JP2003275444A - Game machine managing device and game machine managing method - Google Patents

Game machine managing device and game machine managing method

Info

Publication number
JP2003275444A
JP2003275444A JP2002079232A JP2002079232A JP2003275444A JP 2003275444 A JP2003275444 A JP 2003275444A JP 2002079232 A JP2002079232 A JP 2002079232A JP 2002079232 A JP2002079232 A JP 2002079232A JP 2003275444 A JP2003275444 A JP 2003275444A
Authority
JP
Japan
Prior art keywords
balls
counting means
gaming machine
error
signal pulse
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
JP2002079232A
Other languages
Japanese (ja)
Inventor
Kohei Sato
公平 佐藤
Koji Sasaki
幸治 佐々木
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
DYNAM CO Ltd
PA Network Laboratory Co Ltd
Original Assignee
DYNAM CO Ltd
PA Network Laboratory Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by DYNAM CO Ltd, PA Network Laboratory Co Ltd filed Critical DYNAM CO Ltd
Priority to JP2002079232A priority Critical patent/JP2003275444A/en
Publication of JP2003275444A publication Critical patent/JP2003275444A/en
Pending legal-status Critical Current

Links

Abstract

<P>PROBLEM TO BE SOLVED: To provide a game machine managing device and a game machine managing method capable of determining anomaly and dishonesty per each game machine in a game house on a real time basis. <P>SOLUTION: The game machine managing device is composed at least of a first counting means provided so as to generate a signal pulse responding to a supplied number of balls to the game machine, a second counting means provided so as to generate a signal pulse responding to a number of prize balls in the game machine, a third counting means provided so as to generate a signal pulse responding to sales in a ball dispenser provided in the game machine, a calculating means for receiving the signal pulses of the first, second and third counting means, converting them into numbers of balls and calculating a total sum of the numbers of balls, and a computer carrying out calculation and management. <P>COPYRIGHT: (C)2003,JPO

Description

【発明の詳細な説明】Detailed Description of the Invention

【0001】[0001]

【発明の属する技術分野】本発明は、遊技機を管理する
遊技機管理装置及び遊技機管理方法に関する。特に、遊
技機及び当該遊技機に設けられた玉貸機等の周辺機器の
異常や遊技機、周辺機器に対する不正操作を早期、か
つ、正確に把握することを目的とする遊技機管理装置及
び遊技機管理方法に関する。
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a game machine management device and a game machine management method for managing a game machine. In particular, a game machine management device and a game machine for the purpose of quickly and accurately grasping an abnormality in a peripheral machine such as a game machine and a ball rental machine provided in the game machine and an illegal operation on the game machine and the peripheral machine. Regarding machine management method.

【0002】[0002]

【従来の技術】遊技場に於いて、遊技機やその周辺機器
の異常、遊技機、周辺機器に対する不正な操作を早期に
発見することは、遊技場の円滑な営業及び営業目的の達
成に極めて重要である。従来、上記の異常、不正を発見
する為に、一日における遊技機の賞球数の総合計から一
日における玉計数機の合計を差し引き、その誤差を算出
していた。即ち、玉計数機に流される玉は、遊技により
獲得した賞球数を含むものであり、1日において玉計数
機に流された玉の総合計は、1日において遊技台より賞
球として排出された賞球数の合計と1日において遊技機
に設けられ玉貸機から貸し出された玉の合計の和に一致
する。従って、玉計数機に流された玉の総合計が遊技機
より払い出された賞球数の合計と玉貸機から貸し出され
た玉の合計の和より大きいか又は小さい場合は、何らか
の異常又は不正な操作があったと考えられる。遊技場の
営業者は、この知見に基づき、該誤差を毎日確認し、異
常、不正の有無を監視している。
2. Description of the Related Art In a game arcade, early detection of abnormalities in the game arcade and its peripherals and illegal operations on the game arcade and peripherals is extremely important for smooth sales and achievement of business goals. is important. Conventionally, in order to detect the above-mentioned abnormality and fraud, the total of the ball counters for one day is subtracted from the total number of prize balls of the game machine for one day, and the error is calculated. That is, the balls thrown to the ball counter include the number of prize balls won by the game, and the total number of balls thrown to the ball counter in one day is ejected from the gaming table as prize balls. It is equal to the sum of the total number of prize balls awarded and the total number of balls lent from the ball lending machine provided in the game machine in one day. Therefore, if the total number of balls thrown to the ball counting machine is larger or smaller than the sum of the total number of prize balls paid out from the gaming machine and the total number of balls lent out from the ball lending machine, some abnormality or It is thought that there was an illegal operation. Based on this knowledge, the business operator of the amusement arcade checks the error every day and monitors the presence or absence of abnormality or fraud.

【0003】[0003]

【発明が解決しようとする課題】しかしながら、従来の
方式では、遊技場における玉の総数で、異常、不正の有
無を判断をしている為に、どこで異常や不正が発生して
いるのかを特定する事はできなかった。そのため、異
常、不正が発生している事は分かっても、異常、不正が
発生している場所を特定する手段が無い為、各遊技機の
データを調べ、疑わしい遊技機の動作を確認するなどし
て対処していた。しかも、玉数総合計の誤差を算出する
作業は、閉店後の作業となる為、遊技場の従業員にとっ
ても負荷の大きな作業であり、この改善が求められてい
た。
However, in the conventional method, since the presence or absence of abnormality or fraud is determined by the total number of balls in the game hall, it is possible to identify where the abnormality or fraud occurs. I couldn't do it. Therefore, even if you know that there is an abnormality or fraud, there is no means to identify the place where the abnormality or fraud has occurred, so check the data of each gaming machine and check the operation of the suspicious gaming machine etc. I was dealing with it. Moreover, the work of calculating the error of the total number of balls is a work after the store is closed, which is a heavy work for the employees of the amusement hall, and this improvement has been demanded.

【0004】この種の遊技機に於ける異常、不正を監視
する装置として、特開平11−192370「パチンコ
ホールの不正検出装置」が知られている。即ち、補給信
号、貸玉信号、アウト玉信号及び獲得玉数(賞球)の計
数信号に、補給信号及び貸玉信号に予め設定される補正
玉数を積算した積算玉数と、計数信号とを比較して、計
数信号の方が大きい場合には不正と判断し、他の場合に
は正常と判断する装置である。この装置では、玉数を計
測するための計数機を多数設置する必要がある上に、補
正玉数を計数値に積算する必要があり、補正玉数によっ
ては異常、不正に判断を間違えることがあるなど、該装
置の運用を煩雑にしている。
As a device for monitoring anomalies and frauds in this type of gaming machine, Japanese Patent Laid-Open No. 11-192370 "Pachinko Hall Fraud Detection Device" is known. That is, the total number of balls obtained by integrating the replenishment signal, the ball-rental signal, the out-ball signal, and the count signal of the number of won balls (prize balls) with the number of corrected balls preset in the replenishment signal and the ball-rental signal, and the count signal. Is a device that judges that the count signal is larger than the count signal, and judges that the count signal is normal in other cases. In this device, it is necessary to install a large number of counters for measuring the number of balls, and it is necessary to add the corrected number of balls to the count value. For example, the operation of the device is complicated.

【0005】本発明は、上記先行技術の問題点を解決
し、最少の計数機で玉数を計測し、しかも確度高く異
常、不正を検出する遊技機管理装置及び遊技機管理方法
を提供しようとするものである。更に、従来行われてき
たホール全体における玉総合計の誤差により行ってきた
異常、不正の判断を、遊技台個別に行うこともでき、容
易にしかも確度高く異常、不正を検出しようとするもの
である。そして、その結果として遊技場運用者の負担を
大幅に低減することができる。
The present invention solves the above-mentioned problems of the prior art, and aims to provide a gaming machine management apparatus and a gaming machine management method for counting the number of balls with a minimum counter and detecting abnormalities and fraud with high accuracy. To do. In addition, it is possible to judge abnormalities and frauds that were previously made by the error of the ball total in the entire hall individually for each gaming table, and it is possible to easily and accurately detect abnormalities and frauds. is there. As a result, the burden on the game hall operator can be significantly reduced.

【0006】[0006]

【課題を解決するための手段】本発明の要旨は、少なく
とも遊技機への玉の補給数に応じた信号パルスを発生す
るように設けられた第1の計数手段、前記遊技機におけ
る賞球数に応じた信号パルスを発生するように設けられ
た第2の計数手段、前記遊技機に設けられた玉貸機にお
ける売上に応じた信号パルスを発生するように設けられ
た第3の計数手段、第1計数手段、第2計数手段と第3
計数手段からの信号パルスを受け取りそれぞれを玉数に
換算し玉数の演算を行う演算手段及び演算や管理を行う
コンピュータを備えた遊技機管理装置である。
Means for Solving the Problems The gist of the present invention is a first counting means provided to generate a signal pulse according to at least the number of balls supplied to a gaming machine, and the number of prize balls in the gaming machine. Second counting means provided so as to generate a signal pulse according to, a third counting means provided so as to generate a signal pulse according to sales in the ball lending machine provided at the gaming machine, First counting means, second counting means and third
The gaming machine management device is provided with an arithmetic means for receiving a signal pulse from the counting means and converting each into the number of balls to calculate the number of balls, and a computer for performing arithmetic and management.

【0007】そして、遊技機毎に、少なくとも前記遊技
機への玉の補給数に応じた信号パルスを発生するように
設けられた第1の計数手段、前記遊技機における賞球数
に応じた信号パルスを発生するように設けられた第2の
計数手段、前記遊技機と対応し設けられた玉貸機におけ
る売上に応じた信号パルスを発生するように設けられた
第3の計数手段、第1計数手段、第2計数手段と第3計
数手段からの信号パルスを受け取りそれぞれを玉数に換
算し玉数の演算を行う演算手段及び演算や管理を行うコ
ンピュータを備えることができる。
[0007] Then, for each gaming machine, first counting means provided so as to generate at least a signal pulse corresponding to the number of balls supplied to the gaming machine, a signal corresponding to the number of prize balls in the gaming machine Second counting means provided to generate a pulse, third counting means provided to generate a signal pulse according to sales in a ball lending machine provided corresponding to the game machine, first An arithmetic means for receiving the signal pulses from the counting means, the second counting means and the third counting means and converting each to the number of balls to calculate the number of balls and a computer for performing calculation and management can be provided.

【0008】前記演算手段又はコンピュータは、第1計
数手段、第2計数手段と第3計数手段から送られる信号
パルスを計測する手段、各計測した信号パルスを玉数に
換算する手段、各換算した玉数を累計し補給玉数累計N
1、賞球玉数累計N2と貸玉数累計N3を演算する手段
及び累計誤差E=N1−(N2+N3)又は(N2+N
3)−N1を演算する手段を備えることができる。
The calculating means or the computer measures the signal pulses sent from the first counting means, the second counting means and the third counting means, the means for converting each measured signal pulse into the number of balls, and each conversion. Cumulative number of balls and total number of supply balls N
1. Means for calculating the total number N2 of prize balls and the total number N3 of lent balls and the total error E = N1− (N2 + N3) or (N2 + N)
3) A means for calculating -N1 can be provided.

【0009】累計誤差Eの演算は、演算手段が行うこと
もできるし、コンピュータが行うこともできる。演算手
段で演算を行い、累計誤差Eの絶対値が許容誤差Ecよ
りも大きくなった場合、演算手段はその旨コンピュータ
に通知する。通知を受け取ったコンピュータは、例え
ば、放送設備を介して遊技場の管理者や関係者に知らせ
ることができる。コンピュータが演算し、累計誤差Eの
絶対値が許容誤差Ecよりも大きくなった場合、その旨
をコンピュータが放送設備を介して遊技場の管理者や関
係者に知らせる。
The cumulative error E can be calculated by a calculation means or a computer. When the calculation means performs the calculation and the absolute value of the cumulative error E becomes larger than the allowable error Ec, the calculation means notifies the computer to that effect. The computer that has received the notification can notify the manager of the game hall or the related persons via the broadcasting facility, for example. When the computer calculates and the absolute value of the accumulated error E becomes larger than the allowable error Ec, the computer notifies the manager of the game hall and the related persons via the broadcasting facility.

【0010】累計誤差Eの演算に際しては、累計誤差と
してE=N1−(N2+N3)又は(N2+N3)−N
1から求めることができるし、一定時間毎の誤差eを求
めて累計誤差Eを求めることもできる。例えば、秒単位
又は分単位で一定時間毎の誤差eを求めて、それを累計
演算することにより累計誤差Eを求めることができる。
即ち、累計誤差をゼロと初期化し、一定時間毎の誤差e
をe=n1−(n2+n3)又は(n2+n3)−n1
から求め、E=E+eとして累計誤差Eを求めることが
できる。ここで、n1は一定時間毎の補給玉数であり、
n2は一定時間毎の賞球玉数であり、n3は一定時間毎
の貸玉数である。
In calculating the cumulative error E, the cumulative error E = N1- (N2 + N3) or (N2 + N3) -N
It is possible to obtain the total error E by obtaining the error e for every fixed time. For example, it is possible to obtain the cumulative error E by obtaining the error e in units of seconds or minutes at regular time intervals and cumulatively calculating the error e.
That is, the accumulated error is initialized to zero, and the error e
Where e = n1- (n2 + n3) or (n2 + n3) -n1
Then, the cumulative error E can be obtained by E = E + e. Here, n1 is the number of replenishing balls for each fixed time,
n2 is the number of prize balls per fixed time, and n3 is the number of ball rentals per fixed time.

【0011】この際、前記演算手段又はコンピュータ
は、累計誤差Eの絶対値と設定された許容誤差Ecの大
小を判定する手段及び累計誤差Eの絶対値が許容誤差E
cより大きい場合この旨を通知する手段を備えることが
できる。また、前記演算手段又はコンピュータは、累計
誤差Eの値の正負を判定し、異常又は不正箇所を通知す
る手段を備えることができる。この際、既に述べたよう
に、累計誤差Eの演算は、演算手段が行うこともできる
し、コンピュータが行うこともできる。演算手段で演算
を行い、累計誤差Eの絶対値が許容誤差Ecよりも大き
くなった場合、演算手段はその旨コンピュータに通知す
る。通知を受け取ったコンピュータは、例えば、放送設
備を介して遊技場の管理者や関係者に知らせることがで
きる。コンピュータが演算し、累計誤差Eの絶対値が許
容誤差Ecよりも大きくなった場合、その旨をコンピュ
ータが放送設備を介して遊技場の管理者や関係者に知ら
せることができる。
At this time, the arithmetic means or the computer determines the absolute value of the cumulative error E and the set allowable error Ec, and the absolute value of the cumulative error E is the allowable error Ec.
If it is larger than c, means for notifying this may be provided. Further, the arithmetic means or the computer may include means for determining whether the value of the cumulative error E is positive or negative and notifying an abnormality or an incorrect portion. At this time, as described above, the calculation of the cumulative error E can be performed by the calculation means or the computer. When the calculation means performs the calculation and the absolute value of the cumulative error E becomes larger than the allowable error Ec, the calculation means notifies the computer to that effect. The computer that has received the notification can notify the manager of the game hall or the related persons via the broadcasting facility, for example. When the computer calculates and the absolute value of the cumulative error E becomes larger than the allowable error Ec, the computer can notify the manager of the game hall and the related persons via the broadcasting facility.

【0012】更に、少なくとも遊技機への玉の補給数に
応じた信号パルスを発生するように設けられた第1の計
数手段、前記遊技機における賞球数に応じた信号パルス
を発生するように設けられた第2の計数手段、前記遊技
機に設けられた玉貸機における売上に応じた信号パルス
を発生するように設けられた第3の計数手段、第1計数
手段、第2計数手段と第3計数手段からの信号パルスを
受け取りそれぞれを玉数に換算し玉数の演算を行う演算
手段及び演算や管理を行うコンピュータから構成される
遊技機管理装置において、演算手段又はコンピュータ
が、第1計数手段、第2計数手段と第3計数手段から送
られる信号パルスを計測し、各計測した信号パルスを玉
数に換算し、各換算した玉数を累計し補給玉数累計N
1、賞球玉数累計N2と貸玉数累計N3を演算し、累計
誤差E=N1−(N2+N3)又は(N2+N3)−N
1を演算し、かつ、累計誤差Eの絶対値と許容誤差Ec
の大小を判定し異常又は不正を通知することを特徴とす
る遊技機管理方法である。そして、累計誤差Eの値の正
負を判定し異常箇所を通知すること遊技機管理方法であ
る。この際、累計誤差Eの値の正負を判定し異常又は不
正の箇所を通知することができる。
Further, at least first counting means provided to generate a signal pulse according to the number of balls supplied to the gaming machine, so as to generate a signal pulse according to the number of prize balls in the gaming machine. A second counting means provided, a third counting means, a first counting means, and a second counting means, which are provided so as to generate a signal pulse according to sales in a ball lending machine provided in the game machine. In the gaming machine management device including a computing unit that receives a signal pulse from the third counting unit and converts each into the number of balls to calculate the number of balls, and a computer that performs computation and management, the computing unit or the computer is the first The signal pulse sent from the counting means, the second counting means and the third counting means is measured, each measured signal pulse is converted into the number of balls, and each converted number of balls is accumulated and the total number of replenished balls N
1. Calculate the total number N2 of prize balls and the total number N3 of lent balls, and calculate the total error E = N1- (N2 + N3) or (N2 + N3) -N.
1 is calculated, and the absolute value of the cumulative error E and the allowable error Ec are calculated.
It is a game machine management method characterized in that the size of the game is judged and an abnormality or an irregularity is notified. Then, it is a gaming machine management method of judging whether the value of the cumulative error E is positive or negative and notifying the abnormal portion. At this time, it is possible to determine whether the value of the cumulative error E is positive or negative and notify the abnormal or incorrect portion.

【0013】累計誤差Eを求めるに際して、既に述べた
ように、一定時間毎の誤差eの積算値として求めること
もできる。即ち、少なくとも遊技機への玉の補給数に応
じた信号パルスを発生するように設けられた第1の計数
手段、前記遊技機における賞球数に応じた信号パルスを
発生するように設けられた第2の計数手段、前記遊技機
に設けられた玉貸機における売上に応じた信号パルスを
発生するように設けられた第3の計数手段、第1計数手
段、第2計数手段と第3計数手段からの信号パルスを受
け取りそれぞれを玉数に換算し玉数の演算を行う演算手
段及び演算や管理を行うコンピュータから構成される遊
技機管理装置において、前記演算手段又はコンピュータ
が、累計誤差Eをゼロと初期化し、一定時間毎の信号パ
ルスを玉数に換算して一定時間毎の補給玉数累計n1、
同賞球玉数累計n2と同貸玉数累計n3を演算し、一定
時間毎の誤差e=n1−(n2+n3)又は(n2+n
3)−n1を演算し、累計誤差をE=E+eとして演算
し、かつ、累計誤差Eの絶対値と設定された許容誤差E
cの大小を判定し、累計誤差Eの絶対値が許容誤差Ec
よりも大きいときに異常又は不正を通知する遊技機管理
方法である。
When obtaining the cumulative error E, it can also be obtained as a cumulative value of the error e at regular time intervals, as described above. That is, at least the first counting means is provided to generate a signal pulse according to the number of balls supplied to the gaming machine, and is provided to generate a signal pulse according to the number of prize balls in the gaming machine. Second counting means, third counting means, first counting means, second counting means and third counting means provided so as to generate a signal pulse according to sales in the ball lending machine provided in the gaming machine. In the gaming machine management device, which is configured by an arithmetic means for receiving a signal pulse from the means and converting each to the number of balls and calculating the number of balls, the arithmetic means or the computer calculates the accumulated error E. Initialized to zero, the signal pulse for every fixed time is converted into the number of balls, and the cumulative number of replenishing balls for every fixed time n1,
The cumulative number of prize balls n2 and the cumulative number of ball rentals n3 are calculated, and an error e = n1- (n2 + n3) or (n2 + n) at regular time intervals.
3) -n1 is calculated, the cumulative error is calculated as E = E + e, and the absolute value of the cumulative error E and the set allowable error E are set.
The magnitude of c is determined, and the absolute value of the cumulative error E is the allowable error Ec.
It is a gaming machine management method of notifying an abnormality or fraud when it is larger than the above.

【0014】[0014]

【発明の実施の形態】以下、本発明に係る遊技機管理装
置を実施形態に基づいて、図面を参照して説明する。図
1に、遊技機、特に、最も一般的な玉貸機と組み合わせ
て運用されるパチンコ遊技機に、本発明を適用した場合
の構成を示した。図2は、図1の演算手段5の動作を示
すフローチャートを示している。
BEST MODE FOR CARRYING OUT THE INVENTION Hereinafter, a gaming machine management device according to the present invention will be described based on embodiments with reference to the drawings. FIG. 1 shows the configuration when the present invention is applied to a gaming machine, particularly a pachinko gaming machine operated in combination with the most common ball lending machine. FIG. 2 shows a flowchart showing the operation of the calculation means 5 of FIG.

【0015】図1において、本発明の遊技機管理装置
は、遊技機1、玉貸機2、補給装置3、遊技機1、玉貸
機2と補給装置3からの信号4を受けて計測する演算手
段5、コンピュータ6及び通信線7から構成される。そ
して、遊技機1への玉の補給数に応じた信号パルスを発
生する第1の計数機が補給装置3に、遊技機1における
賞球数に応じた信号パルスを発生する第2の計数機が遊
技機1に、玉貸機2における売上に応じた信号パルスを
発生する第3の計数機が玉貸機3にそれぞれ設けられ
る。この他、遊技者がパチンコ遊技機1を使用して遊技
を行う際の、玉の発射に対応しアウト信号(図示してい
ない)、大当たりに伴って特賞信号(図示していな
い)、確率変動状態となる事に伴って確変信号(図示し
ていない)、大当たりの抽選に伴ってスタート信号(図
示していない)などの信号がパチンコ遊技機1より出力
される。
In FIG. 1, the gaming machine management apparatus of the present invention receives signals 4 from the gaming machine 1, the ball lending machine 2, the replenishing device 3, the gaming machine 1, the ball lending machine 2 and the replenishing device 3 for measurement. It is composed of a computing means 5, a computer 6 and a communication line 7. Then, a first counter that generates a signal pulse according to the number of balls supplied to the gaming machine 1 is a second counter that generates a signal pulse according to the number of prize balls in the gaming machine 1 to the supply device 3. The gaming machine 1 is provided with each of the ball lending machine 3 and each of the third counting machines that generate a signal pulse according to the sales of the ball lending machine 2. In addition, when a player uses the pachinko gaming machine 1 to play a game, an out signal (not shown) corresponding to ball firing, a special prize signal (not shown) associated with a jackpot, and probability fluctuation The pachinko gaming machine 1 outputs signals such as a probability change signal (not shown) in accordance with the state and a start signal (not shown) in association with the jackpot lottery.

【0016】信号4は、玉貸機2からの売上信号41、
補給装置3からの補給信号42、パチンコ遊技機1から
の賞球信号43からなり、その他図示していないが、パ
チンコ遊技機1の動作に関する信号が演算手段5に入力
され、各種のデータ処理が行われ、その結果が通信線7
を経由してコンピュータ6に送られる。コンピュータに
通知された異常又は不正の情報は直ちに、例えば、放送
手段を用いて遊技場管理者をはじめとして関係者に連絡
される。
The signal 4 is a sales signal 41 from the ball lending machine 2,
It consists of a replenishment signal 42 from the replenishment device 3 and a prize ball signal 43 from the pachinko gaming machine 1, and although not shown, other signals related to the operation of the pachinko gaming machine 1 are input to the computing means 5 and various data processing And the result is communication line 7
Is sent to the computer 6 via. Abnormality or fraudulent information notified to the computer is immediately notified to relevant persons including the game hall manager using, for example, broadcasting means.

【0017】遊技機1、玉貸機2、補給装置3、演算手
段5、コンピュータ6、通信線7、第1の計数機、第2
の計数機及び第3の計数機は、遊技機島を単位として設
けることもできるし、遊技機毎に、玉貸機2、補給装置
3、演算手段5、コンピュータ6、通信線7、第1の計
数機、第2の計数機及び第3の計数機を設けることもで
きる。遊技機毎に設けることにより、異常又は不正の場
所が確実に個別に把握することが可能になる。この場
合、演算手段5は、遊技機1、玉貸機2、補給装置3と
対応して設けられるので、複数台存在する。演算手段5
と遊技機1の対応付けはコンピュータ6がデータとして
持っており、遊技機毎にデータ処理をすることができ
る。
Gaming machine 1, ball lending machine 2, replenishing device 3, computing means 5, computer 6, communication line 7, first counter, second
The counting machine and the third counting machine can be provided with the gaming machine island as a unit, and for each gaming machine, the ball lending machine 2, the replenishing device 3, the computing means 5, the computer 6, the communication line 7, the first counting machine. It is also possible to provide a counter, a second counter and a third counter. By providing each gaming machine, it is possible to surely grasp an abnormal or illegal place individually. In this case, since the arithmetic means 5 is provided corresponding to the gaming machine 1, the ball lending machine 2 and the supply device 3, there are a plurality of computing means 5. Computing means 5
The computer 6 has the correspondence between the gaming machine 1 and the gaming machine 1 as data, and data processing can be performed for each gaming machine.

【0018】コンピュータは、許容誤差の設定、警報の
伝達、これらの記録や玉数の演算の他、遊技機の運用デ
ータ、即ち、機台毎の特賞信号、確変信号、スタート信
号、アウト信号、賞球信号などの各種のデータを記録す
るとともに、遊技機ドアの開閉状況の把握等を行う。
The computer sets the permissible error, transmits an alarm, records these and calculates the number of balls, as well as operating data of the gaming machine, that is, a prize signal, a probability change signal, a start signal, an out signal for each machine, Various data such as award ball signals are recorded, and the opening / closing status of gaming machine doors is grasped.

【0019】本発明の遊技機管理装置の動作について以
下に説明する。遊技者はまず、玉貸機2よりプリペード
カード又は現金により遊技の為の玉を借りる。このと
き、玉賃機2は遊技者の購入金額に対応した売上信号4
3を出力する。遊技者がパチンコ遊技機1を使用して遊
技を行うと、玉の発射に対応しアウト信号(図示してい
ない)、玉の入賞に伴って賞球玉の払い出しに対応した
賞球信号42、大当たりに伴って特賞信号(図示してい
ない)、確率変動状態となる事に伴って確変信号(図示
していない)、大当たりの抽選に伴ってスタート信号
(図示していない)などの遊技に関する信号がパチンコ
遊技機1より出力される。本発明では、これらの信号に
加えて、補給装置3から補給信号41を演算手段2に送
っている。通常のホール監視装置では、特賞信号、確変
信号、スタート信号、アウト信号、賞球信号などを組み
合わせてホール営業に必要な各種のデータを生成してい
るが、これらの説明は省略する。
The operation of the gaming machine management device of the present invention will be described below. First, the player borrows a ball for a game from the ball lending machine 2 by using a prepaid card or cash. At this time, the ball renter 2 displays the sales signal 4 corresponding to the purchase amount of the player.
3 is output. When a player plays a game using the pachinko gaming machine 1, an out signal (not shown) corresponding to the firing of a ball, a prize ball signal 42 corresponding to the payout of a prize ball according to the winning of the ball, Signals related to game such as special prize signal (not shown) with big hit, probability change signal (not shown) with probability change state, start signal (not shown) with big hit lottery Is output from the pachinko gaming machine 1. In the present invention, in addition to these signals, the replenishment device 3 sends a replenishment signal 41 to the computing means 2. In a normal hall monitoring device, various data necessary for hall business is generated by combining special prize signals, probability variation signals, start signals, out signals, prize ball signals, etc., but description thereof will be omitted.

【0020】本発明は、遊技機個別に遊技機、補給装
置、玉貸機等の機器の異常、更には不正な操作を見つけ
ようとするものである。以下、この操作部分の演算手段
5の動作を図2のフローチャートを用いて説明する。演
算手段5は、ステップS10で判断基準となる許容誤差
Ecを設定する。この許容誤差Ecは、台の持性や補給
措置3の特性により変わるため、通常運用開始前にコン
ピュータ6より通信線7を介して演算手段5に送られ
る。ステップS11では、補給装置3から送られる補給
信号41(信号パルス)を計測する。尚、パルス計測
は、データを読み取る毎にクリアされる方式が一般的で
あり、累計の計測値を求めるには演算手段5で加算処理
が必要である。
The present invention is intended to detect an abnormality of a gaming machine, a supply device, a ball lending machine, or the like, and an illegal operation for each gaming machine. Hereinafter, the operation of the operation means 5 of this operation portion will be described with reference to the flowchart of FIG. The calculation means 5 sets the allowable error Ec which is the criterion in step S10. Since this allowable error Ec varies depending on the holding property of the table and the characteristics of the replenishment measure 3, the allowable error Ec is sent from the computer 6 to the calculation means 5 via the communication line 7 before the start of normal operation. In step S11, the supply signal 41 (signal pulse) sent from the supply device 3 is measured. The pulse measurement is generally cleared every time data is read, and addition processing is required by the calculation means 5 to obtain a cumulative measurement value.

【0021】一般に、補給玉数とパルス数とは異なり、
10玉で1パルスを出力する様に構成されている。従っ
て、ステップS12では、計測したパルス数を補給数
n’1に換算し、更に、N1=N1+n’1の演算処理
により累計補給数N1を演算している。同様に、ステッ
プS13、S14で、累計賞球玉数N2を演算する。ス
テップS15では、玉貸機2からの売上信号43(信号
パルス)を計測する。売上信号は、売上(単位は、円)
に対応しており、通常1パルス100円の信号が出る。
このパルス信号数をPとすると、売上は100*P
(円)となる。この売上に対応して貸し玉n’3が払い
出される。100円あたりの貸し玉数をn(通常25
個)とすると、n’3=n*(100*P)/100=
n*Pの貸玉が払い出された事になる、従って、累計貸
玉数N3は、N3=N3+n’3で求められる。当然の
ことながら、N1〜N3は演算手段5がデータを収集す
る準備段階でコンピュータ6からの指示で初期化され
る。尚、パルス計測が累計を計測する方式の場合は、上
記の説明において加算処理を行わず玉数への換算のみで
よい。
Generally, unlike the number of replenishing balls and the number of pulses,
It is configured to output 1 pulse with 10 balls. Therefore, in step S12, the measured number of pulses is converted into the replenishment number n′1, and the cumulative replenishment number N1 is calculated by the calculation process of N1 = N1 + n′1. Similarly, in steps S13 and S14, the cumulative prize ball count N2 is calculated. In step S15, the sales signal 43 (signal pulse) from the ball lending machine 2 is measured. Sales signal is sales (Unit: Yen)
The signal of 100 yen per pulse is usually output.
If this number of pulse signals is P, sales are 100 * P
It becomes (yen). The rental ball n'3 is paid out corresponding to this sales. The number of balls to lend per 100 yen is n (usually 25
N'3 = n * (100 * P) / 100 =
This means that n * P balls have been paid out. Therefore, the cumulative total number of rental balls N3 is calculated by N3 = N3 + n'3. As a matter of course, N1 to N3 are initialized by an instruction from the computer 6 at the preparatory stage in which the calculation means 5 collects data. In the case where the pulse measurement is a method of measuring the cumulative total, the addition processing is not performed in the above description and only conversion to the number of balls is required.

【0022】ステップS17では、累計誤差Eを計算す
る。貸し玉数N3と賞球数N2の和は遊技者が手にする
総玉数である。この総玉数は、結局は、各遊技機に玉を
補給する補給装置3から供給される為、同期して補給が
行われるならば、出入りする玉数の累計誤差Eは、数1
によって求めることができ、そのEの値はゼロとなるは
ずである。
In step S17, the cumulative error E is calculated. The sum of the number of lent balls N3 and the number of prize balls N2 is the total number of balls held by the player. Since this total number of balls is eventually supplied from the replenishing device 3 for replenishing each game machine with balls, if the replenishment is performed in synchronization, the cumulative error E of the number of balls coming in and out is equal to 1
And the value of E should be zero.

【0023】[0023]

【数1】E=N1−(N2+N3)[Equation 1] E = N1- (N2 + N3)

【0024】しかしながら、補給装置3は、図示しない
遊技機に設けられた上皿に玉を補給するもので、この補
給は上皿の玉が少なくなると一定量補給される方式と、
常時補給される方式がある。何れも遊技機1の玉の払い
出しとは同期せずに補給される。従って、補給により補
給装置3から上皿へ補給が開始されるまでは、ステップ
17における数1による計算では、累計誤差Eは負の方
向に拡大していく。また、一度補給が開始されると一定
量の補給が行われ、N1が増大する為、累計誤差Eは正
の方向に行き、補給装置3の玉補給によっては正の値と
なる。累計誤差Eは、数1で計算しているが、数2で計
算することもできる。その場合は、当然のことながら、
累計誤差Eの値の正負は反対になる。
However, the replenishing device 3 replenishes balls to the upper plate provided in the gaming machine (not shown), and this replenishment is a system in which a fixed amount is replenished when the number of balls on the upper plate becomes small,
There is a system that is constantly replenished. In both cases, the balls are supplied without being synchronized with the payout of the balls of the gaming machine 1. Therefore, until the replenishment from the replenishing device 3 to the upper plate is started by the replenishment, the cumulative error E increases in the negative direction in the calculation by the equation 1 in step 17. Further, once the replenishment is started, a certain amount of replenishment is performed and N1 increases, so that the cumulative error E goes in a positive direction, and becomes a positive value depending on the ball replenishment of the replenishing device 3. The cumulative error E is calculated by the equation 1, but can also be calculated by the equation 2. In that case, of course,
The sign of the value of the cumulative error E is opposite.

【0025】[0025]

【数2】E=(N2+N3)−N1[Equation 2] E = (N2 + N3) -N1

【0026】このように、実際の遊技機においては、正
常な動作状態においても累計誤差Eが発生するので、許
容誤差Ecを設定し、累計誤差Eの絶対値とEcの値と
を比較して、異常、不正の判断をする。即ち、ステップ
18にて累計誤差Eの絶対値が許容誤差Ecを越えるか
否か判定し、正常範囲の場合は、特に何も行わずステッ
プ11に戻り再度判定を実施する。一方、例えば、異
常、不正な操作によりパチンコ遊技機1より賞球信号無
しに玉を払い出させた場合は、数1で求めた累計誤差E
はマイナス方向に働き、マイナス方向に更に拡大する。
従って、ステップS18での判定条件が成立し、ステッ
プ19にてコンピュータ5に異常、不正を通知すること
となる。
As described above, in the actual gaming machine, the cumulative error E is generated even in the normal operating state. Therefore, the allowable error Ec is set, and the absolute value of the cumulative error E is compared with the value of Ec. , Abnormality, Illegal judgment. That is, in step 18, it is determined whether or not the absolute value of the cumulative error E exceeds the allowable error Ec. If it is within the normal range, nothing is done and the process returns to step 11 to perform the determination again. On the other hand, for example, when a ball is paid out from the pachinko gaming machine 1 due to an abnormal operation or an illegal operation without a prize ball signal, the cumulative error E obtained by the equation 1 is obtained.
Works in the negative direction and expands further in the negative direction.
Therefore, the determination condition in step S18 is satisfied, and in step 19, the computer 5 is notified of abnormality or injustice.

【0027】また、玉貸機2の故障などで売上信号43
が出力されないような場合やパチンコ遊技機1の賞球信
号42が出力されないような故障では、数1で求めた累
計誤差Eがプラス方向に移動していき、同様に、ステッ
プS18の判定が成立し、異常を検出する。累計誤差E
の正負を判定する事でどの部分に異常があるかも同様に
分かる。このように判定した、故障箇所をコンピュータ
に通知することができる。
Also, the sales signal 43 due to a failure of the ball lending machine 2 or the like.
In the case where is not output or the malfunction in which the prize ball signal 42 of the pachinko gaming machine 1 is not output, the cumulative error E obtained by Equation 1 moves in the plus direction, and similarly, the determination in step S18 is established. And detect an abnormality. Cumulative error E
By determining whether the sign is positive or negative, it is possible to know which part is abnormal as well. It is possible to notify the computer of the failure location determined in this way.

【0028】ステップS20は、演算手段5からコンピ
ュータ6への異常信号を一定時間保持すると共に、一定
時間経過後再度異常の有無を判断し、異常が継続してい
る間はコンピュータ6に異常を通知しつづけるようにし
ている。また、玉数の計測、玉数累計誤差Eと許容誤差
Ecとの比較、異常、不正の判定は、一定期間毎に繰り
返し実行される。この期間の長さは、遊技機の種類やそ
の運用状況に応じて、適宜決めることができる。
In step S20, the abnormality signal from the computing means 5 to the computer 6 is held for a certain period of time, the presence or absence of the abnormality is judged again after the certain period of time, and the abnormality is notified to the computer 6 while the abnormality continues. I am trying to continue. Further, the measurement of the number of balls, the comparison of the total error E of the number of balls and the allowable error Ec, and the determination of abnormality or irregularity are repeatedly executed at regular intervals. The length of this period can be appropriately determined according to the type of game machine and its operating status.

【0029】以上、累計誤差の演算は演算手段が行うと
して説明してきたが、コンピュータ6が演算手段5から
の計数値を受け取り、同様の演算を行うことができる。
また、既に述べたように、累計誤差の演算に当たって一
定期間の誤差からも演算することができる。即ち、累計
誤差をE=N1−(N2+N3)又は(N2+N3)−
N1から求めることができるし、一定時間毎の誤差eを
求めて累計誤差Eを求めることもできる。例えば、秒単
位又は分単位で一定時間毎の誤差eを求めて、それを累
計演算することにより累計誤差Eを求めることができ
る。即ち、累計誤差をゼロと初期化し、一定時間毎の誤
差eをe=n1−(n2+n3)又は(n2+n3)−
n1から求め、E=E+eとして累計誤差Eを求めるこ
とができる。ここで、n1は一定時間毎の補給玉数であ
り、n2は一定時間毎の賞球玉数であり、n3は一定時
間毎の貸玉数である。
In the above description, the calculation of the cumulative error is performed by the calculation means, but the computer 6 can receive the count value from the calculation means 5 and perform the same calculation.
In addition, as already described, the calculation of the cumulative error can be performed from the error of a fixed period. That is, the cumulative error is E = N1- (N2 + N3) or (N2 + N3)-
It can be obtained from N1, or the accumulated error E can be obtained by obtaining the error e for each fixed time. For example, it is possible to obtain the cumulative error E by obtaining the error e in units of seconds or minutes at regular time intervals and cumulatively calculating the error e. That is, the accumulated error is initialized to zero, and the error e for every fixed time is e = n1− (n2 + n3) or (n2 + n3) −.
It is possible to obtain the cumulative error E with E = E + e by obtaining it from n1. Here, n1 is the number of replenishment balls for each fixed time, n2 is the number of prize balls for each fixed time, and n3 is the number of rental balls for each fixed time.

【0030】以上述べたように、本発明の方式では遊技
機毎に、かつ、リアルタイムに不正や機器の異常、不正
を検知する事か可能となり、更に、異常の発生原因をも
推定する情報が得られる。尚、図1の説明において、パ
チンコ遊技機1から賞球信号42が出力されるとして説
明を行ったが、一部のパチンコ遊技機においては賞球信
号42が出ない機種もある。このような機種の場合に
は、本発明の方法は利用でさない事を付記する。
As described above, according to the method of the present invention, it becomes possible to detect fraud, abnormality of the device, fraud in real time for each gaming machine, and further, there is information for estimating the cause of the abnormality. can get. In the description of FIG. 1, the pachinko gaming machine 1 is described as outputting the award ball signal 42, but some pachinko gaming machines do not output the award ball signal 42. It should be noted that in the case of such a model, the method of the present invention cannot be used.

【0031】[0031]

【発明の効果】以上述べたように、本発明は、遊技機毎
にリアルタイムに遊技機に対する不正や機器の異常を検
知する事が可能となり、更に、異常の発生原因をも推定
する情報が得られ、遊技場での遊技台管理に多大な貢献
をすることが可能となる。つまり、本発明は、遊技機上
の異常や不正の場所が瞬時にしかも遊技機個別に判断す
ることができるという効果を奏する。
As described above, according to the present invention, it is possible to detect injustice to a gaming machine or abnormality of the equipment for each gaming machine in real time, and further, information for estimating the cause of the abnormality is obtained. Therefore, it becomes possible to make a great contribution to the management of the gaming machines in the gaming hall. That is, the present invention has an effect that it is possible to instantly and individually determine an abnormal or illegal place on the gaming machine.

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

【図1】本発明の実施形態の一例を示す図であるFIG. 1 is a diagram showing an example of an embodiment of the present invention.

【図2】演算動作を説明するための図であるFIG. 2 is a diagram for explaining a calculation operation.

【符号の説明】[Explanation of symbols]

1 パチンコ遊技機 2 貸玉機 3 補給装置 4 信号 5 演算手段 6 コンピュータ 7 通信線 41 補給信号 42 賞球信号 43 売上信号 1 Pachinko machine 2 ball rental machine 3 supply device 4 signals 5 computing means 6 computer 7 communication lines 41 Supply signal 42 award ball signal 43 Sales signal

───────────────────────────────────────────────────── フロントページの続き (72)発明者 佐々木 幸治 東京都港区芝二丁目12番10号 株式会社ピ ーエーネット技術研究所内 Fターム(参考) 2C088 BA13 BA16 BA17 BC67 BC68 CA08 CA17 CA23 CA35 EA46   ─────────────────────────────────────────────────── ─── Continued front page    (72) Inventor Koji Sasaki             2-12-10 Shiba, Minato-ku, Tokyo Pi Inc.             ー Inside A-NET Technical Research Institute F-term (reference) 2C088 BA13 BA16 BA17 BC67 BC68                       CA08 CA17 CA23 CA35 EA46

Claims (9)

【特許請求の範囲】[Claims] 【請求項1】少なくとも遊技機への玉の補給数に応じた
信号パルスを発生するように設けられた第1の計数手
段、前記遊技機における賞球数に応じた信号パルスを発
生するように設けられた第2の計数手段、前記遊技機に
設けられた玉貸機における売上に応じた信号パルスを発
生するように設けられた第3の計数手段、第1計数手
段、第2計数手段と第3計数手段からの信号パルスを受
け取りそれぞれを玉数に換算し玉数の演算を行う演算手
段及び演算や管理を行うコンピュータを備えた遊技機管
理装置。
1. A first counting means provided to generate at least a signal pulse according to the number of balls supplied to a gaming machine, so as to generate a signal pulse according to the number of prize balls in the gaming machine. A second counting means provided, a third counting means, a first counting means, and a second counting means, which are provided so as to generate a signal pulse according to sales in a ball lending machine provided in the game machine. A gaming machine management device comprising arithmetic means for receiving a signal pulse from the third counting means and converting each into a number of balls to calculate the number of balls, and a computer for performing calculation and management.
【請求項2】遊技機毎に、少なくとも前記遊技機への玉
の補給数に応じた信号パルスを発生するように設けられ
た第1の計数手段、前記遊技機における賞球数に応じた
信号パルスを発生するように設けられた第2の計数手
段、前記遊技機と対応し設けられた玉貸機における売上
に応じた信号パルスを発生するように設けられた第3の
計数手段、第1計数手段、第2計数手段と第3計数手段
からの信号パルスを受け取りそれぞれを玉数に換算し玉
数の演算を行う演算手段及び演算や管理を行うコンピュ
ータを備えたことを特徴とする請求項1に記載の遊技機
管理装置。
2. A first counting means provided to generate at least a signal pulse corresponding to the number of balls supplied to the gaming machine, for each gaming machine, and a signal corresponding to the number of prize balls in the gaming machine. Second counting means provided to generate a pulse, third counting means provided to generate a signal pulse according to sales in a ball lending machine provided corresponding to the game machine, first 7. A calculation means for receiving a signal pulse from the counting means, the second counting means and the third counting means, converting each to a number of balls and calculating the number of balls, and a computer for performing calculation and management. The gaming machine management device according to 1.
【請求項3】前記演算手段又はコンピュータが、第1計
数手段、第2計数手段と第3計数手段から送られる信号
パルスを計測する手段、各計測した信号パルスを玉数に
換算する手段、各換算した玉数を累計し補給玉数累計N
1、賞球玉数累計N2と貸玉数累計N3を演算する手段
及び累計誤差E=N1−(N2+N3)又は(N2+N
3)−N1を演算する手段を備えたことを特徴とする請
求項1又は請求項2に記載の遊技機管理装置。
3. The calculating means or computer means for measuring the signal pulses sent from the first counting means, the second counting means and the third counting means, the means for converting each measured signal pulse into the number of balls, Cumulative number of converted balls and total number of replenished balls N
1. Means for calculating the total number N2 of prize balls and the total number N3 of lent balls and the total error E = N1− (N2 + N3) or (N2 + N)
3) The gaming machine management device according to claim 1 or 2, further comprising means for calculating -N1.
【請求項4】前記演算手段又はコンピュータが、累計誤
差Eをゼロとする初期化手段、一定時間毎の信号パルス
を玉数に換算する手段、該換算した一定時間毎の補給玉
数n1、同賞球玉数n2と同貸玉数n3を演算する手
段、一定時間毎の誤差e=n1−(n2+n3)又は
(n2+n3)−n1を演算する手段及び累計誤差をE
=E+eとして演算する手段を備えたことを特徴とする
請求項1又は請求項2記載の遊技機管理装置。
4. The calculation means or computer, initialization means for making the cumulative error E zero, means for converting signal pulses at constant time intervals into the number of balls, the converted number of replenishment balls at constant time intervals n1, A means for calculating the number of prize balls n2 and the same number of rental balls n3, a means for calculating an error e = n1- (n2 + n3) or (n2 + n3) -n1 at constant time intervals, and a total error of E
3. The gaming machine management device according to claim 1 or 2, further comprising means for calculating as = E + e.
【請求項5】前記演算手段又はコンピュータが、累計誤
差Eの絶対値と設定された許容誤差Ecの大小を判定す
る手段及び累計誤差Eの絶対値が許容誤差Ecより大き
い場合通知する手段を備えたことを特徴とする請求項3
又は請求項4のいずれかに記載の遊技機管理装置。
5. The calculation means or computer comprises means for determining the absolute value of the cumulative error E and the magnitude of the set allowable error Ec, and means for notifying when the absolute value of the cumulative error E is larger than the allowable error Ec. Claim 3 characterized by the above.
Alternatively, the gaming machine management device according to claim 4.
【請求項6】前記演算手段又はコンピュータが、累計誤
差Eの値の正負を判定し、異常又は不正箇所を通知する
手段を備えたことを特徴とする請求項3又は請求項4の
いずれかに記載の遊技機管理装置。
6. The method according to claim 3, wherein the computing means or the computer comprises means for judging whether the value of the cumulative error E is positive or negative and notifying an abnormality or an incorrect portion. The described gaming machine management device.
【請求項7】少なくとも遊技機への玉の補給数に応じた
信号パルスを発生するように設けられた第1の計数手
段、前記遊技機における賞球数に応じた信号パルスを発
生するように設けられた第2の計数手段、前記遊技機に
設けられた玉貸機における売上に応じた信号パルスを発
生するように設けられた第3の計数手段、第1計数手
段、第2計数手段と第3計数手段からの信号パルスを受
け取りそれぞれを玉数に換算し玉数の演算を行う演算手
段及び演算や管理を行うコンピュータから構成される遊
技機管理装置において、前記演算手段又はコンピュータ
で、第1計数手段、第2計数手段と第3計数手段から送
られる信号パルスを計測し、各計測した信号パルスを玉
数に換算し、各換算した玉数を累計し補給玉数累計N
1、賞球玉数累計N2と貸玉数累計N3を演算し、累計
誤差E=N1−(N2+N3)又は(N2+N3)−N
1を演算し、かつ、累計誤差Eの絶対値と設定された許
容誤差Ecの大小を判定し、累計誤差Eの絶対値が許容
誤差Ecよりも大きいときに異常又は不正を通知するこ
とを特徴とする遊技機管理方法。
7. A first counting means provided to generate at least a signal pulse according to the number of balls supplied to the gaming machine, so as to generate a signal pulse according to the number of prize balls in the gaming machine. A second counting means provided, a third counting means, a first counting means, and a second counting means, which are provided so as to generate a signal pulse according to sales in a ball lending machine provided in the game machine. In a gaming machine management device comprising a calculating means for receiving a signal pulse from the third counting means and converting each to a number of balls to calculate the number of balls, and a computer for performing calculation and management, the calculating means or the computer The signal pulse sent from the 1st counting means, the 2nd counting means and the 3rd counting means is measured, each measured signal pulse is converted into the number of balls, and each converted number of balls is accumulated and the total number of replenished balls N
1. Calculate the total number N2 of prize balls and the total number N3 of lent balls, and calculate the total error E = N1- (N2 + N3) or (N2 + N3) -N.
1 is calculated, the absolute value of the accumulated error E and the set allowable error Ec are determined, and when the absolute value of the accumulated error E is larger than the allowable error Ec, an abnormality or an irregularity is notified. A gaming machine management method.
【請求項8】少なくとも遊技機への玉の補給数に応じた
信号パルスを発生するように設けられた第1の計数手
段、前記遊技機における賞球数に応じた信号パルスを発
生するように設けられた第2の計数手段、前記遊技機に
設けられた玉貸機における売上に応じた信号パルスを発
生するように設けられた第3の計数手段、第1計数手
段、第2計数手段と第3計数手段からの信号パルスを受
け取りそれぞれを玉数に換算し玉数の演算を行う演算手
段及び演算や管理を行うコンピュータから構成される遊
技機管理装置において、前記演算手段又はコンピュータ
が、累計誤差Eをゼロと初期化し、一定時間毎の信号パ
ルスを玉数に換算して一定時間毎の補給玉数累計n1、
同賞球玉数累計n2と同貸玉数累計n3を演算し、一定
時間毎の誤差e=n1−(n2+n3)又は(n2+n
3)−n1を演算し、累計誤差をE=E+eとして演算
し、かつ、累計誤差Eの絶対値と設定された許容誤差E
cの大小を判定し、累計誤差Eの絶対値が許容誤差Ec
よりも大きいときに異常又は不正を通知することを特徴
とする遊技機管理方法。
8. A first counting means provided so as to generate at least a signal pulse according to the number of balls supplied to the gaming machine, so as to generate a signal pulse according to the number of prize balls in the gaming machine. A second counting means provided, a third counting means, a first counting means, and a second counting means, which are provided so as to generate a signal pulse according to sales in a ball lending machine provided in the game machine. In a gaming machine management device comprising a calculation means for receiving a signal pulse from the third counting means and converting each to a number of balls to calculate the number of balls, and a computer for performing calculation and management, the calculation means or computer is a cumulative total. The error E is initialized to zero, the signal pulse for every fixed time is converted into the number of balls, and the cumulative total number of replenishing balls for every fixed time n1,
The cumulative number of prize balls n2 and the cumulative number of ball rentals n3 are calculated, and an error e = n1- (n2 + n3) or (n2 + n) at regular time intervals.
3) -n1 is calculated, the cumulative error is calculated as E = E + e, and the absolute value of the cumulative error E and the set allowable error E are set.
The magnitude of c is determined, and the absolute value of the cumulative error E is the allowable error Ec.
A gaming machine management method characterized by notifying an abnormality or a fraud when it is larger than the above.
【請求項9】誤累計差Eの値の正負を判定し異常又は不
正の箇所を通知することを特徴とする請求項7又は請求
項8に記載の遊技機管理方法。
9. The gaming machine management method according to claim 7, wherein whether the value of the erroneous cumulative difference E is positive or negative is determined and an abnormal or illegal portion is notified.
JP2002079232A 2002-03-20 2002-03-20 Game machine managing device and game machine managing method Pending JP2003275444A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2002079232A JP2003275444A (en) 2002-03-20 2002-03-20 Game machine managing device and game machine managing method

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2002079232A JP2003275444A (en) 2002-03-20 2002-03-20 Game machine managing device and game machine managing method

Publications (1)

Publication Number Publication Date
JP2003275444A true JP2003275444A (en) 2003-09-30

Family

ID=29206250

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2002079232A Pending JP2003275444A (en) 2002-03-20 2002-03-20 Game machine managing device and game machine managing method

Country Status (1)

Country Link
JP (1) JP2003275444A (en)

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2005198766A (en) * 2004-01-14 2005-07-28 Okumura Yu-Ki Co Ltd Game machine
JP2008073247A (en) * 2006-09-21 2008-04-03 Glory Ltd Game medium dispensing system, game medium dispenser, and fraud detection method
JP2010162248A (en) * 2009-01-16 2010-07-29 Sankyo Co Ltd Game management device
JP2015006544A (en) * 2010-12-29 2015-01-15 大都販売株式会社 Management device

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2005198766A (en) * 2004-01-14 2005-07-28 Okumura Yu-Ki Co Ltd Game machine
JP2008073247A (en) * 2006-09-21 2008-04-03 Glory Ltd Game medium dispensing system, game medium dispenser, and fraud detection method
JP2010162248A (en) * 2009-01-16 2010-07-29 Sankyo Co Ltd Game management device
JP2015006544A (en) * 2010-12-29 2015-01-15 大都販売株式会社 Management device

Similar Documents

Publication Publication Date Title
US5496032A (en) Management method for gaming hall
US8597106B2 (en) Safeguards against cheating and malfunctioning of gaming devices that use forms of cashless wagering
JP4624970B2 (en) Pachinko machines, stage boards and programs to be run on stage boards
JP4947644B2 (en) Amusement park management system
JP5452320B2 (en) Game information management device
JP5132909B2 (en) Amusement park management system
JP5164152B2 (en) Exchange management system, management device constituting the exchange management system, terminal device, and exchange management method performed in the exchange management system
JP5317091B2 (en) Amusement park management device
JP2003275444A (en) Game machine managing device and game machine managing method
JP2007202975A (en) Input signal processing device, game parlor management system, input signal processing method, and input signal processing program
JP2010263987A (en) Counting failure detector and game parlor management system equipped with the same
JP5854665B2 (en) Game system and fraud count detection method
JP2012139413A5 (en)
JP4077057B2 (en) Anomaly detection device for gaming machines
JP2003260250A (en) Abnormal dispensation detecting system of game machine
JP2011000299A (en) Game machine-monitoring device
JP2004049746A (en) Information management device for game parlor
JP4156257B2 (en) Winning situation monitoring device for gaming machines
JP5941649B2 (en) Amusement park management system
JP6884370B2 (en) Game equipment
JP2015062562A (en) Pachinko parlor system
JP2007282644A (en) Game hall management system
JP5270447B2 (en) Amusement system
JP4168110B2 (en) Game equipment
JP5845046B2 (en) Amusement park management device

Legal Events

Date Code Title Description
A521 Written amendment

Free format text: JAPANESE INTERMEDIATE CODE: A821

Effective date: 20050228

A621 Written request for application examination

Free format text: JAPANESE INTERMEDIATE CODE: A621

Effective date: 20050228

A131 Notification of reasons for refusal

Free format text: JAPANESE INTERMEDIATE CODE: A131

Effective date: 20080507

A02 Decision of refusal

Free format text: JAPANESE INTERMEDIATE CODE: A02

Effective date: 20081007