後n回目の特賞Anが生じるまでのスタート回数
n−1から平均スタート回数を求め、このスタート回
数と、該会員の遊技傾向(図4参照)における特賞A2
が生じるまでのスタート回数とを比較し、該会員の遊技
傾向のスタート回数の方が少なければ、「遊技展開良
好」をコメントし、該会員の遊技傾向のスタート回数の
方が多ければ、「遊技展開不調」と、また、該会員の遊
技傾向のスタート回数と同数程度であれば「遊技展開普
通」等のコメントを添えることができる。
Next, as a second embodiment, the game tendency of the member obtained by the member-by-member game tendency obtaining means 8 and the game tendency of the gaming machine by the game tendency comparison means 10 are obtained. Another method for analysis and comparison with the gaming tendency of the gaming machine obtained by the means 9 will be described. For example, in FIG. 3, the total daily gaming trends the recreation machine 2, the start times b 1 to first prize A1 occurs until after the first prize A1 ends, the second prize A2 occurs The number of starts b 2 ,..., The average number of starts is calculated from the number of starts b n−1 until the generation of the n-th special prize An after the end of the fourth prize, and the number of starts and the game tendency of the member (FIG. Prize A2 in 4)
Is compared with the number of starts before the occurrence of the game, and if the number of starts of the game tendency of the member is smaller, comment "good game development", and if the number of starts of the game tendency of the member is larger, If the number of starts of the game tendency of the member is about the same as that of the member's game tendency, a comment such as "normal game development" can be added.

【0031】また、第3の実施の形態として、上記遊技
傾向比較手段10において行う遊技傾向の比較・分析
は、例えば、該会員の遊技傾向での特賞A2中の時間と
その特賞により該会員が得た獲得玉数により、単位時間
(例えば5分)当たり何個の玉数を獲得したかを算出
し、同様に同遊技機の当日の各特賞(A1、A2、A
3、A4、・・An)で単位時間当たりに獲得した平均
玉数を求め、この平均玉数と、該会員の遊技傾向におけ
る獲得玉数を比較し、平均玉数<獲得玉数の場合は、
「打ち方良好」を、平均玉数>獲得玉数の場合は、「打
ち方不調」を、平均玉数=獲得玉数の場合は、「打ち方
普通」等のコメントを添えることができる。
As a third embodiment, the comparison / analysis of the game tendency performed by the game tendency comparison means 10 is based on, for example, the time during the special award A2 in the game tendency of the member and the member's Based on the obtained number of obtained balls, the number of balls obtained per unit time (for example, 5 minutes) is calculated, and each special prize (A1, A2, A
3, A4,... An), the average number of balls obtained per unit time is obtained, and this average number of balls is compared with the number of obtained balls in the gaming tendency of the member. ,
A comment such as “good hitting style”, “bad hitting style” when the average ball count> the acquired ball count, and a comment such as “normal hitting style” when the average ball count = the obtained ball count can be added.

【0032】つぎに、第4の実施の形態として、上記遊
技傾向比較手段10において、特賞・確変外出玉率によ
り行う比較・分析について説明する。該当する遊技機2
の本日分の遊技データから、その日の特賞・確変外の平
均出玉率Bを求め、該遊技機2で該当会員が遊技を行っ
た間の特賞・確変外の平均出玉率Cを求め、全日の該遊
技機2の平均出玉率Bと該会員が遊技した間の平均出玉
率Cを比較する。
Next, as a fourth embodiment, a comparison / analysis performed by the above-mentioned game tendency comparison means 10 based on a special prize / probably changed outside ball rate will be described. Applicable gaming machine 2
From the game data for today, the average payout rate B outside the special prize / probability change on that day is obtained, and the average payout rate C outside the special prize / probability change while the member plays the game with the gaming machine 2 is obtained. The average payout rate B of the gaming machine 2 on all days is compared with the average payout rate C during the game played by the member.

【0033】図7は、該当遊技機の全日のスランプグラ
フであり、縦軸は出玉率、横軸は打ち玉数で示してあ
る。このグラフにおいて、該当会員が遊技した間を識別
できるように、例えば、他の遊技者と該当会員が遊技し
た区間をグラフの色を変えて表示し、該当遊技機の全日
の平均出玉率Bと、該当会員が遊技した間の平均出玉率
Cをグラフ上に表示する。そして、該スランプグラフの
比較結果として、例えば「一日の平均出玉率は65で
す」、「あなたの平均出玉率はマイナス41です」とい
った算出した平均出玉率を表示し、これらの平均出玉率
を比較する。
FIG. 7 is a slump graph of the gaming machine for all days, in which the vertical axis represents the payout rate and the horizontal axis represents the number of hit balls. In this graph, for example, in order to be able to identify a period in which the corresponding member has played, for example, the section in which the other player and the relevant member played the game is displayed in a different color, and the average payout rate B of the relevant gaming machine for all days is displayed. And the average payout rate C during the time the corresponding member plays the game is displayed on the graph. Then, as a result of the comparison of the slump graph, for example, the calculated average payout rate such as “the average payout rate per day is 65” and “your average payout rate is minus 41” are displayed. Compare the payout rates.

【0034】比較の結果、平均出玉率B<平均出玉率C
であった場合は、該会員は多くの遊技玉を得たことにな
り、例えば「いいうち方をしています。」等のメッセー
ジを、平均出玉率B=平均出玉率Cであった場合は、該
会員は該当遊技機2の平均的な遊技玉を得たことにな
り、例えば「平均的なうち方です。」等のメッセージ
を、平均出玉率B>平均出玉率Cであった場合は、該会
員はあまり多くの遊技玉を得られなかったことになり、
例えば「打ち方に改善が必要かもしれません。」等のメ
ッセージを、前記図7に示したグラフとともに、あるい
はメッセージのみを前記送信ポート12から、該当する
会員のメール受信装置12に送信する。なお、該スラン
プグラフの比較結果として、上記した出玉率以外に、会
員のスタート開始確率と、全日の平均スタート開始確率
を比較するようにしてもよい。
As a result of the comparison, the average payout rate B <the average payout rate C
In this case, the member has obtained many game balls, and for example, a message such as “I'm playing better” is given as follows: average payout rate B = average payout rate C In this case, the member has obtained an average game ball of the gaming machine 2 and, for example, sends a message such as "Average Uchikata." If so, the member did not get too many game balls,
For example, a message such as "Improvement is required in hitting" is transmitted together with the graph shown in FIG. 7 or only the message is transmitted from the transmission port 12 to the mail receiving device 12 of the corresponding member. As a comparison result of the slump graph, the start start probability of the member and the average start start probability of all days may be compared besides the payout rate described above.

【0035】このように、会員は、遊技施設から送信さ
れる会員が遊技した遊技機2の全日の遊技データと、会
員自身が遊技した時間の遊技データを比較した結果によ
り、遊技機2の打ち方を工夫したり、遊技を切り上げる
タイミングを考えることにより、さらに遊技を楽しむこ
とができる。
As described above, the member compares the all-day game data of the gaming machine 2 played by the member transmitted from the gaming facility with the game data of the time played by the member himself, and based on the result of the comparison, The game can be further enjoyed by devising the player or considering the timing of rounding up the game.

【0036】なお、上記実施の形態では、個別遊技デー
タ比較手段10として、図4に示した獲得玉数、または
スタート回数によりシミュレーションする方法と、特賞
・確変外出玉率(スランプグラフ)の比較による方法に
ついて説明したが、何れか一方のみでもよく、また会員
が選択できるようにしてもよい。
In the above embodiment, the individual game data comparing means 10 is based on a comparison between the method of simulating the number of acquired balls or the number of starts shown in FIG. Although the method has been described, either one of them may be used, or the member may be allowed to select.

【0037】なお、上記実施の形態では、本日遊技施設
で遊技を行った会員に対し、予め会員登録する際に申込
用紙に記載したメールアドレスに分析データを送信して
説明したが、会員が遊技施設のインターネット・ホーム
ページにアクセスし、ホームページに遊技データ分析依
頼の項目を設け、ここで会員番号(または暗証番号と併
用)を入力して、入力された会員に対してのみ、遊技デ
ータの分析サービスを行うようにしてもよい。
In the above-described embodiment, the analysis data is transmitted to the e-mail address described in the application form when registering in advance to a member who has played a game at a game facility today. Access the facility's internet homepage, set up a game data analysis request item on the homepage, enter a member number (or use it together with a PIN) here, and provide game data analysis service only to the member who entered May be performed.

【0038】[0038]

【発明の効果】本発明の遊技傾向分析システムによる
と、同一の遊技機において、会員特有の遊技傾向と、他
の遊技者(会員)による遊技機の遊技傾向を比較するこ
とができ、他の遊技者(会員)の遊技結果に基づいて、
自己の遊技方法を改善した方がよいか、改善の必要がな
いかといった遊技方法の分析を行うことができる。ま
た、このように本発明の遊技傾向分析システムにより、
自己の遊技結果や遊技レベルが把握でき、遊技結果に応
じて、打ち方を強めにしようとか、弱めにしようといっ
た改善策を考えることにより、次回の遊技への期待を持
たせることができ、該遊技施設の固定客が獲得できる。
その結果、遊技施設の利益の向上を計ることができる。
According to the gaming tendency analysis system of the present invention, in the same gaming machine, the gaming tendency peculiar to the member can be compared with the gaming tendency of the gaming machine by another player (member). Based on the game results of the player (member)
It is possible to analyze a game method such as whether it is better to improve the game method of the player or not. In addition, as described above, according to the game tendency analysis system of the present invention,
You can grasp your own game result and game level, and by considering improvement measures such as strengthening or weakening the hitting method according to the game result, you can have expectations for the next game, Fixed customers in amusement facilities can acquire.
As a result, the profit of the gaming facility can be improved.

【図面の簡単な説明】[Brief description of the drawings]

【図1】本発明の第1の実施の形態に係る遊技傾向分析
システムのブロック構成図である。
FIG. 1 is a block configuration diagram of a game tendency analysis system according to a first embodiment of the present invention.

【図2】本発明の第1の実施の形態に係る遊技傾向分析
システムにおいて、会員の遊技傾向を示した帯グラフで
ある。
FIG. 2 is a band graph showing a member's game tendency in the game tendency analysis system according to the first embodiment of the present invention.

【図3】本発明の第1の実施の形態に係る遊技傾向分析
システムにおいて、該当遊技機の遊技傾向を示した帯グ
ラフである。
FIG. 3 is a band graph showing a gaming tendency of the gaming machine in the gaming tendency analysis system according to the first embodiment of the present invention.

【図4】本発明の第1の実施の形態に係る遊技傾向分析
システムにおいて、会員の遊技傾向と所定日の遊技機の
遊技傾向の比較・分析を示した帯グラフである。
FIG. 4 is a band graph showing comparison / analysis of a gaming tendency of a member and a gaming tendency of a gaming machine on a predetermined day in the gaming tendency analysis system according to the first embodiment of the present invention.

【図5】本発明の第1の実施の形態に係る遊技傾向分析
システムの該当する遊技者(会員)の遊技(営業中)の
分析を行う様子のフローチャートである。
FIG. 5 is a flowchart showing how a game (during business) of a corresponding player (member) is analyzed by the game tendency analysis system according to the first embodiment of the present invention.

【図6】本発明の第1の実施の形態に係る遊技傾向分析
システムの該当する遊技者(会員)の遊技(営業終了
後)の分析を行う様子のフローチャートである。
FIG. 6 is a flowchart showing how a game (after the end of business) of a corresponding player (member) is analyzed by the game tendency analysis system according to the first embodiment of the present invention.

【図7】本発明の第4の実施の形態に係る遊技傾向分析
システムにおいて、会員の遊技傾向と当日の遊技機の遊
技傾向の比較・分析を示したスランプグラフである。
FIG. 7 is a slump graph showing a comparison / analysis of a gaming tendency of a member and a gaming tendency of a gaming machine on the day in a gaming tendency analysis system according to a fourth embodiment of the present invention.

【図8】従来の遊技データ配信サービスシステムのブロ
ック構成図である。
FIG. 8 is a block diagram of a conventional game data distribution service system.

【符号の説明】 1・・遊技傾向分析システム 2・・遊技機 3・・ホールコンピュータ 4・・記憶手段 5・・会員データベース 6・・遊技機データベース 7・・選定手段 8・・会員別遊技傾向取得手段 8・・遊技機別遊技傾向取得手段 10・・遊技傾向比較手段 11・・送信ポート 12・・メール受信装置[Explanation of Signs] 1. Game Analysis System 2. Game Machine 3. Hall Computer 4. Storage Means 5. Member Database 6. Game Machine Database 7. Selection Means 8. Game Trend by Member Acquisition means 8 ··· Gaming tendency by gaming machine acquisition means 10 ··· Gaming tendency comparison means 11 ··· Transmission port 12 ··· Email receiving device

Claims (4)

【特許請求の範囲】[Claims] 【請求項1】 少なくとも会員番号とメールアドレス
と、該会員が該遊技施設を利用した際の遊技機の台番
号、遊技開始日時、遊技終了日時、投入玉数、獲得玉
数、貯玉数からなる会員データが記憶されている会員デ
ータベースを備える一方、それらの情報を書き込んだ会
員カードを発行する遊技施設において、当該遊技者が、
自分の会員カードを特定の遊技機に挿入し、遊技終了後
に該会員カードを抜き取って遊技を行う遊技施設におい
て、 少なくとも前記遊技機毎に、スタート回数、大当たり開
始・終了とその間の入り玉数と出玉数からなる遊技デー
タが、タイムスタンプとともに記憶されている遊技機デ
ータベースと、 会員データベースに記憶された会員のうち、所定日の遊
技施設を利用した特定会員の会員データと、該会員が遊
技した遊技機の遊技機データを前記遊技機データベース
から選定する選定手段と、 前記選定手段で選定された特定会員の会員データから、
当該遊技をした会員の遊技の開始から終了までの遊技機
の特賞がかかっている時間およびそれ以外の時間を時系
列としてとらえ、その特賞がかかっている時間およびそ
れ以外の時間内の獲得玉数に基づいて、所定の算出手段
によって、該会員の遊技傾向を算出する会員別遊技傾向
取得手段と、 前記特定会員が遊技を行った遊技機の開店時から閉店時
までの遊技機の特賞がかかっている時間およびそれ以外
の時間を時系列としてとらえ、その特賞がかかっている
時間およびそれ以外の時間内の獲得玉数から、該遊技機
の全日の遊技傾向を取得する遊技機別遊技傾向取得手段
と、 前記特定会員の遊技傾向と、前記特定会員が遊技した遊
技機の全日の遊技傾向とにより、該会員が遊技を終了し
たときの獲得玉数に、n回目の特賞まで遊技を続けた場
合の獲得玉数を加算して表示する遊技傾向比較手段と、 からなることを特徴とする遊技傾向分析システム。
1. At least a member number, an e-mail address, a machine number of a gaming machine when the member uses the gaming facility, a game start date and time, a game end date and time, the number of inserted balls, the number of acquired balls, and the number of accumulated balls. While providing a member database in which member data is stored, at a gaming facility that issues a member card in which the information is written,
In a game facility where a member's card is inserted into a specific gaming machine, and after the game is over, the member card is withdrawn and the game is played. A gaming machine database in which game data including the number of balls played is stored together with a time stamp, a member data of a specific member using a gaming facility on a predetermined day among members stored in the member database, Selecting means for selecting the gaming machine data of the gaming machine from the gaming machine database, from the member data of the specific member selected by the selecting means,
The time during which the special prize of the gaming machine from the start to the end of the game of the player who played the game and the other time are taken in chronological order, and the number of balls won during the time when the special prize is playing and during the other time Based on a predetermined calculating means, a member-specific gaming tendency obtaining means for calculating the gaming tendency of the member, and a special prize of the gaming machine from the time of opening to the time of closing of the gaming machine in which the specific member played the game. Game time is obtained as time series, and from the number of balls in the special prize time and other time, the game tendency of the game machine is obtained for all days. Means, the gaming tendency of the specific member and the gaming tendency of the gaming machine played by the specific member all day, the number of balls obtained when the member finished the game, the game continued until the n-th special prize Gaming trend analysis system for the game tends comparing means for displaying by adding the acquired piece count of cases, in that it consists characterized.
【請求項2】 前記遊技傾向比較手段は、前記特定会員
が遊技した遊技機の遊技データからその日1日の平均出
玉率Bを求め、該遊技機で該会員が遊技を行った間の平
均出玉率Cを求め、一日の該当遊技機の平均出玉率Bと
該会員の平均出玉率Cを比較表示することを特徴とする
前記請求項1に記載の遊技傾向分析システム。
2. The gaming tendency comparison means obtains an average payout rate B for one day on the day from gaming data of a gaming machine played by the specific member, and calculates an average during the period when the member plays a game on the gaming machine. 2. The gaming tendency analysis system according to claim 1, wherein a payout rate C is obtained, and the average payout rate B of the gaming machine corresponding to the day and the average payout rate C of the member are compared and displayed.
【請求項3】 前記遊技傾向比較手段の結果に基づい
て、予め登録された複数のコメント文を選択し、前記分
析結果と共に表示することを特徴とする前記請求項1ま
たは前記請求項2に記載の遊技傾向分析システム。
3. The method according to claim 1, wherein a plurality of pre-registered comment sentences are selected based on the result of the game tendency comparison means and displayed together with the analysis result. Game trend analysis system.
【請求項4】 前記遊技傾向分析システムは、前記遊技
傾向比較手段による分析結果を、前記特定会員のメール
アドレス宛に送信するようにしたことを特徴とする前記
請求項1ないし前記請求項3に記載の遊技傾向分析シス
テム。
4. The game tendency analysis system according to claim 1, wherein the analysis result by the game tendency comparison means is transmitted to an e-mail address of the specific member. The described game tendency analysis system.
JP2000272367A 2000-09-07 2000-09-07 Game tendency analysis system Pending JP2002078939A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2000272367A JP2002078939A (en) 2000-09-07 2000-09-07 Game tendency analysis system

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2000272367A JP2002078939A (en) 2000-09-07 2000-09-07 Game tendency analysis system

Publications (1)

Publication Number Publication Date
JP2002078939A true JP2002078939A (en) 2002-03-19

Family

ID=18758494

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2000272367A Pending JP2002078939A (en) 2000-09-07 2000-09-07 Game tendency analysis system

Country Status (1)

Country Link
JP (1) JP2002078939A (en)

Cited By (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2010264294A (en) * 2010-07-30 2010-11-25 Kyoraku Sangyo Kk Game progress information collecting device
JP2010264295A (en) * 2010-07-30 2010-11-25 Kyoraku Sangyo Kk Game progress information collecting device
JP2011036720A (en) * 2010-10-25 2011-02-24 Kyoraku Sangyo Kk Game progress information collector
JP2011036719A (en) * 2010-10-25 2011-02-24 Kyoraku Sangyo Kk Game progress information collector
JP2011036718A (en) * 2010-10-25 2011-02-24 Kyoraku Sangyo Kk Game progress information collector
JP2011050753A (en) * 2010-10-25 2011-03-17 Kyoraku Sangyo Kk Game-progress-information-collecting device
JP2013102828A (en) * 2011-11-10 2013-05-30 Sankyo Co Ltd Game system, game machine, and application program
JP2014110899A (en) * 2013-09-25 2014-06-19 Universal Entertainment Corp Game information integration system
US9401067B2 (en) 2010-10-07 2016-07-26 Universal Entertainment Corporation Gaming information integration system
JP2018029791A (en) * 2016-08-25 2018-03-01 株式会社三共 Management device and program

Cited By (12)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2010264294A (en) * 2010-07-30 2010-11-25 Kyoraku Sangyo Kk Game progress information collecting device
JP2010264295A (en) * 2010-07-30 2010-11-25 Kyoraku Sangyo Kk Game progress information collecting device
JP4685194B2 (en) * 2010-07-30 2011-05-18 京楽産業.株式会社 Game progress information collection device
JP4685193B2 (en) * 2010-07-30 2011-05-18 京楽産業.株式会社 Game progress information collection device
US9401067B2 (en) 2010-10-07 2016-07-26 Universal Entertainment Corporation Gaming information integration system
JP2011036720A (en) * 2010-10-25 2011-02-24 Kyoraku Sangyo Kk Game progress information collector
JP2011036719A (en) * 2010-10-25 2011-02-24 Kyoraku Sangyo Kk Game progress information collector
JP2011036718A (en) * 2010-10-25 2011-02-24 Kyoraku Sangyo Kk Game progress information collector
JP2011050753A (en) * 2010-10-25 2011-03-17 Kyoraku Sangyo Kk Game-progress-information-collecting device
JP2013102828A (en) * 2011-11-10 2013-05-30 Sankyo Co Ltd Game system, game machine, and application program
JP2014110899A (en) * 2013-09-25 2014-06-19 Universal Entertainment Corp Game information integration system
JP2018029791A (en) * 2016-08-25 2018-03-01 株式会社三共 Management device and program

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