Management method for gaming hall

A management method detects fraudulent acts in a gaming hall containing a number of slot machines. Data representing the number of inserted tokens and the number of paid-out dividend tokens, into and from each slot machine, are supplied to a computer. By using the supplied data, a payout factor for each slot machine is calculated and an alarm signal specific to the degree of the payout factor is emitted. An expected sales amount for each individual slot machine is calculated from the numbers of inserted and paid-out tokens. An actual individual sales amount is calculated in accordance with data representing the number of tokens dispensed from a token dispenser paired with each slot machine. The difference between the expected sales amount and the actual sales amount is calculated, and an alarm signal specific to the degree of the difference is emitted, e.g. in the form of a visible display.

BACKGROUND OF THE INVENTION 
1. Field of the Invention 
The present invention relates to a management method for a gaming hall 
containing a great number of gaming machines. More particularly, the 
invention relates to a management method for monitoring whether gaming 
machines are properly operated and for emitting an alarm signal if they 
are not. 
2. Description of the Related Art 
A gaming hall such as a casino or the like contains a great number of 
gaming machines such as slot machines and Japanese pin ball machines 
(pachinko machines). A slot machine uses tokens (including coins) as its 
playing media and a pachinko machine uses steel balls as its playing 
media. 
Many gaming halls use a management system for checking whether gaming 
machines are properly operated without fraud or irregularity by players 
and employees. For example, each pachinko machine is equipped with a 
magnetic sensor and an opening sensor for a transparent front door, and 
these sensors are connected to a computer of the management system. This 
management computer has a management program to detect fraudulent acts and 
give an alarm. Fraudulent acts include changing the path of fall of a 
steel ball by using a magnet so as to draw the ball into a winning hole, 
or opening the transparent front door and manually entering a steel ball 
into a winning hole. A TV camera is also located in some gaming halls to 
monitor fraudulent acts by players. 
It is also known to display the ratio (payout factor) of the number of 
playing media entered into a gaming machine to the number of paid-out 
media, on a display screen of the management computer. In this case, a 
payout factor is preset for each gaming machine. 
Another unacceptable act is to use playing media of a different gaming 
hall. For such a player, the sales of the subject hall are zero. If this 
player using media of the different gaming hall wins media of the subject 
hall and exchanges them for premiums (such as goods and money), the 
subject hall has a deficit and must regard this as fraud. Conventional 
management systems have been unable to detect such a fraudulent act. 
In other possible cases, an employee steals playing media from a gaming 
machine and passes them to a confederate player, or an employee increases 
the count of a credit counter for a confederate player. 
These fraudulent acts can be detected only after closing the gaming hall, 
by checking the total number of sold playing media representing the sales 
of the hall, the total number of media exchanged for premiums, the total 
number of media inserted in all the gaming machines, and the total number 
of media paid out from all the gaming machines. However, the time and 
location of each fraudulent act cannot be identified by a conventional 
management system. In addition, it is necessary for a conventional 
management system to mount a sensor or the like on each gaming machine, 
resulting in a complicated machine structure and high cost. A TV monitor 
system requires a person in charge who monitors display screens, 
increasing the number and cost of personnel. 
There is also the problem of over-pay, which leads to a large deficit for a 
gaming hall. The term "over-pay" as used herein means a payout factor much 
larger than the payout factor preset for each slot machine or pachinko 
machine, because of an abnormal operation of a microcomputer provided for 
each machine or of a fraudulent act by a player. 
OBJECTS OF THE INVENTION 
It is a principal object of the present invention to provide a management 
method capable of detecting an unacceptable use of playing media from a 
different gaming hall, a theft of playing media from a gaming machine, or 
a fraudulent increase in the count of a credit counter of a gaming 
machine. 
It is another object of the present invention to provide a management 
method capable of identifying the gaming machine at which a fraudulent act 
has taken place. 
It is a further object of the present invention to provide a management 
method capable of easily detecting and correcting over-pay from any gaming 
machine. 
SUMMARY OF THE INVENTION 
The above and other objects of the present invention can be achieved by 
calculating the difference between expected sales data (money amount or 
number of playing media) and actual sales data (money amount or number of 
playing media) for each gaming machine, and by displaying an alarm signal 
specific to the degree of the difference. This management method is 
applied to each gaming machine so that a fraudulent act at any gaming 
machine can be found indirectly from the alarm signal. The expected sales 
data are calculated for each gaming machine from the total number of 
playing media inserted into the machine for games and the total number of 
playing media paid out as dividends for wins. The number of playing media 
can be converted to the money amount by referring to the value of the 
playing medium (exchange rate). The actual sales data are obtained from 
sales data (sales money amount or number of dispensed playing media) of a 
playing media dispenser paired with each gaming machine. Calculating the 
difference and displaying an alarm signal are performed at a predetermined 
time interval or during a temporary interruption of play. 
According to a preferred embodiment of the present invention, expected 
total sales data and total actual sales data are obtained each time a 
predetermined time has elapsed, and an alarm signal is emitted which is 
specific to the degree of the difference between the data. The expected 
total sales data are the sum of the expected sales amounts of the 
respective gaming machines. The actual total sales data are a sum of the 
actual sales amounts of the respective playing media dispensers. As a 
result, it is possible to check whether the total sales amount of a gaming 
hall is proper or not, and to provide easy management of the hall. 
According to another preferred embodiment of the present invention, the 
actual total number of tokens exchanged for premiums and the expected 
total number of playing media expected to have been exchanged for premiums 
are obtained each time a predetermined time has elapsed, and an alarm 
signal is emitted which is specific to the degree of the difference 
between the numbers. A playing media counter counts the number of playing 
media when it exchanges playing media for premiums (something of value 
such as goods or money). The actual total number of playing media 
exchanged for premiums is the sum of the numbers of playing media counted 
by the respective playing media counters. The expected total number of 
playing media is the sum of the playing media expected to have been 
exchanged for premiums plus the playing media still held by players. As a 
result, it is possible to determine whether the conditions of exchanging 
playing media for premiums in the gaming hall are proper or not, and thus 
to provide for easier management of the hall. 
According to a further preferred embodiment of the present invention, the 
expected total quotient and the actual total quotient are obtained each 
time a predetermined period of time has elapsed, and an alarm signal is 
emitted which is specific to the degree of the difference between the two 
quotients. The expected total quotient for the entire number of gaming 
machines is calculated from the expected total number of playing media to 
be exchanged for premiums, the expected total number of playing media to 
be still held by all players, and the expected total sales amount. The 
actual total quotient of the gaming hall is calculated from the actual 
total sales amount, the actual total number of playing media inserted into 
all gaming machines, and the actual total number of dividend playing media 
paid out from all gaming machines. As a result, it is possible to 
determine whether the quotient for the gaming hall is proper or not, and 
thus to provide easier management of the hall. 
According to another preferred embodiment of the present invention, the 
ratio between the number of playing media inserted into all the gaming 
machines and the number of dividend playing media paid out from all the 
gaming machines is frequently calculated, and an alarm signal is emitted 
which is specific to the size of the ratio. As a result, it is possible to 
determine the actual payout factor of each gaming machine and to detect 
any over-pay condition indicating an extremely high payout factor of 
playing media. 
According to the present invention, differences between the expected and 
actual values for the sales amount, the number of playing media exchanged 
for premiums, and the quotient, are calculated for each gaming machine and 
for all the machines, in accordance with data obtained from gaming 
machines, playing media dispensers, playing media counters, and the like. 
The presence or absence of a fraudulent act is judged from the degree of 
each difference between expected and actual values, and an alarm signal 
specific to each of a plurality of degrees is emitted. It is therefore 
possible to detect an unacceptable use of playing media originating from a 
different gaming hall, and to detect a theft of playing media from a 
gaming machine by an employee. It is also possible to identify the gaming 
machine at which a fraudulent act took place. Furthermore, an alarm signal 
specific to the degree of variance of a payout factor is emitted, thereby 
facilitating a reliable detection of any over-pay and permitting easier 
management. 
In this specification, the term "premium" means gifts, or products 
exchangeable for playing media of the gaming hall as well as money and 
other materials of value.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS 
The following embodiments relate to a management method for gaming halls 
having slot machines, pachinko machines, and other gaming machines. 
Although each machine has a different playing medium, the management is 
the same. Therefore, in the following, a management method for slot 
machines will be described as a typical example. It is obvious that the 
present invention is applicable to the management of gaming halls having, 
for example, only slot machines. 
Referring to FIG. 1, a plurality of, for example, sixteen system control 
units (hereinafter abbreviated as SCU) 10a, 10b, . . . , 10p are connected 
to a main control unit (hereinafter abbreviated as MCU) serving as a 
management computer via connection lines such as two optical fiber cables 
12 and 13. In a gaming hall, one token dispenser is mounted at the side of 
each slot machine. Pairs of one token dispenser and one slot machine are 
aligned to constitute one block. The token dispenser is adapted to receive 
particular paper money and coins exclusively, and to pay a predetermined 
number of tokens corresponding to the amount of received paper money or 
coins. MCU 11 is installed in an office or an exchange department of the 
gaming hall. 
Each SCU 10a to 10p is connected to plural pairs of, for example, 
thirty-three pairs of a slot machine and a token dispenser. For example, 
SCU 10a is connected to a pair of a slot machine 15a1 and a token 
dispenser 16a1, a pair of a slot machine 15a2 and a token dispenser 16a2, 
. . . , a pair of a slot machine 15a32 and a token dispenser 16a32. SCU 
10a is also connected to a token counter 17a and a money exchanger 18a. 
The token counter counts tokens to be exchanged for goods or money, and 
issues a receipt on which the count of the tokens is printed. The money 
exchanger exchanges between paper money and coins, and also operates to 
give tokens corresponding to an amount of money designated by depressing 
denomination buttons on the exchanger and to give back the change. MCU 11 
is provided with four photoelectric converters (hereinafter designated by 
MSC) 21, 22, 23, and 24 which are connected to photoelectric converters 
(hereinafter designated by SSC) 25a, 25b, . . . , 25p of SCUs 10a, 10b, . 
. . , 10p via the optical fiber cables 12 and 13. 
Instead of providing one token counter and one money exchanger for each 
block, one or more token counters and one or more money exchangers may be 
provided only at the exchange department. In this case, no receipt may be 
necessary to be issued, because a player and an employee can check the 
count of tokens on a display screen. 
MCU 11 has a local computer (e.g. a 32-bit personal computer) 27, and an 
MPU board (microprocessor unit board) 28, a CRT 29, and a printer 31 with 
a printer buffer 30, respectively connected to the local computer 27. The 
MPU board 28 has MSCs 21 to 24. The local computer 27 has a buzzer 32, a 
key 33 for allowing only a manager of the hall to turn on and off the 
local computer 27 and check information inaccessible to other employees, 
such as the sales amount, and a keyboard 34 for calling up, searching for, 
or printing out alarm data. Each slot machine is controlled to halt its 
operation, when the difference between the number of dividend tokens paid 
out for winning games and the number of tokens inserted for games, exceeds 
a predetermined value. This operation halt is signaled by the buzzer 32. 
The local computer 27 and MPU board 28 are powered from an uninterruptible 
power source 35 having a backup battery. The local computer 27 is 
connected to a host computer at the main headquarters via a modem 37 and a 
telephone line 38 so that the headquarters can check the operation status 
at each of a plurality of gaming halls. 
Each SCU 10a, 10b, . . . , 10p converts signals from the slot machine, 
token dispenser, token counter, and money exchanger into optical data at 
SSC, and processes and transmits them to MCU 11. Each SCU also executes a 
minimum control of continuing the operation of each slot machine by using 
a built-in microcomputer even if the optical fiber cable is cut off 
accidentally. 
The operation of the management system will now be described. When the 
gaming hall is opened, players move into the hall and exchange money into 
a predetermined number of tokens at the token dispenser of a slot machine 
selected by each player. If the paper money or coins the player has are 
not accepted by the token dispenser, the desired number of tokens can be 
obtained by using the money exchanger. Prior to playing a game, the player 
inserts, for example, one to three tokens into a slot machine inlet, and 
operates a start lever. When the start lever is operated, a plurality of 
reels of the slot machine start to rotate at the same time. In the case of 
an automatic-type slot machine, the reels are sequentially stopped at 
random timings. In the case of a manual-type slot machine, each reel is 
stopped by the player operating a stop button provided for each reel. When 
all reels stop and if a combination of symbols on a winning line is a 
winning symbol combination, tokens corresponding in number to the winning 
symbol combination are paid out. 
After playing some games, if the player wishes to discontinue play, tokens 
on the receptacle of the slot machine are picked up by the player and 
inserted into the token counter which in turn issues a receipt on which 
the counted number of tokens is printed. This receipt is presented to a 
premium exchange department to receive goods or money corresponding to the 
count of tokens. 
The amount of money received by each token dispenser 16a1 to 16p32 and the 
number of exchanged tokens are supplied to each corresponding SCU 10a to 
10p associated with the token dispensers. The number of tokens entered 
into each slot machine 15a1 to 15p32 and the number of paid-out dividend 
tokens are supplied to each corresponding SCU 10a to 10p. The number of 
tokens counted by each token counter 17a to 17p is supplied to each 
corresponding SCU 10a to 10p. The amounts of money and the numbers of 
tokens are converted by SSC 25a to 25p of SCU 10a to 10p into optical data 
which are sent to MCU 11. Optical data are converted back into electric 
signals by MSCs 21 to 24 of the MPU board 28 and inputted to the local 
computer 27. 
The local computer 27 calculates various expected values for the management 
system in the manner illustrated in the flow chart of FIG. 2. These 
expected values are constituted of expected individual values for each 
slot machine and expected total values obtained through the addition of 
the expected individual values of all the slot machines in the gaming 
hall. The expected individual values are constituted of an expected 
individual sales amount (hereinafter represented by KKUn), an expected 
individual number of tokens exchanged for premiums (hereinafter 
represented by KKKn), an expected individual number of tokens still held 
by a player (hereinafter represented by KKMn), and an expected individual 
number of premium exchanges (hereinafter represented by KKEn). The 
expected total values include an expected total sales amount (hereinafter 
represented by KSU), an expected total number of premiums (hereinafter 
represented by KSK), an expected total number of tokens still held by 
players (hereinafter represented by KSM), an expected total number of 
premium exchanges (hereinafter represented by KSE), and an expected total 
quotient (hereinafter represented by KSW). A suffix n represents the 
machine number. 
KKUn represents the expected sales amount for each slot machine, this 
amount corresponding to an expected sales amount of the token dispenser 
paired with each slot machine. KKKn represents the expected number of 
tokens exchanged for premiums by players at each slot machine. KKMn 
represents the expected number of tokens still held by a player. KKEn is 
the expected number of premium exchanges. KSW is, as will be later 
described, a value "10" times as much as the money amount corresponding to 
the sum of the expected total number of premium-exchanged tokens and the 
expected total number of player-held tokens, divided by the expected total 
sales amount. This KSW is used as a measure of management of the profit of 
the gaming hall. 
KKUn, KKKn, KKMn, and KKEn are first obtained. The values are initialized 
to "0" (Step S1). It is determined whether tokens have been inserted into 
a slot machine (Step S2). If not, it is determined whether the gaming hall 
is closed (Step S3). If closed, the program is terminated, whereas if not 
closed, the program returns to Step S2. If tokens have been inserted into 
a slot machine, it is hypothesized that tokens have been dispensed by the 
token dispenser paired with the slot machine, and 1000 (money units) and 
50 (tokens) are substituted into KKUn and KKMn, respectively (Step S4). In 
this case, it is assumed that the token dispenser is allowed to use only 
paper money having a denomination represented arbitrarily by 1000, and to 
pay 50 tokens per 1000 money units. The denominations of paper money and 
coins and the exchange rate may be determined optionally for each token 
dispenser. KKMn is reduced by the number of tokens entered into the slot 
machine (Step S5). 
Next, it is determined whether any dividend token has been paid out by the 
slot machine (Step S6). If paid out, the number of dividend coins is added 
to KKMn (Step S7) and it is determined whether KKMn is larger than "0" 
(Step S8). If not, i.e., if it is hypothesized that the player has used 
all tokens, the program returns to Step S2. If larger, i.e., if it is 
hypothesized that the player still has tokens, the stop time (a continuous 
time period of nonoperation) of the slot machine is determined (Step S9). 
Specifically, it is first determined whether a time period T1 (e.g., two 
minutes) has elapsed. If elapsed, this is considered as a short halt of 
play caused by the player temporarily leaving the slot machine for some 
reason. If the lapse of a further time period T2 (e.g., two minutes) is 
then detected, it is determined whether money has been inserted into the 
token dispenser (Step S10). If money has been inserted, it is hypothesized 
that the player has exchanged the tokens for premiums and resumed the 
game, or that another player has inserted money into the token dispenser. 
It is also possible that the player has exchanged the tokens for premiums. 
Therefore, "1" is added to KKEn, and KKMn is added to KKKn (Step S11). 
Thereafter, KKMn is set to "0" and the program returns to Step S2. 
If it is judged at Step S10 that no money has been inserted, this means a 
long term game halt. Therefore, it is determined whether the gaming hall 
is closed (Step S14). If not closed, this is considered as a long halt of 
game as in the case that the player has left to have a meal. In this case, 
the program stands by until tokens are inserted for the resumption of play 
(Step S13). But if the gaming hall is closed at Step S14, then the program 
advances to Step S15 wherein a process which is the same as in Step S11 is 
executed and the program is terminated. 
The expected total values for the gaming hall are obtained from the 
following equations by substituting therein the expected individual values 
KKUn, KKKn, KKMn, and KKEn obtained above. The value "20" used in one 
equation is the exchange rate from one token to units of money. 
EQU KSU=KKU1+KKU2+ . . . 
EQU KSK=KKK1+KKK2+ . . . 
EQU KSM=KKM1+KKM2+ . . . 
EQU KSE=KKE1+KKE2+ . . . 
EQU KSW=10.times.[20.times.(KSK+KSM)/KSU] 
Actual values obtained from data of each token dispenser and each token 
counter include the following values: 
An actual individual sales amount (hereinafter represented by JKUn) which 
is the actual sales amount for each token dispenser. 
An actual total sales amount (hereinafter represented by JSU) which is the 
actual total sales amount for all the token counters. 
An actual total number of tokens exchanged for premiums (hereinafter 
represented by JSK) which is the total number of tokens counted by all the 
token counters. 
A closed-hall actual total quotient which is the quotient at the time of 
closing the gaming hall (=10.times.(20.times. JSK)/JSU). 
An actual total number of premium exchanges which is the total number of 
exchanges at the time of closing the gaming hall. 
The actual total number of tokens exchanged for premiums at a given time 
while the gaming hall is open (hereinafter represented by CSK) is given by 
the following equation. 
EQU CSK=JSU/20+(AOUT-AIN) 
where AIN represents the total number of tokens entered into all the slot 
machines up to a given time during the period the gaming hall is open, and 
AOUT represents the total number of tokens paid out up to a given time 
during the time the gaming hall is open. 
The open-hall actual total quotient at a given time when the hall is open 
(hereinafter represented by CSW) is given by the following equation: 
EQU CSW=10.times.20.times.CSK/JSU 
Two types of values JSK and CSK, and JSW and CSW are used for the actual 
total number of tokens exchanged for premiums and for the open-hall actual 
total quotient. The reason for this is as follows: If JSK is used for 
calculating the open-hall actual total quotient at a given time when the 
gaming hall is open, there will be an error because the actual number of 
tokens still held by the players up to that given time is not considered. 
Therefore, CSK and SCW are used for calculating the open-hall actual total 
quotient at a given time when the gaming hall is open. At the time of 
closing the gaming hall, all tokens still held by the players can be 
expected to have been exchanged for premiums, so that JSK=CSK and JSW=CSW. 
However, taking into consideration that there may be some players who do 
not exchange their tokens and that there may be some errors in each 
machine, JSK and JSU are used for calculating the closed-hall actual total 
quotient at the time of closing the hall. 
This quotient is a value "10" times as much as the amount of money 
corresponding to the actual total number of premium-exchanged tokens 
divided by the actual total sales amount, before closing of the gaming 
hall. Thus it indicates the amount of premiums gained by players in units 
of 10% relative to the total sales amount of the gaming hall, so that this 
value can be used as a measure of the management of the profit of the 
gaming hall. 
The expected and actual values of each slot machine (individual) and the 
gaming hall (overall) obtained above are compared with each other, to 
display an individual alarm signal (OPERATION A), an overall alarm signal 
(OPERATION B), exchange information, and an over-pay alarm signal 
(OPERATION C) on a CRT 29 or to print out hard copies of these data from a 
printer 31. An alarm signal emitted in accordance with a difference 
between the expected and actual values is called a difference alarm signal 
in this specification. 
(1) Individual Alarm (OPERATION A) 
KKUn-JKUn.ltoreq.0 . . . Normal 
0&lt;KKUn-JKUn.ltoreq.3000 . . . Display No. in green for machine abnormality 
3000&lt;KKUn-JKUn.ltoreq.5000 . . . Display No. in yellow for machine 
abnormality 
5000&lt;KKUn-JKUn . . . Display No. in red for machine abnormality 
If a difference between KKUn and JKUn is "0" or below, it is judged as 
normal. If the difference is, for example, above zero and at most 3000 
money units, it is judged as a small abnormality and an alarm signal in 
green is emitted. If the difference is over 3000 money units and at most 
5000 money units, it is judged as a medium abnormality and an alarm signal 
in yellow is emitted. If the difference is more than 5000 money units, it 
is judged as an uncommon abnormality and an alarm in red is emitted. Note 
that threshold values for the difference between KKUn and JKUn are 
empirically determined for each of the plural types of slot machines. 
Differences between KKUn and JKUn are displayed on CRT 29 for example in 
the format shown in FIG. 3. Upon key-in from the keyboard 34, the page is 
scrolled to display the operation status of another block of slot 
machines. Calculating differences is performed for respective slot 
machines at different timings if Step S9 shown in FIG. 2 is affirmative, 
and the differences are updated. The background or numeral in each column 
of a machine row number shown at 40 is colored a particular color when an 
alarm signal is emitted. In the normal case, the background is colored 
white for example. The data in FIG. 3 are the data obtained after the 
gaming hall is closed, and an indication "CLOSED" is given in the top row 
of FIG. 3. OPERATION A and OPERATION B and the like displayed on CRT 29 
can be printed out as they are or after they are processed to have an 
easy-to-recognize layout. 
As shown in FIG. 4, information on the gaming hall can be displayed on CRT 
29. The worst ten machines with many red alarms as well as information on 
the gaming hall can be also displayed. 
(2) Overall Alarm (OPERATION B) 
As shown in FIG. 5, the comparative results of the expected and actual 
values of the total sales amount, the number of tokens exchanged for 
premiums, and the quotient are displayed on CRT 29 at a predetermined time 
interval, for example, every 30 minutes. In FIG. 5, "PREMIUMS" means the 
number of tokens exchanged for premiums. After the hall closing time, this 
list is printed out. 
&lt;Sales Alarm&gt; 
KSU-JSU.ltoreq.0 . . . Normal 
0&lt;KSU-JSU.ltoreq.100,000 . . . Display abnormality in green 
100,000&lt;KSU-JSU.ltoreq.200,000 . . . Display abnormality in yellow 
200,000&lt;KSU-JSU . . . Display abnormality in red 
If the difference between KSU and JSU is "0" or below, it is judged as 
normal. If the difference is, for example, above zero and at most 100,000 
money units, depending on the size of the gaming hall, it is judged as a 
small abnormality and an alarm signal in green is emitted. If the 
difference is more than 100,000 money units and at most 200,000 money 
units, it is judged as medium abnormality and an alarm signal in yellow is 
emitted. If the difference is more than 200,000 money units, it is judged 
as an uncommon abnormality and an alarm signal in red is emitted. 
&lt;Premium Exchange Alarm&gt; 
KSK-JSK.ltoreq.0 . . . Normal 
0&lt;KSK-JSK.ltoreq.5,000 . . . Display abnormality in green 
5,000&lt;KSK-JSK.ltoreq.10,000 . . . Display abnormality in yellow 
10,000&lt;KSK-JSK . . . Display abnormality in red 
If the difference between KSK and JSK is "0" or below, it is judged as 
normal. If the difference is, for example, above zero and at most 5,000 
pieces, it is judged as a small abnormality and an alarm signal in green 
is emitted. If the difference is more than 5,000 pieces and at most 
10,000, it is judged as a medium abnormality and an alarm signal in yellow 
is emitted. If the difference is more than 10,000 pieces, it is judged as 
an uncommon abnormality and an alarm signal in red is emitted. 
&lt;Quotient Alarm&gt; 
KSW-CSW.ltoreq.0 . . . Normal 
0&lt;KSW-CSW.ltoreq.1.0 . . . Display abnormality in green 
1.0&lt;KSW-CSW.ltoreq.2.0 . . . Display abnormality in yellow 
2.0&lt;KSW-CSW . . . Display abnormality in red 
If the difference between KSW and CSW is "0" or below, it is judged as 
normal. If the difference is, for example, above zero and at most "1.0", 
it is judged as a small abnormality and an alarm signal in green is 
emitted. If the difference is more than "1.0" and at most "2.0", it is 
judged as a medium abnormality and an alarm signal in yellow is emitted. 
If the difference is more than "2.0", it is judged as an uncommon 
abnormality and an alarm signal in red is emitted. The hatching in FIG. 5 
corresponds to the respective alarm colors. Threshold values for the 
difference between KSW and CSW are determined for each of the plural types 
of slot machines. 
If the exchange information shown in FIG. 4 and printed out after the 
gaming hall closing time indicates too great differences, it means that 
the time periods T1 and T2 set at Step S9 in FIG. 2 are improper. 
Therefore, these time periods T1 and T2 are changed, in order to improve 
the alarm reliability. The exchange information shown in FIG. 4 is 
obtained in the manner shown in Table 1, below. 
TABLE 1 
______________________________________ 
Expected Actual 
Values Values Differences 
______________________________________ 
Number of KSE JSE KSE-JSE 
Exchanges 
Number of KSK JSK KSK-JSK 
Exchanged 
Tokens 
Average of KSK/KSE JSK/JSE KSK/KSE- 
Exchanged JSK/JSE 
Tokens 
______________________________________ 
(Over-pay Alarm) (OPERATION C) 
An over-pay alarm is set so as to prevent a payout factor from becoming too 
high as compared to a preset value because of a failure of a machine or a 
fraudulent act, thereby to protect the profit of the gaming hall. The 
ratio between the number (IN) of tokens inserted into the slot machines 
and the number of paid-out dividend tokens (OUT) is calculated each time 
IN reaches 1000 pieces. The calculated over-pay condition of each slot 
machine is displayed and monitored on CRT 29, providing alarm 
representations in three colors, green, yellow, and red. The meanings of 
three colors are, for example, as follows: 
100.times.OUT/IN&lt;300(%) . . . Normal 
300(%).ltoreq.100.times.OUT/IN&lt;400(%) . . . Display abnormality in green 
400(%).ltoreq.100.times.OUT/IN&lt;500(%) . . . Display abnormality in yellow 
500 (%).ltoreq.100.times.OUT/IN . . . Display abnormality in red 
If the ratio between the number (IN) of inserted tokens and the number 
(OUT) of dividend tokens is below 300%, it is judged as normal. If the 
ratio is at least 300% and below 400%, it is judged as a small abnormality 
and an alarm signal in green is emitted. If the ratio is at least 400% and 
below 500%, it is judged a middle abnormality and an alarm signal in 
yellow is emitted. If the ratio is 500% or over, it is judged as an 
uncommon abnormality and an alarm in red is issued. A threshold value for 
the ratio between the expected and actual values of each alarm is 
determined properly for each of the plural types of slot machines. 
The abscissa of FIG. 6 represents the number (IN) of inserted tokens, and a 
graphical line indicates the differences between the numbers IN and OUT. 
"B.B." represents a big bonus giving a large number of dividend tokens, 
"N.B." represents a normal bonus giving a medium number of dividend 
tokens, "S.B." represents a small bonus giving a small number of dividend 
tokens, and "S.B.P." represents a single bonus party giving chances of a 
small bonus awarded frequently over a short period of time. Each bar 
represents the number of small bonus occurrences. 
As described above, the degree of each alarm signal is distinguished by its 
color. Therefore, the gaming hall management can easily know the degree of 
each alarm signal during the operation of the gaming machines. Each 
threshold value for an alarm signal (for OPERATIONS A, B, AND C) can be 
set as desired for each of the plural types of gaming machines, thus 
refining the alarm signal management. 
The following alarm messages are also displayed or printed out during the 
time the gaming hall is open or after the closing time of the gaming hall: 
(1) When an individual sales alarm signal (number of tokens exchanged for 
premiums, the number of tokens still held by the player, or the number of 
premium exchanges) is emitted, the message reads: 
"Sales amount of slot machine No. N is abnormal today. Check operations of 
computer signals and gaming machines." 
(2) When an actual individual sales amount for a token dispenser is less 
than a preset value, the message reads: 
"Sales amount of token dispenser No. N is too small today. Check operations 
of computer signals and gaming machines." 
Other alarm messages for an overall alarm and an over-pay alarm, are also 
displayed and printed out. Such alarm messages in addition to alarm graphs 
and lists, facilitate management of the gaming halls. 
In the above embodiments, slot machines have been used as examples of 
gaming machines. The management method of this invention is also 
applicable to other gambling machines such as pachinko machines and other 
ball machines. In the case of pachinko machines, the number (IN) of used 
balls and the number (OUT) of dividend balls can be calculated by 
associated switches or sensors for detecting launched and returned balls. 
The number (IN) of used balls is obtained by subtracting the number of 
returned "foul" balls from the number of launched balls. The number of 
dividend balls is the number of dividend balls paid out at a win. In the 
above embodiments, the difference between the expected and actual values, 
for example, between an expected sales amount and an actual sales amount, 
is calculated and displayed. Instead of a difference, a ratio between 
expected and actual values may be used. In other words, a comparison 
result (difference, ratio, or the like) between expected and actual values 
is calculated and displayed. 
Although the present invention has been described with reference to 
preferred embodiments shown in the drawings, the invention should not be 
limited by these embodiments but, on the contrary, various modifications, 
changes, combinations and the like of the present invention can be 
effected without departing from the spirit and scope of the appended 
claims.