JP2017080003A - Game device - Google Patents

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JP2017080003A
JP2017080003A JP2015210686A JP2015210686A JP2017080003A JP 2017080003 A JP2017080003 A JP 2017080003A JP 2015210686 A JP2015210686 A JP 2015210686A JP 2015210686 A JP2015210686 A JP 2015210686A JP 2017080003 A JP2017080003 A JP 2017080003A
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day
value
signal
output
processing
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JP6530302B2 (en
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優 根木
Masaru Negi
優 根木
野坂 利之
Toshiyuki Nosaka
利之 野坂
浩幹 神田
Hiromiki Kanda
浩幹 神田
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Daikoku Denki Co Ltd
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Daikoku Denki Co Ltd
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Abstract

PROBLEM TO BE SOLVED: To output signals so that game information can be properly managed on a management device side, even if a so-called carry-over is to be employed.SOLUTION: A game device 2 outputs game signals such as re-P signals so that a current day re-P amount can be specified separately from a current day carry-over amount. In this way, game information related to corrected sales and corrected prizes can be properly managed to reflect a reality, even if the current day carry-over is employed.SELECTED DRAWING: Figure 1

Description

本発明は遊技装置に関する。   The present invention relates to a gaming device.

パチンコ遊技機等の遊技機が設けられる遊技場では遊技者の獲得価値を再度遊技に使用可能とする所謂再プレイを可能としているが、近年では特許文献1のように付与対象となる遊技価値のレート(以下、自種別)と異なるレート(以下、他種別)の獲得価値を対価とした再プレイに対応した所謂乗入を可能とする遊技場も見受けられる。   In a game hall where a gaming machine such as a pachinko gaming machine is provided, so-called replay is possible in which the player's earned value can be used again in the game. There are also amusement halls that allow so-called entry corresponding to replays that are based on the acquired value of a rate (hereinafter referred to as another type) different from the rate (hereinafter referred to as own type).

特開2014−204807号公報JP 2014-204807 A

乗入を行う場合、特許文献1の様に乗入自体に関する遊技情報の管理も必要だが、以下の様に従来、管理対象としていた遊技情報について問題が生ずる虞がある。
即ち、乗入を含めた再プレイを行う場合、当日獲得した獲得価値(以下、持玉)の内、自種別の持玉を対価とする当日再P、前日迄に獲得した獲得価値(以下、前日貯玉)の内、自種別の前日貯玉を対価とする前日再P、他種別の持玉を対価とする当日乗入、他種別の前日貯玉を対価とする前日乗入という様に対価等に応じて4つのパターンが想定される。
When boarding, it is necessary to manage game information related to boarding itself as in Patent Document 1, but there is a possibility that a problem may occur with game information that has been conventionally managed as follows.
In other words, when replaying including boarding is performed, among the acquired value acquired on the day (hereinafter referred to as “mochitama”), the same day re-P with the own type of coins as consideration, and the acquired value acquired up to the previous day (hereinafter referred to as “the acquired ball”). In the previous day's storage ball), the previous day's re-P for consideration of the day's own type of storage ball of the own type, on-the-day entry for consideration of other types of possession balls, for the previous day's entry for consideration of other types of previous day's storage balls, etc. Accordingly, four patterns are assumed.

そして、乗入がない従来の管理では、前日再P分は売上とみなす一方、当日再Pは売上とみなさずに遊技情報を演算していたが、乗入について上記同様に前日乗入分は売上とみなす一方、当日乗入分は売上とみなさずに遊技情報を管理すると、実情とかけ離れた遊技情報となる虞がある。   And in the conventional management where there is no entry, the previous day's re-P portion is regarded as sales, while the current day's re-P is not regarded as sales, but the game information is calculated. On the other hand, if the game information is managed without considering the sales on the day as sales, there is a possibility that the game information is far from the actual situation.

一方で、この様な遊技情報は再プレイを行う遊技装置から出力される遊技信号を、管理装置側にて入力することにより管理装置側での管理が可能となる。
しかしながら、遊技装置から出力される遊技信号として、例えばパルス信号等により上記した複数の再プレイのパターンに対応する遊技情報をまとめて特定対象とする場合等、当日再P分を他の再プレイ分とまとめて特定対象にすると、適切な遊技情報を管理装置側で管理できなくなる虞がある。
On the other hand, such game information can be managed on the management device side by inputting on the management device side a game signal output from the game device performing the replay.
However, as a game signal output from the gaming device, for example, when game information corresponding to a plurality of replay patterns described above is collectively specified by a pulse signal, etc. If the game is specified as a specific target, appropriate game information may not be managed on the management device side.

本発明は上記事情に鑑みてなされたもので、その目的は、所謂乗入を採用する場合でも、管理装置側にて遊技情報を適切に管理し得るように信号出力する遊技装置を提供することにある。   The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a gaming apparatus that outputs a signal so that gaming information can be properly managed even when so-called boarding is adopted. It is in.

請求項1の発明によれば、所謂乗入を採用する場合でも、管理装置側にて遊技情報を適切に管理し得るように信号出力することができる。   According to the first aspect of the present invention, even when so-called boarding is employed, a signal can be output so that game information can be appropriately managed on the management device side.

一実施形態における遊技場用システムの構成を示し概略図Schematic showing the configuration of a game system in one embodiment 第1パターン配線を示す配線図Wiring diagram showing first pattern wiring 第2パターン配線を示す配線図Wiring diagram showing second pattern wiring 第3パターン配線を示す配線図Wiring diagram showing third pattern wiring 現状の情報特定方法を示す図Diagram showing current information identification method 当日乗入対応時の情報特定方法例を示す図(その1)Figure showing an example of how to specify information for boarding on the day (part 1) 当日乗入対応時の情報特定方法例を示す図(その2)Figure (2) showing example of information identification method at the time of boarding on the day 各機器の信号出力例を示す図Diagram showing examples of signal output from each device 演算方法を示す図Diagram showing calculation method 演算例を示す図(その1)Figure showing an example of operation (1) 演算例を示す図(その2)Figure showing a calculation example (2)

以下、本発明の一実施形態について図面を参照して説明する。
図1は、遊技場用システムの全体構成を示している。遊技場内には多数の遊技機1が設置されており、各遊技機1に対応して遊技装置2(価値受付手段、価値付与手段、出力手段、第1遊技装置、第1出力手段、計数手段)及び遊技情報表示装置(以下、表示装置)3が設置されている。これら遊技機1、遊技装置2及び表示装置3は2台ずつ中継装置4と接続されており、中継装置4はLAN(Local Area Network)5を介して遊技情報管理装置(以下、台管理装置)6(管理手段、補正手段、遊技情報特定手段、設定手段)及び獲得価値管理装置(以下、貯玉管理装置)7と接続されている。
Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
FIG. 1 shows the overall configuration of a game hall system. A large number of gaming machines 1 are installed in the game hall, and a gaming device 2 (value receiving means, value giving means, output means, first gaming device, first output means, counting means corresponding to each gaming machine 1 is provided. ) And a game information display device (hereinafter referred to as a display device) 3 are installed. Each of these gaming machines 1, gaming devices 2, and display devices 3 is connected to a relay device 4, and the relay device 4 is connected to a game information management device (hereinafter, “table management device”) via a LAN (Local Area Network) 5. 6 (a management means, a correction means, a game information specifying means, a setting means) and an acquired value management device (hereinafter referred to as a savings management device) 7.

遊技場にはPOSや残高精算機(何れも図示せず)も設置されており、これらPOSや残高精算機もLAN5を介して台管理装置6及び貯玉管理装置7と接続されている。尚、図1では図示を省略したが、実際には例えば数百台の遊技機1が台管理装置6及び貯玉管理装置7の管理対象となっている。台管理装置6及び貯玉管理装置7は、遊技場内の例えば事務室等に設置されており、キーボード8、モニタ9、プリンタ(図示せず)等が接続されている。また、図1に示す各機器間の配線方法は代表例であり、後述する様に各機器が同一メーカ製か否かに応じて複数の配線方法がある。   A POS and a balance adjusting machine (both not shown) are also installed in the amusement hall, and these POS and balance adjusting machine are also connected to the stand management device 6 and the ball management device 7 via the LAN 5. Although not shown in FIG. 1, for example, several hundred gaming machines 1 are actually managed by the stand management device 6 and the storage management device 7. The table management device 6 and the storage ball management device 7 are installed in, for example, an office room in the game hall, and are connected to a keyboard 8, a monitor 9, a printer (not shown), and the like. Moreover, the wiring method between each apparatus shown in FIG. 1 is a typical example, and there are a plurality of wiring methods depending on whether each apparatus is manufactured by the same manufacturer, as will be described later.

台管理装置6及び貯玉管理装置7は、遊技機側(遊技機1、遊技装置2等)から送信される遊技信号を受信することで、遊技機1毎の遊技データ、会員登録された会員毎の個人データ、遊技機1や遊技装置2等の稼動状態等を管理する。   The stand management device 6 and the storage ball management device 7 receive the game signal transmitted from the gaming machine side (the gaming machine 1, the gaming machine 2, etc.), so that the gaming data for each gaming machine 1 and each registered member Personal data, the operating state of the gaming machine 1, the gaming device 2, etc. are managed.

遊技機1は、CR(カードリーダ)パチンコ遊技機であり、盤面10に玉を発射する発射装置を構成する操作ハンドル11、上部受皿12、下部受皿13を有すると共に、盤面10に、液晶表示部14、普図入賞口15、第1始動口16、第2始動口17、大入賞口18を有する。   The gaming machine 1 is a CR (card reader) pachinko gaming machine having an operation handle 11, an upper tray 12 and a lower tray 13 that constitute a launching device that launches balls on the board surface 10, and a liquid crystal display unit on the board surface 10 14, a normal winning port 15, a first starting port 16, a second starting port 17, and a big winning port 18.

遊技機1は以下に示すように動作する。
(1)第1始動口16は入賞率が変動しない入賞口(所謂ヘソ入賞口)であり、第2始動口17は入賞率が変動する入賞口(所謂電チュー)である。各始動口16、17への入賞(始動入賞)に応じて大当り抽選を行い、抽選結果を液晶表示部14にて行う図柄変動にて報知し、その変動結果に応じて大当り(イベント)を発生する。
The gaming machine 1 operates as shown below.
(1) The first starting port 16 is a winning port where the winning rate does not fluctuate (so-called navel winning port), and the second starting port 17 is a winning port where the winning rate fluctuates (so-called electric Chu). A big hit lottery is performed according to a winning (start winning) at each start port 16, 17 and a lottery result is notified by a symbol variation performed on the liquid crystal display unit 14, and a big hit (event) is generated according to the variation result. To do.

(2)図柄変動中に始動入賞した場合には所定の保留上限値(例えば各4つ)まで図柄変動を累積的に保留し、図柄変動終了後に保留している図柄変動を開始する。尚、保留している図柄変動数(保留数)が上限値である状態で始動入賞した場合、図柄変動は保留されない。   (2) When starting winning a prize during symbol variation, the symbol variation is cumulatively held up to a predetermined holding upper limit value (for example, four each), and the symbol variation held after the symbol variation ends is started. In addition, when a start winning is made in a state where the number of symbols fluctuation (holding number) being held is the upper limit, the symbol fluctuation is not suspended.

(3)大当り抽選の当選確率(大当り確率)は1/360であり、大当りがその後に確変状態(確変)となる大当り(確変大当り)となる割合である確変率は(通常状態、確変状態共に)66.6%である。大当りが発生すると15ラウンド(R)分だけ大入賞口18を開放する。尚、1Rの上限入賞数は10個、上限開放時間は30秒であり、上限入賞数または上限開放時間の何れかが満たされた場合に1Rを終了する。   (3) The winning probability (hit probability) of the big hit lottery is 1/360, and the probability variation rate that is the ratio of the big hit (probable variation big hit) that becomes the probability variation state (probability variation) after that (both normal state and probability variation state) ) 66.6%. When a big hit occurs, the grand prize winning opening 18 is opened for 15 rounds (R). The 1R upper limit winning number is 10, and the upper limit opening time is 30 seconds. When either the upper limit winning number or the upper limit opening time is satisfied, 1R is ended.

(4)確変中は大当り確率が1/36に向上すると共に、始動口への入賞率が高くなる時短状態(時短)になる。尚、確変は次回大当りまで継続する為、大当り後に大当りでも確変でもない状態である通常遊技状態(通常状態)となる大当り(通常大当り)が発生するまで継続し、その後は所定数(例えば100回)の図柄変動を行うまで時短状態となり、その後に通常状態となる。   (4) During the probability change, the big hit probability is improved to 1/36, and the time is short (short time) when the winning rate to the start port is high. Since the probability change continues until the next big hit, it continues until a big hit (normal big hit) that becomes a normal gaming state (normal state) that is neither a big hit nor a probable change after the big hit occurs, and then a predetermined number (for example, 100 times) ) The time is shortened until the symbol variation is performed, and then the normal state is reached.

(5)第2始動口17は普図入賞口15への入賞に応じて変動する普通図柄(普図)が当りとなった場合に入賞率の高い開放状態となる。この場合、普図1回の変動時間は通常状態では30秒であり時短状態では3秒となる。また、開放時間は通常状態では0.3秒であり時短状態では5秒となる。即ち、時短状態では通常状態と比較して普図変動時間が短くなる一方、開放時間は長くなることで第2始動口17の入賞率が高くなる。以上は特定の機種を例にして説明したが、例示した値は異なる機種であれば大当り確率やラウンドの振分が異なる等、機種に応じて様々な仕様となる。   (5) The second start port 17 is in an open state with a high winning rate when a normal symbol (ordinary symbol) that fluctuates in accordance with the winning at the regular winning port 15 is hit. In this case, the fluctuation time of one time in the normal figure is 30 seconds in the normal state and 3 seconds in the short time state. The opening time is 0.3 seconds in the normal state and 5 seconds in the short time state. That is, in the short time state, the normal time fluctuation time becomes shorter than in the normal state, while the open time becomes longer, so that the winning rate of the second start port 17 becomes higher. Although the above has been described by taking a specific model as an example, the exemplified values have various specifications depending on the model, for example, if the model is different, the jackpot probability and the round distribution are different.

遊技機1及び当該遊技機1に付設されている周辺機器は、遊技者による玉の打ち込みや各始動口16、17への始動入賞等の遊技の進行に伴って、以下に示す遊技信号を出力する。
・アウト信号=消費玉を回収するアウトBOXから出力される消費価値(アウト)を特定可能な信号(稼動信号)。消費(使用、打込、回収)玉10玉に対して1パルスが出力されるので、「アウト信号数×10」をアウトとして特定。尚、遊技機1から出力される信号でも良い。
The gaming machine 1 and peripheral devices attached to the gaming machine 1 output the gaming signals shown below as the game progresses such as ball driving by the player and starting winnings at the starting ports 16 and 17. To do.
Out signal = a signal (operation signal) that can specify a consumption value (out) output from an out BOX that collects consumed balls. Since one pulse is output for 10 balls of consumption (use, driving, recovery), “out signal number × 10” is specified as out. A signal output from the gaming machine 1 may be used.

・セーフ信号=遊技機1から出力される入賞付与価値(セーフ)を特定可能な信号。入賞に応じた払出10玉に対して1パルスが出力されるので、「セーフ信号数×10」をセーフとして特定。尚、補給装置から出力される補給信号をセーフ信号としても良い。
・始動信号=遊技機1から出力される始動入賞により変動(作動)する液晶表示部(役物)における始動処理(図柄変動、役物作動、単位遊技)、及び始動数(始動処理数)を特定可能な信号。図柄変動確定時に出力されるので信号入力に応じて始動処理を特定する。尚、始動口に入賞したことを示す信号としても良い。
Safe signal = a signal that can specify a prize-giving value (safe) output from the gaming machine 1. Since 1 pulse is output for 10 payouts according to the prize, “safe signal number × 10” is specified as safe. The supply signal output from the supply device may be a safe signal.
-Start signal = Start processing (symbol change, accessory operation, unit game) and start number (start processing number) in the liquid crystal display unit (combination) that fluctuates (acts) due to the start winnings output from the gaming machine 1 An identifiable signal. Since it is output when the symbol variation is confirmed, the starting process is specified according to the signal input. In addition, it is good also as a signal which shows having won the start opening.

・大当り信号=遊技機1から出力される大当り期間を特定可能な信号。大当り中にレベル出力される状態信号なので大当り信号入力中を大当り中として特定する。
・特別状態信号=遊技機1から出力される特別状態(甘中)を特定可能な信号。第2始動口17の入賞率が向上する特別状態中(時短中(確変時を含む))にレベル出力される状態信号なので、特別状態信号入力中を特別状態中として特定する。尚、大当り確率が向上する確変中にレベル出力される状態信号(確変信号)であっても良い。また、大当り信号と特別状態信号のいずれも入力していない期間を通常状態として特定する。
Big hit signal = a signal that can specify the big hit period output from the gaming machine 1. Since it is a status signal that is output at a level during a big hit, the big hit signal being input is specified as being a big hit.
Special state signal = a signal that can specify a special state (Gunnaka) output from the gaming machine 1. Since the level signal is output during a special state (during time reduction (including time of probability change)) in which the winning rate of the second starting port 17 is improved, the special state signal being input is specified as being in the special state. It is also possible to use a status signal (probability change signal) that is output at a level during probability change in which the big hit probability is improved. Further, a period in which neither the big hit signal nor the special state signal is input is specified as the normal state.

遊技装置2は所謂各台計数及び各台再プレイ機能付の貸出機であり、遊技装置2の状態や遊技機1の遊技状態を示す状態表示部19、貨幣(貨幣価値、有価価値)が投入される貨幣投入口20、遊技者からの操作入力を受け付けると共に遊技の進行に伴って図柄変動回数(スタート回数)や大当り確率等の遊技データを表示するタッチパネル式の液晶表示部21、遊技当日の獲得玉である所謂当日貯玉(以下、持玉という場合もある。獲得価値、当日価値、有価価値)(会員であれば貯玉も含む)を払い出すための払出釦22、払い出された玉が通過する払出ノズル23、一般カードや会員カードが挿入されるカード挿入口24、遊技機1の下部受皿13の下方に位置する着脱可能な計数受皿25等を有する。   The gaming device 2 is a lending machine with a so-called counter counting and replaying function, and a state display unit 19 indicating the state of the gaming device 2 and the gaming state of the gaming machine 1 and money (money value, valuable value) are input. A coin input slot 20, a touch panel type liquid crystal display unit 21 for accepting an operation input from a player and displaying game data such as a symbol variation number (start number) and a jackpot probability as the game progresses, A so-called same day storage ball (hereinafter sometimes referred to as “mochitama”; acquisition value, value on the day, valuable value) (including a stored ball if a member), It has a payout nozzle 23 that passes through, a card insertion slot 24 into which a general card or a membership card is inserted, a detachable counting tray 25 that is located below the lower tray 13 of the gaming machine 1, and the like.

遊技装置2は、以下に示す機能を備えている。
(1)貨幣を受付する(貨幣受付処理)と、遊技機1と遊技装置2との双方に入金額が残高に加算して表示され、残高がある状態で遊技機1の貸出釦(図示せず)が操作(付与操作、貸出操作)されると、貸出1単位(例えば500円)分の貸出玉(遊技価値)が遊技機1から払出され(付与処理)、レートに応じた対価分が残高から引落とされる。尚、貨幣は複数回分の対価付与処理の対応分を受付可能である(例えば1万円まで)。貸出処理を行うと、売上信号(付与信号)として100円に対して1パルスのパルス信号を台管理装置6に出力する。
The gaming device 2 has the following functions.
(1) When accepting money (money accepting process), the payment amount is added to the balance and displayed on both the gaming machine 1 and the gaming apparatus 2, and the lending button (not shown) of the gaming machine 1 is displayed with the balance remaining. 1) is operated (granting operation, lending operation), lending balls (game value) for 1 unit of lending (for example, 500 yen) are paid out from the gaming machine 1 (granting process), and the compensation amount according to the rate is It is deducted from the balance. In addition, the money can accept the corresponding portion of the payment processing for multiple times (for example, up to 10,000 yen). When the lending process is performed, a pulse signal of 1 pulse is output to the table management device 6 for 100 yen as a sales signal (grant signal).

(2)遊技機1の下部受皿13から落下した玉(獲得価値)を計数受皿25により受ける(獲得価値受付処理)と、その受けた玉を計数して持玉として管理し、その持玉を対価とした払い出しも可能とする。払出釦22が操作(払戻操作、付与操作)されると、対価額単位(例えば500円)分の持玉を払出ノズル23から払い出し(払戻処理、付与処理、自価値付与処理)、その対価分を持玉から引き落とす(減算する)。払戻処理を行うと、払い出した合計の玉数を示す払出信号(付与信号)として払出25玉に対して1パルスのパルス信号を台管理装置6に出力する。   (2) When a ball (acquired value) dropped from the lower tray 13 of the gaming machine 1 is received by the counting tray 25 (acquired value acceptance process), the received ball is counted and managed as a possessed ball. It is also possible to pay out in consideration. When the payout button 22 is operated (withdrawal operation, giving operation), the coins for the unit of value (for example, 500 yen) are paid out from the payout nozzle 23 (withdrawal processing, giving processing, own value adding processing), Is withdrawn (subtracted) from the holding ball. When the payout process is performed, a pulse signal of one pulse is output to the table management device 6 for the payout 25 balls as a payout signal (granting signal) indicating the total number of balls paid out.

(3)残高や持玉が残存する状態で遊技機1の返却釦(図示せず)が操作(発行操作)されると、残高や持玉を(記録する等して)特定可能な一般カードを発行する(発行処理)。尚、残高や持玉の一部を発行対象とする分割発行も可能とする。また、一般カードを受付ける(獲得価値を受付ける、獲得価値受付処理)と、その一般カードにより特定される(記録されている)残高及び持玉を引き継ぐ。   (3) A general card that can specify a balance or a holding ball (by recording or the like) when a return button (not shown) of the gaming machine 1 is operated (issuing operation) while the balance or holding ball remains Is issued (issue process). In addition, it is possible to issue a split issue where a part of the balance or the holding ball is issued. Further, when a general card is received (acquired value is received, acquired value reception processing), the balance and the coins specified (recorded) by the general card are taken over.

(4)遊技場の会員となった遊技者に配布される会員カードも受付可能で、会員カードに対しても一般カード同様に持玉や残高を対応付け可能である。但し、残高は一般カード同様に会員カードに書込まれるが、持玉は持玉情報が会員カードには書込まれず、貯玉管理装置7にて会員カードのIDである会員IDに対応付けて管理され、会員IDが対応付けられると貯玉として特定される。即ち、遊技者の獲得価値として会員IDに対応付けられた獲得価値が貯玉、未対応のものが持玉となり、貯玉は翌日以降も払戻処理や景品交換等を可能とするが、持玉は当日限り有効等、異なる有効期限が設けられる等の違いがある。会員カードを受け付けると、貯玉管理装置7に管理されている貯玉を特定し、その貯玉を対価とした払い出しも可能とする。この場合も、持玉の払い出しと同様に、払い出した合計の玉数を示す払出信号として払出25玉に対して1パルスのパルス信号を台管理装置6に出力する。   (4) A membership card distributed to a player who has become a member of the amusement hall can also be received, and a membership card and a balance can be associated with the membership card in the same manner as a general card. However, the balance is written on the member card as in the case of a general card, but the possessed ball information is not written on the member card, and is managed in association with the member ID which is the ID of the member card by the storage management device 7 When the member ID is associated, it is specified as a storage ball. In other words, as the player's acquired value, the acquired value associated with the member ID is a stored ball, and an unsupported one is a held ball, and the stored ball can be refunded or exchanged gifts on the next day. As long as it is valid, there are differences such as different expiration dates. When the membership card is received, the stored balls managed by the stored ball management device 7 are identified, and the payout using the stored balls as a consideration is also possible. Also in this case, a pulse signal of one pulse is output to the table management device 6 for the 25 payout balls as a payout signal indicating the total number of balls paid out in the same manner as the payout of the holding balls.

(5)中継装置4とのシリアル通信により台管理装置6にて貨幣受付処理や対価付与処理、残高や持玉、貸出玉数、払戻玉数、入金額、計数玉数や貸出玉数や貸出玉の対価となる売上額、及び一般カードの受付や発行処理等の各種情報を特定可能とするが、これらを後述する様にパルス信号(例えば入金1000円毎に1パルス、売上100円毎に1パルス等)にて出力する場合もある。尚、貸出処理上の通信については中継装置4を介さず、遊技機1と遊技装置2とで直接通信を行っても良い。   (5) Money reception processing and consideration provision processing, balance and holding balls, number of borrowed balls, number of paid-out balls, deposit amount, number of counting balls, number of borrowed balls and loans by the stand management device 6 through serial communication with the relay device 4 It is possible to specify the amount of sales that will be the price of the ball and various information such as general card reception and issuance processing, etc., as will be described later, this is a pulse signal (for example, 1 pulse for every 1000 yen received, every 100 yen for sales) 1 pulse etc.). Note that communication regarding the lending process may be performed directly between the gaming machine 1 and the gaming apparatus 2 without using the relay device 4.

さて、上述した一般カードや会員カード(以下、カード)は複数種別(例えば4円パチンコや1円パチンコ)の持玉を対応付け可能である。即ち、遊技装置2には予め上記したレート(付与レート)が対応付けられており、上記の通り通常の処理では対応付けられたレート内での貸出処理や再プレイ処理が行われる。一方、遊技者はカードをPOSや遊技装置2にて受付けした状態で特定の乗入処理を行うと、乗入による払出(乗入払出、他価値付与処理)を可能とする状態となる。   Now, the above-described general card and membership card (hereinafter referred to as a card) can be associated with a plurality of types (for example, 4-yen pachinko or 1-yen pachinko). That is, the above-described rate (grant rate) is associated with the gaming apparatus 2 in advance, and as described above, the lending process and the replay process are performed within the associated rate in the normal process as described above. On the other hand, when the player performs a specific entry process in a state where the card is received by the POS or the gaming device 2, the player is allowed to pay out (in-and-out, other value assignment process).

乗入とは遊技装置2に対応付けられていない種別である乗入元の持玉を対価として、乗入先となる遊技装置2に対応した種別での払出処理を行うものであり、乗入処理にて指定したまたは予め設定される種別である乗入元と、乗入先とのレート比率に応じた換算比率により種別を超えた再プレイ処理を可能とするものである。例えば、4円パチンコを乗入元、1円パチンコを乗入先とし、乗入先にて200玉分の払出を行うと、乗入先との換算率が1/4であれば50玉分の乗入元の4円の持玉を対価として減算する。   In boarding, payout processing is performed in the type corresponding to the gaming device 2 that is the destination of the boarding, with consideration for the possession ball of the boarding source that is a type not associated with the gaming device 2. The replay process exceeding the type is enabled by the conversion ratio according to the rate ratio between the boarding source and the boarding destination which are the types specified or set in advance in the processing. For example, if a 4-yen pachinko is used as the entry point and a 1-yen pachinko is used as the entry point, and 200 balls are paid out at the entry point, if the conversion rate with the entry point is 1/4, it is 50 balls. Subtract the 4-yen coin from the boarding company as consideration.

ここで、台管理装置6と貯玉管理装置7と遊技装置2とが同一メーカ製か否かに応じて各機器間の配線方法(以下、パターン)が異なると共に、パターン毎に遊技情報の情報特定方法が異なる。
図2〜4はパターン別に示した配線図である。図2〜4中における丸数字の1はパルス信号を出力する汎用的なパルス通信を示し、丸数字の2はデータ信号を出力するメーカ規格のシリアル通信を示している。パルス信号について補足すると、遊技情報に対応して各々出力単位(基準値)が設定されており、その出力単位分の情報更新があると1パルス出力される。例えば遊技装置2から中継装置4へと出力される再P(再プレイ)信号は25玉単位(再プレイ単位)、玉計数時に出力される計数信号は100玉単位等であり、アウト信号等も同様である。また、シリアル通信は単線、パルス通信は遊技情報に対応した出力端子に接続されるパラレル線が一般的に用いられる。
上記再P信号は、後述する前日再Pや前日乗入が発生した場合に出力されるが、現状(従来の当日乗入がない場合)では当日乗入が発生しても出力されない。
Here, the wiring method between the devices (hereinafter referred to as a pattern) differs depending on whether or not the base management device 6, the storage ball management device 7 and the game device 2 are manufactured by the same manufacturer, and information on game information is specified for each pattern. The method is different.
2 to 4 are wiring diagrams showing patterns. In FIG. 2 to FIG. 4, the circled number 1 indicates general-purpose pulse communication that outputs a pulse signal, and the circled number 2 indicates manufacturer-standard serial communication that outputs a data signal. Supplementing the pulse signal, each output unit (reference value) is set corresponding to the game information, and one pulse is output when the information for the output unit is updated. For example, the re-P (re-play) signal output from the gaming device 2 to the relay device 4 is 25 ball units (re-play unit), the count signal output at the time of ball counting is 100 ball units, etc. It is the same. Further, a single line is generally used for serial communication, and a parallel line connected to an output terminal corresponding to game information is generally used for pulse communication.
The re-P signal is output when the previous-day re-P or the previous day's boarding described later occurs. However, in the current situation (when there is no conventional day's boarding), the re-P signal is not output even when the day's boarding occurs.

一方、図5は現状の一般的な情報特定方法をパターン別に示しており、全てのパターンで当日乗入に対応していない。
(第1パターン)
台管理装置6と貯玉管理装置7と遊技装置2とが同一メーカ製の場合は、メーカ規格のシリアル通信が可能であることから、図2に示すように配線する。
この第1パターンでは、例えば遊技装置2から台管理装置6へとシリアル通信により当日再P、前日再P等の遊技情報を遊技機毎に区別可能に出力するので、受信した遊技情報を後述する演算式に組込むだけで台管理装置6にて遊技機単位で遊技情報を特定可能となる。
On the other hand, FIG. 5 shows the current general information specifying method for each pattern, and all patterns do not support on-the-day boarding.
(First pattern)
When the stand management device 6, the storage ball management device 7 and the game device 2 are manufactured by the same manufacturer, serial communication conforming to the manufacturer is possible, and wiring is performed as shown in FIG.
In this first pattern, for example, game information such as re-P on the current day, re-P on the previous day, etc. is output in a distinguishable manner for each gaming machine by serial communication from the gaming device 2 to the table management device 6, so that the received gaming information will be described later. The game information can be specified for each gaming machine by the table management device 6 simply by being incorporated into the arithmetic expression.

(第2パターン)
台管理装置6と貯玉管理装置7とは同一メーカ製だが、遊技装置2は別メーカ製の場合は、台管理装置6及び貯玉管理装置7と、遊技装置2とはシリアル通信できないことから、図3に示すように配線する。
(Second pattern)
If the base management device 6 and the storage management device 7 are manufactured by the same manufacturer, but the gaming device 2 is manufactured by another manufacturer, the base management device 6 and the storage management device 7 and the gaming device 2 cannot serially communicate with each other. Wiring as shown in FIG.

この第2パターンでは、台管理装置6及び貯玉管理装置7側となる中継装置4はこれらの機器と同一メーカ製となるので、それらの機器間はシリアル通信となる。この場合、遊技装置2と、台管理装置6側の中継装置4とが別メーカ製となるので、それらの機器間はパルス通信となる。また、遊技装置2を管理対象とするために島管理装置(以下、島コン。第2遊技装置、第2出力手段)26と持玉管理装置27とが遊技装置2側の機器として設けられ、台管理装置6側とは異なる経路にて遊技装置2が管理される。この場合、島コン26及び持玉管理装置27は遊技装置2と同一メーカ製であることから、それらの機器間はシリアル通信となる。   In this 2nd pattern, since the relay apparatus 4 used as the stand management apparatus 6 and the storage management apparatus 7 side becomes the same manufacturer as these apparatuses, it becomes serial communication between these apparatuses. In this case, since the gaming device 2 and the relay device 4 on the stand management device 6 side are manufactured by different manufacturers, pulse communication is performed between these devices. In addition, an island management device (hereinafter referred to as an island con. Second gaming device, second output means) 26 and a holding ball management device 27 are provided as devices on the gaming device 2 side in order to make the gaming device 2 a management target. The gaming device 2 is managed by a route different from that on the table management device 6 side. In this case, since the island con 26 and the coin management device 27 are manufactured by the same manufacturer as the gaming device 2, serial communication is performed between these devices.

この第2パターンでは、持玉管理装置27と貯玉管理装置7とが別メーカ製の場合は、貯玉更新等のために電文内容を開示する等して、前日再P、前日乗入のいずれが行われたかを特定可能なシリアル通信を可能とすることで、貯玉管理装置7がそれらを区別して台管理装置6へと台単位で貯玉(会員)に関わる情報をシリアル通信可能となる。   In this second pattern, when the holding ball management device 27 and the storage ball management device 7 are made by different manufacturers, the contents of the message are disclosed for renewing the storage ball, etc. By enabling serial communication that can identify whether or not it has been performed, the storage management device 7 can distinguish between them and serially communicate information related to storage balls (members) to the base management device 6.

一方、当日再Pは(会員)(一般)の区別なく島コン26にて島単位で対応分が集計され、島コン26や島端計数機等向けに設けられる台管理装置6側の中継装置4へと払戻信号として信号出力される。つまり、中継装置4は遊技装置2からパルス信号により遊技情報を入力するが、払戻信号は島コン26からの別途出力対象となり、島コン26より島単位にて入力する。この場合、計数値等も同様に島コン26からの別途出力対象となり、その中継装置4経由にて台管理装置6へと情報出力される。また、前日再P等と同様に別途当日再P(会員)を示す信号も貯玉管理装置7へと持玉管理装置27から出力される。尚、(会員)は遊技装置2が会員カードを受付けている場合を意味し、(一般)は一般カードに対応する等、会員カードを受付けていない場合を意味する。   On the other hand, the re-P on the day is counted for each island in the island con 26 regardless of (member) (general), and the relay device on the stand management device 6 side provided for the island con 26, the island counter, etc. 4 is output as a payout signal. That is, the relay device 4 inputs game information from the gaming device 2 by a pulse signal, but a payout signal is separately output from the island con 26 and is input from the island con 26 in units of islands. In this case, the count value and the like are also separately output from the island controller 26, and information is output to the table management device 6 via the relay device 4. Similarly to the previous day's re-P and the like, a signal indicating the same-day re-P (member) is also output to the storage management device 7 from the holding ball management device 27. Note that (member) means a case where the gaming device 2 accepts a member card, and (general) means a case where a member card is not accepted, such as corresponding to a general card.

上述した様に、同一メーカ製の機器間ではシリアル通信、別メーカ製の機器間では汎用性の高いパルス通信を採用しているが、持玉管理装置27と貯玉管理装置7との間では、貯玉をリアルタイムで管理する必要性から特別にシリアル通信を行っている。尚、第1パターンのシリアル通信も含め、再プレイ分だけではなく貨幣を対価とした貸出処理分の売上についても台単位での出力対象となる。   As described above, serial communication is used between devices made by the same manufacturer, and pulse communication with high versatility is adopted between devices made by different manufacturers. However, between the ball management device 27 and the storage management device 7, Serial communication is specially performed because of the need to manage the pool in real time. In addition, the sales for the lending process using the money as a consideration as well as for the replay including the serial communication of the first pattern are also output targets in units.

(第3パターン)
台管理装置6と、貯玉管理装置7及び遊技装置2とがそれぞれ別メーカ製の場合は、図4に示すように配線する。
この第3パターンでは第2パターンと比べて貯玉管理装置7も別メーカ製となるので、中継装置4が受ける遊技装置2や島コン26からのパルス信号にてデータを特定する必要がある。また、遊技装置2から中継装置4へと前日再Pや前日乗入が発生した場合に再P信号が出力されるので、それらの合計をまとめて(=混同して)再プレイとして管理する一方で、当日再Pは第2パターン同様に島単位の信号出力となる。
(Third pattern)
When the stand management device 6, the storage management device 7 and the game device 2 are manufactured by different manufacturers, wiring is performed as shown in FIG.
In this third pattern, the storage management device 7 is also made by another manufacturer as compared with the second pattern, and therefore it is necessary to specify data by a pulse signal from the gaming device 2 or island control 26 received by the relay device 4. In addition, since the re-P signal is output from the gaming device 2 to the relay device 4 when the previous day's re-P or the previous day's entry occurred, the total of them is collectively (= confused) and managed as a replay. Then, the current day P is a signal output in units of islands as in the second pattern.

ここで、第2パターンの場合でも遊技装置2から中継装置4への信号経路は確保できるので、貯玉管理装置7とのシリアル通信が難しい等の場合には第3パターンの情報特定方法も採用可能(第1パターンも同様)だが、第3パターンでは貯玉管理装置7から台管理装置6へとデータ送信する必要性が乏しく、第1パターンや第2パターンの様な情報特定方法の採用は難しい。   Here, since the signal path from the gaming device 2 to the relay device 4 can be secured even in the case of the second pattern, the information specifying method of the third pattern can also be adopted when serial communication with the storage management device 7 is difficult. (The same applies to the first pattern.) However, in the third pattern, it is difficult to transmit data from the storage management device 7 to the stand management device 6, and it is difficult to adopt an information specifying method such as the first pattern or the second pattern.

ここで、当日貯玉について補足する。遊技装置2にてカードを受付けた場合、そのカードが会員カードか一般カードかに関わらず当日貯玉は持玉として取扱われ、一旦貯玉管理装置7の管理対象から離れ、遊技装置2の管理対象となる。よって、遊技装置2にて再プレイした場合、会員と一般との区別なく島コン26へと信号出力される一方、会員カード排出時に挿入時からの差分がまとめて貯玉管理装置7へと前日再P等と同様に出力され、貯玉管理装置7での管理対象に戻る。一方、当日乗入に対応した場合、当日乗入に対応する他種別の当日貯玉は会員カード挿入時であっても持玉扱い等を行わず、貯玉管理装置7の管理対象のままなので再プレイ単位で信号出力される。   Here, we will supplement the day's savings. When the gaming device 2 accepts the card, regardless of whether the card is a membership card or a general card, the same day's stored ball is handled as a holding ball, once departed from the management target of the stored ball management device 7, and the management target of the gaming device 2 Become. Therefore, when the game device 2 is replayed, the signal is output to the island con 26 without distinguishing between members and the general public, while the difference from the time of insertion when the member card is discharged is collectively collected to the storage management device 7 the previous day. It is output in the same manner as P and the like, and returns to the management target in the storage management device 7. On the other hand, if it corresponds to boarding on the day, other types of day savings corresponding to boarding on the day will not be handled as holding balls even when a membership card is inserted, and will remain in the management of the savings management device 7, so replay The signal is output in units.

さて、上述した様に、遊技装置2では当日の他種別の貯玉を対価とした再プレイである当日乗入を可能とするが、この場合、当日乗入は売上扱いとみなす必要があるものの、当日の自種別の貯玉を対価とした再プレイである当日再Pと同等に売上に含めないまま管理すると、実情に見合わない売上情報となる虞がある。
即ち、売上価値(以下、売上)や遊技者の獲得価値(以下、景品)を利用した遊技情報(売上関連情報、景品関連情報)には、例えば、売上に対する景品の割合を示す所謂割数(営業割数)と呼ばれる遊技情報があり、この割数は、景品÷売上にて演算される。
Now, as described above, the gaming device 2 allows the same-day entry that is a replay of the other type of savings on the day, but in this case, the entry on the day must be regarded as sales, If it is managed without being included in sales as in the same day re-P, which is a replay that uses the same type of stored balls as consideration, there is a risk that the sales information will not match the actual situation.
That is, in the game information (sales related information, prize related information) using the sales value (hereinafter, sales) or the player's acquired value (hereinafter, prizes), for example, a so-called quotient ( There is game information called “business quotient”, and this quotient is calculated as premium / sales.

ここで、売上について説明する。売上は遊技のため遊技価値(以下、玉)を得るべく貨幣等の対価を支払う貸出処理(貨幣付与処理)に対応して特定され(玉または対価)、貨幣を対価として玉を払出す貸出処理が主な対象となるが、遊技者が遊技場へと預け入れた獲得玉(貯玉、獲得価値)の内、前日迄に預け入れた貯玉である所謂前日貯玉(前日価値)は、当日の遊技により得た玉ではなく、貨幣の代わりの対価とみなすことが出来るため、従来は前日貯玉を対価とした再プレイである前日再P(前日自処理)は貨幣を対価とした貸出処理と同等であるとして補正売上として包含し、売上とみなして割数等を演算していた。   Here, sales will be described. Sales are specified in response to a lending process (money granting process) that pays consideration for money, etc. in order to obtain a game value (hereinafter referred to as a ball) for gaming (a ball or a compensation process), and a lending process that pays out a ball using money as a consideration. However, the so-called previous-day storage ball (the previous day's value), which is the storage ball that has been deposited by the previous day, is obtained by the game of the day. Since it can be regarded as consideration instead of coins instead of coins, the previous day's re-P (previous day's own processing), which is a replay using the previous day's savings as consideration, is equivalent to lending processing with money as consideration. It was included as adjusted sales, and it was considered sales and calculated the divisor.

しかしながら、貯玉の内、遊技当日の獲得玉である持玉は、例えば持玉を対価とした再プレイである当日再P(当日自処理)を行った上で、その玉をそのまま計数して再度持玉とし、更に当日再Pを行うことで、遊技に関連せず悪戯に補正売上が加算される虞があると共に、遊技者が玉箱に獲得玉を一旦溜め、そこから遊技分を取出すのと同様に、貨幣や前日貯玉の様に当日の遊技外から対価を持込んでおらず、貨幣の代わりの対価とみなすことができないため、従来は補正売上として計上しないようにすることで、乗入ではない付与レートと同一のレート(自種別)の貯玉を対価とする再プレイ(自価値付与処理)する場合は割数等の遊技情報を管理していた。   However, among the stored balls, the acquired balls that are the acquired balls on the game day, for example, are re-played on the same day, which is a replay for which the held balls are paid, and the ball is counted again as it is. By holding the ball and performing P again on the day, there is a risk that the corrected sales will be added to the mischief without being related to the game, and the player once accumulates the acquired ball in the ball box and takes out the game from there As in the case of currency and the previous day's savings, it does not bring in consideration from outside the game of the day and cannot be regarded as compensation for money. In the case of replaying (self-value-adding processing) with a storage ball of the same rate (own type) as the grant rate that is not on, game information such as a quotient is managed.

さて、乗入について上記同様に補正売上を特定すると、付与レートとは異なるレート(他レート)の前日貯玉を対価とした再プレイ(他価値付与処理)である前日乗入(前日他処理)は、上記の自種別同様に売上とみなせば良いが、他種別の持玉を対価とした再プレイである当日乗入(当日他処理)は、自種別の当日再Pとは異なり売上とみなす必要がある。即ち、自種別の持玉とは異なり、当日乗入後、そのまま計数すると、その計数玉は自種別の持玉となるものの、自種別の当日再Pの様に悪戯に売上が加算される虞が小さいと共に、当日の他種別での獲得玉を持込んで対価としているため、売上とみなす必要がある。
この様に補正売上には、当日再P分を除いた、貨幣(売上)分、前日再P分、前日乗入分、及び当日乗入分を含める必要がある。
Now, when the corrected sales are specified in the same way as above, the previous day's entry (other value processing on the previous day), which is a replay (other value granting process) with the previous day's savings at a rate (other rate) different from the grant rate as , It can be regarded as sales similar to the above-mentioned own type, but on-the-day entry (other processing on the day), which is a replay for other types of coins, must be regarded as sales unlike on-the-day re-P There is. In other words, unlike the own-type holding balls, if the number is counted as it is after entering the day, the counting ball will become the own-type holding balls, but there is a risk that sales will be added to the mischief like the same-type day re-P. However, it is necessary to consider it as sales because it is a consideration for bringing in other types of balls on that day.
Thus, the corrected sales need to include the money (sales), the previous day's re-P, the previous day's entry, and the same day's entry, excluding the current day's re-P.

次に、景品(相当対価)について説明する。景品は売上、アウト、セーフを利用した理論上の景品(玉または相当対価)分を示す第1景品と、計数玉と払出玉とを利用した実際の景品玉分を示す第2景品とがあり、第1景品は上記した補正売上を売上として補正するだけで補正第1景品として演算可能なので、更なる説明は省略する。尚、景品とは売上同様に遊技者の獲得している景品玉に付与レートとなる貸単価を乗じた対価となる。
ここで、計数玉(景品情報)の計数対象を例示する。計数対象としては、貨幣を対価とした貸出処理による売上玉、及びセーフとアウトとの差分があるが、前日再P分、当日再P分、前日乗入分、及び当日乗入分も含まれる。
Next, a prize (equivalent price) will be described. There are first prizes that show the theoretical prizes (balls or equivalent price) using sales, out, and safe, and second prizes that show actual prizes using counting balls and payout balls. Since the first prize can be calculated as the corrected first prize simply by correcting the above-mentioned corrected sales as sales, further explanation is omitted. Note that the prize is a price obtained by multiplying the prize ball acquired by the player by the rental unit price as the grant rate, like the sales.
Here, the counting object of counting balls (prize information) is illustrated. The counting target includes the sales balls by lending processing with money as the consideration, and the difference between safe and out, but also includes the previous day's re-P, the current day's re-P, the previous day's entry, and the same day's entry .

一方、第2景品を補正第2景品として補正する場合、補正第1景品と同様に補正売上とアウト、セーフ分とが対象となるので、上記した計数対象の内、補正売上の対象とならない当日再P分を除外する必要がある。即ち、補正第2景品=計数玉−当日再Pと補正すれば良い。この様に遊技者の意向により変動し得る当日再P分は売上と景品との双方に含めない様に補正することで、遊技者の意向により遊技情報が悪戯に変動することを抑制し、実情に見合った遊技情報を特定可能となる。   On the other hand, when the second prize is corrected as the corrected second prize, the corrected sales, out, and safe are subject to the same as the corrected first prize. It is necessary to exclude the re-P portion. That is, it is only necessary to correct the corrected second prize = counting ball-re-P on the day. In this way, the amount of re-P on the day that may fluctuate depending on the player's intention is corrected so that it is not included in both sales and prizes, so that the game information is prevented from fluctuating frankly due to the player's intention. It becomes possible to specify game information suitable for.

ここで、上記した割数は、補正第1景品÷補正売上(=補正機割)または補正第2景品÷補正売上(=補正景割)にて示されるが、遊技場の利益を示す粗利益(営業粗利)は売上−(売上玉+セーフ−アウト)×貸単価×原価率なる演算式にて求められ、売上を補正売上とすることで、乗入に対応可能であると共に、第1景品と第2景品との差分を示す所謂誤差玉も、売上を補正売上、第2景品を補正第2景品とすれば実情に見合う遊技情報となる。   Here, the above-mentioned divide is shown as corrected first prize / corrected sales (= corrected machine discount) or corrected second prize / corrected sales (= corrected discount), but gross profit indicating profit of the game hall. (Gross operating profit) is calculated by the formula of sales-(sales balls + safe-out) x rental unit price x cost rate. The so-called error ball indicating the difference between the prize and the second prize is also game information that matches the actual situation if the sales are corrected sales and the second prize is the corrected second prize.

以上説明したように、売上や景品に当日乗入を含める必要があるものの、当日乗入が未対応のまま情報を特定しているのが現状であり、実際の状態に見合う遊技情報を特定出来ないという問題がある。即ち、図6に示すように、第1パターンにて、当日乗入は信号出力しないままか、または当日再Pに含めて信号出力しては、当日乗入を特定することはできない。一方、第2及び第3パターンにて、当日分を纏めて当日乗入を当日再P同様に島単位にて集計する様にしても、当日再P等と当日乗入とを区別不能な出力構成となってしまう。   As explained above, although it is necessary to include on-the-day visits in sales and prizes, the current situation is that information is specified while on-site entry is not supported, and game information that matches the actual state can be specified. There is no problem. That is, as shown in FIG. 6, in the first pattern, it is not possible to specify the current day's boarding if the current day's boarding is not output as a signal or is included in the current day's re-P. On the other hand, in the second and third patterns, even if the current day's entry is summarized and the current day's entry is counted in units of islands in the same way as the same day's re-P, the same-day re-P etc. and the same-day entry cannot be distinguished. It becomes a configuration.

この様な事情から、本実施形態では、現状の情報特定方法を実際の状態に見合う遊技情報が特定可能となるように改善した。
図7は、改善策をパターン毎に示している。即ち、第1パターンでは、遊技装置2から中継装置4へ当日乗入を当日再P等と同様にシリアル通信する。第2及び第3パターンでは、当日乗入を別途出力対象とするか、前日再P等に対応した信号の出力対象に包含する等して、当日再Pと区別可能であれば、例え前日再P等と混同しても実際の状態に見合う遊技情報が島単位で特定可能となる。尚、図7に示す改善策は一例であり、例えば第3パターンの場合に当日乗入を別途出力する等しても良い。
For this reason, in the present embodiment, the current information specifying method is improved so that game information suitable for the actual state can be specified.
FIG. 7 shows improvement measures for each pattern. That is, in the first pattern, on-the-day entry from the gaming device 2 to the relay device 4 is serially communicated in the same manner as on the same day P. In the second and third patterns, if the current day's boarding is separately output or included in the output target of the signal corresponding to the previous day's re-P, etc. Even if confused with P or the like, game information corresponding to the actual state can be specified in units of islands. Note that the improvement measure shown in FIG. 7 is an example. For example, in the case of the third pattern, on-the-day boarding may be output separately.

また、台管理装置6側のネットワークは遊技装置2から中継装置4を介して台管理装置6に出力される構成を例示しているが、中継装置として島単位の中継装置(台側の島コン)を加えても良い。また、第2パターン以外では持玉管理装置27を設けておらず貯玉管理装置7での兼用を想定しているが、別途設けても良いし、第2パターンにて島コン26から貯玉管理装置7へとシリアル通信を行い、持玉管理装置27を省略しても良い。また、台管理装置6と貯玉管理装置7とが同一メーカ製である場合、1つの統合した管理装置としても良い。   In addition, the network on the stand management device 6 side illustrates a configuration in which the game device 2 outputs data to the stand management device 6 via the relay device 4, but the relay device in the island unit (the island-side island controller) is used as the relay device. ) May be added. In addition to the second pattern, the holding ball management device 27 is not provided and it is assumed to be shared with the storage ball management device 7. However, it may be provided separately or from the island control 26 in the second pattern the storage ball management device. 7 may be serially communicated and the ball management device 27 may be omitted. Moreover, when the stand management device 6 and the storage ball management device 7 are made by the same manufacturer, a single integrated management device may be used.

第1〜3パターンは説明の都合上、同一メーカ製であるか否かを示したが、汎用性の高いパルス通信と、詳細なデータ通信が可能なシリアル通信を例示した様に採用すれば、例えば同一メーカ製でも複雑なシリアル通信を避けたり、別メーカ製でもデータの開示によりシリアル通信が可能となる場合もあるので、同一メーカ製であるか否かは問わなくとも良い。   For the convenience of explanation, the first to third patterns indicate whether or not they are made by the same manufacturer, but if they are adopted as exemplified by highly versatile pulse communication and serial communication capable of detailed data communication, For example, it may be possible to avoid complicated serial communication even if it is made by the same manufacturer, or even if it is made by another manufacturer, serial communication can be performed by disclosing data.

次に、遊技装置2及び島コン26から中継装置4への信号の出力例と、出力例に対応した演算方法とについて説明するが、第1または第2パターンでも第3パターンを援用可能なので、説明の簡単化のために第3パターンの場合についてのみ説明する。尚、第1または第2パターンの情報特定方法を採用する場合の演算対象は個別に特定した前日再P等を再P信号対応分として演算すれば良い。   Next, an example of signal output from the gaming device 2 and the island con 26 to the relay device 4 and a calculation method corresponding to the output example will be described, but the third pattern can be used even in the first or second pattern. For simplification of description, only the case of the third pattern will be described. In addition, what is necessary is just to calculate the calculation object in the case of employ | adopting the information identification method of a 1st or 2nd pattern as the part corresponding to re-P signal for the previous day re-P specified individually.

図8では第3パターンにおける信号の出力例を示しており、図9は図8の第1〜4例の出力例を採用した場合の、補正売上(売上情報)や補正第2景品(景品情報、補正景品)の演算例を示している。現状に示す通り、当日乗入が未対応の場合、図8にて示した通り、再P信号として前日再P+前日乗入の合計(25玉1パルスなので、信号入力数×25を対応分の素データ(遊技信号単位で特定される遊技情報)とする等)を示す1種類のパルス信号(複数種類の処理分を合計した遊技情報に対応する遊技信号、特定対象となる遊技情報が基準値分更新されることにより出力され、出力回数を計数することで特定対象となる遊技情報を特定可能な信号)により台単位での出力対象とする一方、払戻信号として当日再Pの合計(会員分と一般分)を示す1種類のパルス信号による島コン26からの島単位での出力対象となる。また、払戻信号や計数信号を島単位で出力することを例示しているが、再P信号同様に台単位としても良い。   FIG. 8 shows an example of signal output in the third pattern, and FIG. 9 shows corrected sales (sales information) and corrected second prize (prize information) when the output examples of the first to fourth examples of FIG. 8 are adopted. , Corrected prizes) calculation example. As shown in the present situation, if the day's boarding is not supported, as shown in FIG. 8, the total of the previous day's re-P + previous day's boarding as the re-P signal (25 balls 1 pulse, so the number of signal inputs x 25 One type of pulse signal indicating game data (game information specified in units of game signal)) (game signal corresponding to game information obtained by summing up multiple types of processing, game information to be specified is a reference value) It is output by being updated, and by counting the number of times of output, the game information to be specified can be specified as an output target in units of units. It is an output target in units of islands from the island con 26 by one kind of pulse signal indicating general part). In addition, although the output of the payout signal and the count signal in units of islands is illustrated, it may be in units of units like the re-P signal.

図8に示す第1〜4例では、図4の第3パターン配線において実情に見合う遊技情報を特定するために出力対象となり得る信号出力パターンを示している。
(第1例(第1出力態様))
再P信号(前日価値当日他信号)の出力対象に当日乗入を包含し、払戻信号(当日自信号)はそのままとしている。これは図4の第3パターン配線に対応しており、図9の様に、演算式は現状のまま変更しなくとも良いが、パルス信号だけでは当日乗入等の状況は特定不能となる。
The first to fourth examples shown in FIG. 8 show signal output patterns that can be output in order to identify game information that matches the actual situation in the third pattern wiring of FIG.
(First example (first output mode))
On-the-day boarding is included in the output target of the re-P signal (the other day signal on the previous day's value), and the payout signal (the day's own signal) is left as it is. This corresponds to the third pattern wiring of FIG. 4, and the arithmetic expression does not have to be changed as it is as shown in FIG. 9, but it is impossible to specify the situation such as boarding on the day only by the pulse signal.

(第2例(第2出力態様または第1出力態様))
再P信号(前日価値信号)と払戻信号(当日自信号)はそのままに、当日乗入に対応した第2払戻信号(当日他信号)を新設している。これは、図3の第2パターン配線に対応しており、図9の様に補正売上として演算式に第2払戻信号分を加算することで、第1例と同義となる。
(Second example (second output mode or first output mode))
While the re-P signal (the previous day value signal) and the payout signal (the day's own signal) are left as they are, a second payout signal (the other signal on the day) corresponding to boarding on the day is newly provided. This corresponds to the second pattern wiring of FIG. 3, and is synonymous with the first example by adding the second payout signal to the arithmetic expression as the corrected sales as shown in FIG.

(第3例(第3出力態様または第1出力態様))
再P信号と払戻信号はそのままに、当日再Pと当日乗入との合計を示す第2払戻信号(当日価値信号)を新設しており、図9の様に補正売上として現状から第2払戻信号を加算する一方、払戻信号を減算することで、第1例と同義となる。
(Third example (third output mode or first output mode))
The second payout signal (current value signal) indicating the total of the current day's re-P and the same day's entry is newly established with the re-P signal and the payout signal as they are. While adding the signal, subtracting the payout signal, it is synonymous with the first example.

(第4例(第4出力態様または第2出力態様))
再P信号はそのままに、払戻信号(当日価値信号)の出力対象に当日乗入を包含する一方、当日乗入に対応した第2払戻信号(当日他信号)を新設しており、図9の様に補正売上と補正景品との演算式に第2払戻信号分(当日他信号に対応した素データ)を加算することで、第1例と同義としている。
いずれの例も、補正売上と補正景品との対象として当日再Pを除外しているので、遊技装置2の信号出力形態に応じて適宜、対応する演算式にて補正売上等を特定すれば良い。
(Fourth example (fourth output mode or second output mode))
While the re-P signal remains as it is, the second payout signal (the other signal on the day) corresponding to the same-day entry is newly established while the output target of the payout signal (current value signal) includes the same day entry, as shown in FIG. In this way, the second payout signal (elementary data corresponding to the other signals on the day) is added to the calculation formula of the corrected sales and the corrected premium, thereby synonymous with the first example.
In any example, since the same day P is excluded as the target of the corrected sales and the corrected prize, the corrected sales etc. may be specified by the corresponding arithmetic expression as appropriate according to the signal output form of the gaming device 2. .

台管理装置6は、上述のようにして売上を補正した補正売上=売上+前日再P+前日乗入+当日乗入として遊技情報を演算する。この場合、第1パターンに示す様にシリアル通信等、各情報を個別に特定可能な場合は個別に特定した遊技情報を演算式に組込むだけで実情に見合う遊技情報を特定可能となるが、第3パターン等、汎用性の高いパルス通信のために各情報を個別に特定不能な場合には、図8に示す各例のように当日再Pと当日乗入とが混同しないように信号出力して、図9に示す各例のように補正売上と計数玉との演算対象から当日再Pを除外する必要がある。   The stand management device 6 calculates the game information as corrected sales obtained by correcting the sales as described above = sales + return P on the previous day + return on the previous day + return on the current day. In this case, as shown in the first pattern, when each information can be specified individually such as serial communication, it is possible to specify game information suitable for the actual situation by simply incorporating the individually specified game information into the arithmetic expression. When each information cannot be specified individually due to highly versatile pulse communication such as 3 patterns, a signal is output so that the same day re-P and on-the-day entry are not confused as in each example shown in FIG. Thus, as in each example shown in FIG. 9, it is necessary to exclude the same day re-P from the calculation target of the corrected sales and the counting ball.

(第1例)
補正売上=売上+再P信号(売上情報+前日価値当日他信号に対応した素データ)とし、補正景品=計数玉−払戻信号(景品情報−当日自信号に対応した素データ)とする。この場合、従来と同様に演算式を変更する必要はない。
(First example)
Corrected sales = sales + re-P signal (sales information + elementary data corresponding to the other day signal on the day of the previous day), and corrected premium = counting ball-refund signal (principal information-elementary data corresponding to the day's own signal). In this case, it is not necessary to change the arithmetic expression as in the conventional case.

(第2例)
補正売上=売上+再P信号+第2払戻信号(売上情報+前日価値信号に対応した素データ+当日他信号に対応した素データ)とし、補正景品=計数玉−払戻信号(景品情報−当日自信号に対応した素データ)とする。この場合、補正売上を変更する必要がある。
(Second example)
Corrected sales = sales + re-P signal + second refund signal (sales information + elementary data corresponding to the previous day value signal + elementary data corresponding to other signals on the day) and corrected prize = counting ball-refund signal (prize information-same day) (Elementary data corresponding to own signal). In this case, it is necessary to change the corrected sales.

(第3例)
補正売上=売上+再P信号+第2払戻信号−払戻信号(売上情報+前日価値信号に対応した素データ+当日価値信号に対応した素データ−当日自信号に対応した素データ)とし、補正景品=計数玉−払戻信号(景品情報−当日自信号に対応した素データ)とする。この場合、補正売上を変更する必要がある。
(Third example)
Corrected sales = sales + re-P signal + second payout signal-payout signal (sales information + raw data corresponding to the previous day value signal + raw data corresponding to the current day value signal-raw data corresponding to the current day signal) and correction Premium = count ball-refund signal (premium information-original data corresponding to own signal on the day). In this case, it is necessary to change the corrected sales.

(第4例)
補正売上=売上+再P信号+第2払戻信号とし、補正景品=計数玉−払戻信号+第2払戻信号(景品情報−当日価値信号に対応した素データ+当日他信号に対応した素データ)とする。この場合、補正売上と補正景品とを変更する必要がある。
(Fourth example)
Corrected sales = sales + re-P signal + second payout signal, corrected prize = counter ball-refund signal + second payout signal (prize information-elementary data corresponding to the day value signal + elementary data corresponding to other signals on the day) And In this case, it is necessary to change the corrected sales and the corrected premium.

第1例〜第4例のいずれの出力方式であっても、図9の様な演算を行うことで、実際の状態に見合う割数を特定可能なので、台管理装置6では、遊技装置2側の出力態様に応じて演算式を変更可能として補正売上や割数等を演算可能としている。尚、演算式の設定方法としては、各出力方式に対応する演算式を予め複数設定しておき、出力方式を選択することで対応する演算式を設定しても良いし、出力方式に応じた演算式を管理者等が組込んで設定することで対応する演算式を特定しても良く、どの様な設定方式を採用しても良い。   In any of the output methods of the first example to the fourth example, it is possible to specify a divisor corresponding to the actual state by performing the calculation as shown in FIG. The calculation formula can be changed according to the output mode, and the corrected sales, the divide, etc. can be calculated. In addition, as a setting method of the arithmetic expression, a plurality of arithmetic expressions corresponding to each output method may be set in advance, and the corresponding arithmetic expression may be set by selecting the output method, or according to the output method A manager or the like incorporates and sets an arithmetic expression to specify the corresponding arithmetic expression, and any setting method may be adopted.

図10は図4の第1または第2パターン配線の場合、図11は図4の第3パターンの様に貯玉管理装置7から貯玉情報等を入力出来ず図8に示す信号をパルス通信のみで入力可能な場合に補正売上や補正景品に関わる遊技情報の集計例である。いずれも、割数等は従来と同様の集計が可能となる。尚、図10,11ではパチンコ遊技機のみを集計対象としているが、スロットマシン等の他の遊技機を集計対象としても良い。   FIG. 10 shows the case of the first or second pattern wiring of FIG. 4, and FIG. 11 shows that the information shown in FIG. 8 cannot be input from the storage management device 7 as in the third pattern of FIG. This is an example of totaling game information related to corrected sales and corrected prizes when input is possible. In any case, the divisions and the like can be aggregated in the same manner as before. 10 and 11, only pachinko gaming machines are targeted for counting, but other gaming machines such as slot machines may be counted.

図10には次の項目が設定されている。
・アウト=アウト信号による遊技機1にて消費された遊技価値(消費価値)
・セーフ=セーフ信号による遊技中の入賞に応じて付与された遊技価値(入賞付与価値)
・計数玉=計数信号による獲得価値の計数値(計数価値)
・売上=売上信号による遊技装置2にて貨幣を対価として付与した遊技価値(貨幣付与価値)の対価(貨幣対価情報)
・補正売上=売上とみなすことが可能な再プレイを含む貸出処理に応じた総対価で、売上+(前日再P+前日乗入+当日乗入)×貸単価により示される。
In FIG. 10, the following items are set.
-Out = game value consumed in gaming machine 1 by out signal (consumption value)
-Safe = Game value given according to winnings during games with safe signals (winning grant value)
・ Counting ball = Count value of value acquired by counting signal (count value)
-Sales = Consideration of game value (money-giving value) given as money as consideration for the gaming device 2 based on a sales signal (money consideration information)
-Adjusted sales = total consideration according to lending processing including replay that can be regarded as sales, expressed by sales + (Previous day re-P + previous day entry + same day entry) x rental unit price.

・補正景品=交換対象となる獲得価値(交換価値)に対応する遊技場側の損失額で、(計数玉−当日再P)×貸単価により示される。尚、補正売上と補正景品とは図9にて説明した通りである。
・粗利=売上を遊技場の収入とした遊技場の営業利益で、売上−補正景品×原価率により示される。
尚、補正景品として補正第1景品を採用しても良い。以下の補正粗利も同様である。
-Corrected prize = loss amount on the game hall side corresponding to the acquired value (exchange value) to be exchanged, indicated by (count ball-same day re-P) x rental unit price. The corrected sales and the corrected prize are as described in FIG.
-Gross profit = Operating profit of the amusement hall with sales as revenue from the amusement hall, expressed as sales-adjusted premium x cost rate.
The corrected first prize may be adopted as the corrected prize. The same applies to the following corrected gross margin.

・補正粗利=補正売上を遊技場の収入とした粗利で、補正売上−補正景品×原価率により示される。
・粗利指標=貸出レートと交換レートとの相違による遊技場側の損失(再プレイ時のサービス分)を考慮した粗利で、レートの相違分を手数料玉として徴収した場合や相違がない場合には補正粗利と同値となる粗利で、売上(貨幣対価情報)+(補正売上(補正対価売上情報)−売上−補正景品(景品相当額情報))×原価率≒売上−(売上+(セーフ−アウト)×貸単価)×原価率により示される。
-Adjusted gross profit = Gross profit with corrected sales as revenue from the amusement hall, and is expressed as corrected sales-corrected premium x cost rate.
・ Gross profit index = Gross profit taking into account the loss (service portion at the time of replay) due to the difference between the loan rate and the exchange rate, when the difference in rate is collected as a fee ball or when there is no difference Is the gross profit equivalent to the adjusted gross profit, sales (money consideration information) + (corrected sales (corrected consideration sales information)-sales-corrected premium (premium equivalent information)) x cost rate ≒ sales-(sales + (Safe-out) x rental unit price) x cost rate.

尚、「補正売上−売上」は「(当日乗入+前日再P+前日乗入)×貸単価」を示し売上とみなすことが可能な再プレイ額を示すが、所謂再プレイ手数料を徴収する場合、手数料分を加え、「売上+(補正売上−売上+手数料相当額−補正景品)×原価率、尚、手数料相当額=手数料玉×貸単価」等と演算式を変更する必要がある(現在は規則等により禁止)。   Note that “corrected sales-sales” indicates “(on-the-day entry + previous-day re-P + previous-day entry) × unit price for lending” and indicates a replay amount that can be regarded as sales, but a so-called replay fee is collected. , Add the fee, and change the formula to “Sales + (Adjusted Sales – Sales + Fee Equivalent – Corrected Premium) × Cost Rate, Fee Equivalent = Fee Ball × Unit Price” (currently) Is prohibited by regulations).

また、補正景品は補正売上+(セーフ−アウト)×貸単価に相当するため上記のような演算式でも演算可能となる。他も同様に適宜、補正景品を補正第1景品としても良い。
・粗利指標β(第2粗利指標)=当日乗入の場合はレートの相違による損失が発生しないとした場合の粗利指標で、売上+当日乗入×貸単価−(補正売上+(セーフ−アウト−前日再P−前日乗入)×貸単価)×原価率=売上(貨幣対価情報)+当日乗入額(当日他相当額情報)−(補正景品(景品相当額情報)−前日額(前日相当額情報))×原価率により示される。
Further, since the corrected prize corresponds to corrected sales + (safe-out) × unit price for lending, it can be calculated using the above-described calculation formula. Similarly, the corrected prize may be used as the corrected first prize as appropriate.
・ Gross profit index β (2nd gross profit index) = Gross profit index when there is no loss due to the difference in rate in the case of on-the-day visit, sales + on-site entry x rental unit price-(corrected sales + ( Safe-out-previous day re-P-previous day's entry) x rental unit price) x cost rate = sales (money consideration information) + amount on the day (equivalent information on the day)-(corrected premium (premium equivalent information)-previous day Amount (previous day information)) x Cost rate.

尚、当日乗入額(当日他相当額情報)=当日乗入×貸単価、前日額(前日相当額情報)=(前日再P+前日乗入)×貸単価。また、粗利指標同様に手数料分を含んでも良い。
・出玉率=アウトに対するセーフの割合(払出率)で、セーフ÷アウトにより示される。
In addition, the amount on the day (equivalent information on the other day) = on-the-day entry x rental unit price, the previous day amount (information on the equivalent on the previous day) = (re-entry on the previous day + on-the-day entry) x unit price. In addition, the fee may be included in the same manner as the gross profit index.
・ Releasing rate = ratio of safe to out (payout rate), indicated by safe ÷ out.

・機械割、景品割=売上額(売上玉)に対する遊技場側の損失額(損失玉)の割合で、機械割は(売上+(セーフ−アウト)×貸単価)÷売上により示される理論上の割合を示し(補正第1景品が対象)、景品割は補正景品÷売上により示される実際の割合(補正第2景品が対象)
・補正機割、補正景割=売上額を補正売上とした機械割(補正機割=(補正売上+(セーフ−アウト)×貸単価)÷補正売上)(補正第1景品が対象)と、景品割(補正景割=補正景品÷補正売上)(補正第2景品が対象)
・原価率=貸出レートに対する交換レートの割合。図10の62.5%の場合、貸出レートが4円なら交換レートは2.5円
・当日乗入=当日乗入分の遊技価値で、当日乗入(一般)は一般カード、当日乗入(会員)は会員カードに対応。尚、一般と会員とで区別しなくとも良い。
・ Machine Discount, Premium Discount = The ratio of the loss amount (loss ball) at the amusement hall to the sales amount (sales), and the machine discount is theoretically indicated by (sales + (safe-out) x rental unit price) / sales. (The corrected first prize is the target), and the premium is the corrected percentage divided by the actual ratio indicated by sales (the corrected second prize is the target)
-Corrected machine discount, corrected scene discount = machine discount with corrected sales (corrected machine discount = (corrected sales + (safe-out) x rental unit price) / corrected sales) (targeted for the corrected first prize) Premium discount (corrected premium = corrected premium ÷ corrected sales) (for corrected second premium)
• Cost rate = ratio of exchange rate to loan rate. In the case of 62.5% in Fig. 10, if the lending rate is 4 yen, the exchange rate is 2.5 yen. • On-day boarding = game value for on-day boarding, on-site boarding (general) is regular card, on-board boarding (Member) corresponds to the membership card. It is not necessary to distinguish between general members and members.

・当日再P=当日再プレイ分の遊技価値で、一般カードと会員カードとの双方の合計に対応。尚、一般と会員とで区分しても良い
・前日再P、前日乗入=前日再Pは前日再P分の遊技価値で、前日乗入は前日乗入分の遊技価値
・補正誤差玉(誤差情報)=理論上の交換価値と実際の交換価値との差で、補正売上÷貸単価(=補正価値売上情報)+セーフ−アウト−補正景品÷貸単価(=補正価値景品情報)
・他口座引落=乗入による再プレイ時に乗入元として徴収した遊技価値を示し、他口座引落(一般)は一般カード、他口座引落(会員)は会員カードに対応
-Re-P on the day = game value for re-play on the day, corresponding to the total of both general cards and membership cards. In addition, it may be divided into general and member ・ Previous day re-P, previous day entry = previous day re-P is the game value for the previous day re-P, previous day entry is the game value for the previous day entry ・ Correction error ball ( Error information) = The difference between the theoretical exchange value and the actual exchange value, corrected sales / unit price (= corrected value sales information) + safe-out-corrected premium / unit price (= corrected value premium information)
・ Other account withdrawal = Shows the game value collected as a player when replaying by boarding, other account withdrawal (general) corresponds to general card, other account withdrawal (member) corresponds to member card

図10,11では上記した通り、双方共に補正売上と補正景品との対象から当日再Pを除外している。尚、全店は遊技場全体を対象としており、(4円換算)はアウトやセーフ等の玉を代表レートである4円に換算して(1円の4玉を1玉として換算)集計しており、(実値)はこの様な換算を行わずに実値をそのまま合計している。   In FIGS. 10 and 11, as described above, the re-P on the day is excluded from the target of the corrected sales and the corrected premium. All stores are for the entire amusement hall. (4 yen conversion) is calculated by converting the balls such as out and safe into the representative rate of 4 yen (converting 4 balls of 1 yen as 1 ball). The (actual value) is the sum of the actual values as they are without such conversion.

第1または第2パターンでは貯玉管理装置7から受信した遊技情報により、図10の様に再プレイの内訳を一般、会員等と区別したり、他口座引落等を特定可能である一方、第3パターンでは貯玉管理装置7が台管理装置6と別メーカ製である等、貯玉管理装置7からの遊技情報の受信が難しいため、図11の様に再プレイや当日乗入を一纏め(図8の第1例参照)にしたり、他口座引落や粗利指標βなどを特定不能となっているが、図8,9の様に演算式を出力形式に対応させて変更することにより、第1パターン等と同じ補正売上等の他の遊技情報を特定可能となっている。   In the first or second pattern, the game information received from the storage management device 7 can distinguish the replay breakdown from general members, etc. as shown in FIG. In the pattern, it is difficult to receive game information from the storage management device 7 because the storage management device 7 is made by a manufacturer different from the stand management device 6, so that replays and on-the-day boarding as shown in FIG. 1), or other account withdrawals and gross profit index β cannot be specified, but the first pattern can be changed by changing the arithmetic expression corresponding to the output format as shown in FIGS. It is possible to specify other game information such as the same corrected sales.

ここで、第1パターンの場合、図10の遊技情報全てを台単位で特定することも可能だが、第2パターンでは一般カードに対応した持玉や計数玉が貯玉管理装置7の管理対象とならないため、島コン26からの入力となり、台単位ではなく島単位または図10のようなレート単位となるが、当日乗入や補正売上や補正機割等は中継装置4にて入力する遊技信号により台単位で特定可能となる。   Here, in the case of the first pattern, it is possible to specify all the game information of FIG. 10 in units of units, but in the second pattern, the holding balls and counting balls corresponding to the general cards are not managed by the storage management device 7. Therefore, the input from the island con 26 is not a unit but an island unit or a rate unit as shown in FIG. It can be specified in units.

また、第3パターンも第2パターン同様に台単位で特定可能な遊技情報は制限されるが、第2パターン同様に中継装置4にて入力する遊技信号により台単位で特定可能な遊技情報もある。尚、第1パターンであっても中継装置4にて入力する信号により補正売上等を特定して勿論良い。   The game information that can be specified in units of units is also limited in the third pattern as in the case of the second pattern, but there is also game information that can be specified in units of units by the game signal input in the relay device 4 as in the second pattern. . Of course, even in the first pattern, the corrected sales etc. may be specified by a signal input by the relay device 4.

この様な実施形態によれば、次のような効果を奏することができる。
遊技装置2は、当日再P分を当日乗入分と区別して特定可能に再P信号等の遊技信号を出力するので、当日乗入を採用した場合でも補正売上や補正景品に関わる遊技情報を実情に見合う様に適切に管理可能となる。
According to such an embodiment, the following effects can be obtained.
The gaming device 2 outputs a game signal such as a re-P signal in such a manner that the re-P portion can be identified from the current day's re-entry, so that game information relating to corrected sales and corrected prizes can be obtained even if the same-day access is adopted. It becomes possible to manage appropriately according to the actual situation.

図8の第1〜第4例までの出力対象のいずれかにより信号出力するので、補正売上や補正景品に関わる遊技情報を適切に管理可能となる。
遊技信号の種類に応じて、遊技装置2から出力する遊技信号と、島コン26から出力する遊技信号とを区分することで、遊技装置2と島コン26にて分散して信号出力するので、遊技装置2に多くの出力端子を設ける必要性を低減できる。
Since a signal is output according to any of the output targets from the first to fourth examples in FIG. 8, game information related to corrected sales and corrected prizes can be managed appropriately.
According to the type of game signal, the game signal output from the gaming device 2 and the game signal output from the island con 26 are divided, so that the game device 2 and the island con 26 distribute and output signals. The necessity to provide many output terminals in the gaming apparatus 2 can be reduced.

前日再P+前日乗入+当日乗入分の合計値または売上+前日再P+前日乗入+当日乗入分の合計値を特定可能な遊技信号を出力するので、適切に補正売上を特定可能となる。
パルス出力のように出力回数により遊技情報を特定可能な信号を出力対象とするので、当日乗入を採用した場合でも汎用性の高い信号出力態様にて遊技情報を管理可能となる。
A game signal that can identify the total value for the previous day's re-P + the previous day's entry + the same day's entry or sales + the previous day's re-P + previous day's entry + the same day's entry, so that the corrected sales can be specified appropriately Become.
Since a signal that can specify game information according to the number of times of output, such as pulse output, is targeted for output, game information can be managed in a highly versatile signal output mode even when boarding on the day is adopted.

(その他の実施形態)
本発明は、上記実施形態に限定されることなく、次のように変形または拡張できる。
図8等にて前日再P、前日乗入、当日乗入の合計と、当日再Pの合計とを特定可能な出力例を例示したが、例えば、再P信号として前日再P、前日乗入、当日乗入の会員分の合計値、払戻信号として当日再Pの合計値、第2払戻信号として当日乗入の一般分を対象とする等、上述した各合計値を特定可能な出力態様であれば例示した以外の出力態様を採用しても良く、その場合、図9の演算値と同様の値を求めるように適宜演算式を変更すれば良い。
(Other embodiments)
The present invention is not limited to the above embodiment, and can be modified or expanded as follows.
In FIG. 8 and the like, the output example that can identify the previous day's re-P, the previous day's entry, the total of the same day's entry and the total of the same day's re-P is illustrated. In the output mode that can specify each total value described above, such as the total value of members on the day, the total value of the same day re-P as the refund signal, the general value of the same day of arrival as the second refund signal, etc. If so, output modes other than those exemplified may be employed, and in that case, the arithmetic expression may be changed as appropriate so as to obtain a value similar to the arithmetic value of FIG.

パルス信号の場合、再P信号は台単位、払戻信号は島単位での出力を例示したが、第2払戻信号にて例示した様に、いずれを台単位としたり、島単位としたりしても良い。
前日貯玉と当日貯玉や持玉とについて、前日貯玉は前日以前の獲得価値が含まれていれば、当日に獲得価値を貯玉処理により前日貯玉扱いとする等しても良く、必ずしも営業日前日以前だけの獲得価値である必要性はない。当日貯玉や持玉も、例えば営業時間を延長する等した場合等、営業日当日だけでなく前日以前に獲得した獲得価値が含まれる場合があっても良い。
In the case of a pulse signal, the re-P signal is output in units of units, and the payout signal is output in units of islands. However, as illustrated in the second payout signal, any of them may be set in units of units or in units of islands. good.
As for the previous day's storage ball and the same day's storage ball and holding ball, if the previous day's storage ball includes the acquired value before the previous day, the acquired value may be treated as the previous day's storage ball by the storage ball processing, etc. There is no need to be just an acquired value. For example, when the business day is extended or the business hours are extended, the value acquired not only on the business day but also on the previous day may be included.

貨幣価値としては例示した貨幣そのものだけでなく、所謂電子マネー等を含んでも良い。また、所謂各台計数を前提とするシステムを例示したが、所謂島端計数を導入した、或いは島端計数を前提としたシステムを対象としてもよく、この場合、価値受付手段や遊技装置2は、会員カード等の識別情報を受付ける各台装置と、獲得玉自体を受付ける島端計数装置とにより構成されることになる。また、再プレイについても同様に各台装置だけでなく、所謂島端再プレイ機を遊技装置等としても良い。   The money value may include not only the illustrated money itself but also so-called electronic money. In addition, although the system based on the so-called counting of each vehicle has been illustrated, the system that introduces the so-called island edge counting or the system based on the island edge counting may be used. In this case, the value receiving means and the gaming device 2 are Each unit device that receives identification information such as a membership card and an island edge counting device that receives the earned ball itself. Similarly, for replay, not only each device but also a so-called island edge replay machine may be used as a game device or the like.

レートとして貸出レートが複数設けられる場合を例示したが、交換レートが複数設けられる場合や貸出レートと交換レートとがそれぞれ複数設けられる場合に適用しても勿論良い。また、計数した持玉の対応レートとして予め設定される自種別を特定したり、対応するレートと持玉や貯玉が対応付けられた記録媒体を受付けることで対応するレートを特定可能な獲得価値の受付を例示したが、いずれか一方の受付のみを採用する等、受付けた獲得価値のレートを特定可能な構成や設定する構成はどのような構成としても良い。また、例えば指紋等の記録媒体以外の識別情報に獲得価値を対応付け、その指紋等を受付けることにより獲得価値を受付けても良い。   Although the case where a plurality of lending rates are provided as an example has been illustrated, it may be applied to a case where a plurality of exchange rates are provided or a case where a plurality of lending rates and exchange rates are provided. In addition, it is possible to specify a self-type that is set in advance as the corresponding rate of the counted ball, or to receive a recording medium in which the corresponding rate is associated with the ball or the storage ball, so that the corresponding rate can be identified. Although the reception is illustrated, any configuration may be used that can specify or set the rate of the received acquired value, such as adopting only one of the receptions. Further, for example, the acquired value may be received by associating the acquired value with identification information other than the recording medium such as a fingerprint and receiving the fingerprint.

達している等の表現は、基準値との比較において、超過だけなく以上とならないかを判定する構成も包含する。同様に達しないとは未満だけなく以下とならないかを判定する構成も包含する。   The expression such as reaching also includes a configuration for determining whether it does not exceed or exceed in the comparison with the reference value. Similarly, a configuration for determining whether it does not reach the following is included.

遊技者による乗入操作が行われることを状態切替条件として例示したが、他に、自種別の持玉がなく他種別の乗入可能な持玉がある場合に、遊技者の操作を伴うことなく成立する条件を状態切替条件とする等、状態切替条件等の条件は適当な条件であればどの様な条件を採用する等、例示した条件はどのような条件としても良い。   The state switching condition is exemplified as a state switching condition by a player, but if there are other types of balls that can be entered without other types of balls, it is accompanied by the player's operation. The exemplified conditions may be any conditions, such as adopting any conditions as long as the conditions such as state switching conditions are appropriate, such as the condition switching condition that is not satisfied.

通常の付与処理を行う付与手段を状態切替条件の成立に応じて乗入状態へと切り替えることで乗入付与処理を行うことを例示したが、通常の付与処理を行う付与手段と、乗入付与処理とを行う付与手段とを区別して設けて、乗入状態に関わりなく乗入付与処理を行う様にしても良い。   Although the example of performing the entry grant process by switching the grant means for performing the usual grant process to the boarding state according to the establishment of the state switching condition, the grant means for performing the normal grant process, and the board grant It is also possible to distinguish between the giving means for performing the process and perform the boarding process regardless of the boarding state.

例示した設定値は予め設定されれば遊技場管理者が任意に設定しても、管理装置の製造メーカにて設定しても、外部(例えばチェーン店本部等)の管理サーバから設定情報をダウンロードして設定しても良い。また、記録媒体としてカードを例示したが、識別情報等を特定可能であれば例えばコイン等の他の記録媒体であっても良い。   The setting values illustrated can be downloaded from the management server outside (for example, chain store headquarters), whether set up in advance by the game hall administrator or set by the manufacturer of the management device. May be set. Further, although a card is exemplified as the recording medium, other recording media such as coins may be used as long as identification information and the like can be specified.

遊技装置2として貨幣受付処理や、その貨幣による対価付与処理(貸出処理)の所謂貸出機の機能を備えた遊技装置を例示したが、例えば貸出機能を備えた遊技装置である貸出装置と、持玉の計数や払戻しを可能とする所謂各台計数機能を備えた遊技装置である各台計数装置とを、それぞれ設けることで遊技装置を構成しても良い。   As the gaming device 2, a gaming device having a function of a so-called lending machine for money accepting processing and value giving processing (lending processing) using the money has been illustrated, but for example, a lending device which is a gaming device having a lending function, You may comprise a game device by providing each stand counting device which is a game device provided with what is called each stand counting function which enables counting of a ball and refund.

例示した全ての遊技情報は入力した信号により直接的に特定しても演算式を利用する等して間接的に特定しても良く、「〜示される値に相当する〜」とは演算結果として相当する値を演算すればどのような演算過程や単位であっても良い旨を示す。尚、相当額とは玉数に貸単価を乗じた値を示すので、原価率が1であれば対価と同値となるが、1でなければ異なる値となる。また、数値、桁数、項目等は例示であり、どのような数値を採用しても良い。   All of the illustrated game information may be specified directly by the input signal or indirectly by using an arithmetic expression, etc., "~ corresponding to the indicated value ~" It indicates that any calculation process or unit may be used as long as the corresponding value is calculated. The equivalent amount indicates a value obtained by multiplying the number of balls by the lending unit price, so if the cost rate is 1, it is the same value as the consideration, but if it is not 1, it is a different value. In addition, numerical values, the number of digits, items, and the like are examples, and any numerical values may be adopted.

対象となる遊技機は遊技媒体をデータのみで管理する所謂封入式等の例示したパチンコ遊技機以外のパチンコ遊技機やスロットマシン等も採用できる。尚、所謂封入式等を考慮して遊技媒体は必要に応じて遊技価値と表現する。また、封入式等の場合、有価価値を遊技に消費出来る状態とすることが遊技に使用可能な遊技価値を付与する対価付与処理となる。
例示した処理は遊技装置2や、管理装置だけでなく、中継装置等も含め、どのような機器により行っても良いし、どの様に分担して処理しても良い。また、変形例を含む例示した構成をどのように組合わせても良い。
As a target gaming machine, a pachinko gaming machine or a slot machine other than the illustrated pachinko gaming machine such as a so-called enclosed type that manages gaming media only by data can be adopted. Note that the game medium is expressed as a game value as necessary in consideration of a so-called enclosing type. In addition, in the case of an encapsulated type or the like, a state in which a valuable value can be consumed for a game is a value providing process for providing a game value usable for the game.
The illustrated processing may be performed by any device including not only the gaming device 2 and the management device but also a relay device or the like, and may be processed in any manner. Moreover, you may combine how the illustrated structure including a modification is combined.

図面中、1は遊技機、2は遊技装置(価値受付手段、価値付与手段、出力手段、第1遊技装置、第1出力手段)、26は島コン(第2遊技装置、第2出力手段)である。   In the drawings, 1 is a gaming machine, 2 is a gaming device (value receiving means, value giving means, output means, first gaming device, first output means), and 26 is an island player (second gaming device, second output means). It is.

Claims (5)

遊技者が獲得した遊技価値である獲得価値を受付可能であり、当該獲得価値を受付けた場合に遊技場に複数設けられるレートの内、当該受付けた獲得価値に対応するレートを特定する価値受付手段と、
遊技者による付与操作の受付けに応じて遊技価値を付与する付与処理を行い、当該付与処理として、遊技者から受付けた獲得価値の内、前記価値受付手段に予め設定される付与レートが対応付けられた自獲得価値を対価とする自価値付与処理、及び当該付与レートとは異なる他レートが対応付けられた他獲得価値を対価とする他価値付与処理を可能とし、遊技場における営業日前日迄に獲得された獲得価値である前日価値と、遊技場における営業日当日に獲得された獲得価値である当日価値とのいずれを対価としても前記付与処理を可能とする価値付与手段と、
対価を前記前日価値とした前記自価値付与処理である前日自処理分、対価を前記前日価値とした前記他価値付与処理である前日他処理分、対価を前記当日価値とした前記自価値付与処理である当日自処理分、及び対価を前記当日価値とした前記他価値付与処理である当日他処理分に対応した遊技情報であり、複数種類の当該処理分を合計した遊技情報に対応する遊技信号を出力対象とする出力手段と、を備え、
前記出力手段は、前記前日自処理分、前記前日他処理分、及び前記当日他処理分の少なくとも1つの処理分については、当該処理分と当該処理分以外の処理分とを合計した遊技情報を示す合計遊技情報に対応する一方、前記当日自処理分に対応した遊技情報については、前記当日他処理分を少なくとも含む当該当日自処理分以外の他の処理分と区別可能な遊技情報を示す当日自付与情報に対応する遊技信号を出力対象とすることを特徴とする遊技装置。
Value receiving means for accepting an acquired value that is a game value acquired by a player, and specifying a rate corresponding to the received acquired value among a plurality of rates provided in the game hall when the acquired value is received When,
In accordance with acceptance of a grant operation by a player, a grant process is performed to assign a game value. As the grant process, among the acquired values received from the player, a grant rate set in advance in the value accepting unit is associated. The self-value-adding process using the self-acquisition value as a consideration and the other value-adding process using the other acquisition value associated with another rate different from the grant rate as a consideration, and the day before the business day at the amusement hall A value granting means that enables the above-mentioned grant processing using as a consideration either the previous day value that is the acquired value acquired or the current day value that is the acquired value acquired on the business day of the playground;
The self-value-adding process for the previous day, which is the self-value-adding process for which the consideration is the previous-day value, the other-day other process for the other-value giving process, for which the consideration is the previous-day value, and the self-value-adding process, where the consideration is the current-day value Game information corresponding to the game processing information corresponding to the day's own processing and the other processing on the day which is the other value giving processing having the value as the current value, and corresponding to the game information obtained by summing up the plurality of types of the processing. Output means for outputting
The output means, for at least one of the previous day's own processing, the previous day's other processing, and the same day's other processing, game information obtained by summing the processing and the processing other than the processing. On the day of the game information corresponding to the day's own processing portion, the game information corresponding to the day's own processing portion, the game information distinguishable from other processing portions other than the day's own processing portion including at least the other processing portion of the day A gaming apparatus characterized in that a gaming signal corresponding to the self-given information is output.
前記出力手段は、前記前日自処理分、前記前日他処理分、及び前記当日他処理分を合計した遊技情報を特定対象とした前日価値当日他信号と、前記当日自処理分に対応した遊技情報を特定対象とした当日自信号とを出力する第1出力態様、
前記前日自処理分、及び前記前日他処理分を合計した遊技情報を特定対象とした前日価値信号と、前記当日他処理分に対応した遊技情報を特定対象とした当日他信号と、前記当日自信号とを出力する第2出力態様、
前記当日他処理分、及び前記当日自処理分を合計した遊技情報を特定対象とした当日価値信号と、前記前日価値信号と、前記当日自信号とを出力する第3出力態様、
及び前記前日価値信号と、前記当日価値信号と、前記当日他信号とを出力する第4出力態様の内、少なくとも1つの出力態様により遊技信号を出力することで、前記合計遊技情報と前記当日自付与情報とに対応する遊技信号を出力対象とすることを特徴とする請求項1に記載の遊技装置。
The output means includes a game information corresponding to the day-of-day self-processing, the day-of-day value of the other-day processing, the day-of-day other-processing, and the day-of-day other-processing, and game information corresponding to the day-of-day self-processing. A first output mode for outputting a self-signal on the day for a specific target,
The previous day's own processing amount and the previous day's other processing portion total game information as the subject of the previous day value signal, the game information corresponding to the other day's other processing portion as the subject of identification, and the same day confidence A second output mode for outputting
A third output mode for outputting the current day value signal, the previous day value signal, and the same day own signal, to which the game information obtained by summing the other day processing amount and the day own processing amount is specified;
And outputting the game signal in at least one output mode among the fourth output modes for outputting the previous day value signal, the current day value signal, and the current day other signal, so that the total game information and the current day self signal are output. 2. The gaming apparatus according to claim 1, wherein a gaming signal corresponding to the given information is output.
前記価値付与手段を備え遊技機に対応して設けられる第1遊技装置と、複数の当該第1遊技装置における遊技情報を集計する第2遊技装置とにより構成され、
前記出力手段は、前記第1遊技装置に設けられる第1出力手段と、前記第2遊技装置に設けられる第2出力手段とに区分され、
前記出力手段による出力対象となる遊技信号は、前記第1出力手段と、前記第2出力手段とに区分して出力されることを特徴とする請求項1または2に記載の遊技装置。
A first gaming device provided with the value giving means and corresponding to the gaming machine; and a second gaming device that counts gaming information in the plurality of first gaming devices,
The output means is divided into a first output means provided in the first gaming device and a second output means provided in the second gaming device,
The gaming apparatus according to claim 1 or 2, wherein the game signal to be output by the output means is output divided into the first output means and the second output means.
前記価値受付手段は、遊技者所有の貨幣価値を受付可能であり、
前記価値付与手段は、遊技者から受付けた貨幣を対価とする前記付与処理である貨幣付与処理を可能とし、
前記出力手段は、前記前日自処理分、前記前日他処理分、及び前記当日他処理分に対応した遊技情報と、前記貨幣付与処理分、前記前日自処理分、前記前日他処理分、及び前記当日他処理分に対応した遊技情報との内、少なくとも一方を前記合計遊技情報として特定可能な遊技信号を出力対象とすることを特徴とする請求項1から3のいずれか一項に記載の遊技装置。
The value receiving means can receive a monetary value owned by a player,
The value giving means enables the money giving process, which is the giving process in which the money received from the player is paid.
The output means includes game information corresponding to the previous day's own process, the previous day's other process, and the current day's other process, the money granting process, the previous day's own process, the previous day's other process, and the The game according to any one of claims 1 to 3, wherein a game signal that can specify at least one of the game information corresponding to the other processing on the day as the total game information is to be output. apparatus.
前記出力手段の出力対象となり、前記合計遊技情報、及び前記当日自付与情報に対応する遊技信号は、特定対象となる遊技情報が基準値分更新されることにより出力され、出力回数を計数することで特定対象となる遊技情報を特定可能な信号であることを特徴とする請求項1から4のいずれか一項に記載の遊技装置。   The game signal corresponding to the total game information and the self-giving information on the day is output by the output means, and is output by updating the game information to be specified by a reference value, and counting the number of times of output. The gaming apparatus according to claim 1, wherein the gaming apparatus is a signal that can identify gaming information to be identified.
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