JP2012231906A5 - Game machines and game slots - Google Patents

Game machines and game slots Download PDF

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JP2012231906A5
JP2012231906A5 JP2011101880A JP2011101880A JP2012231906A5 JP 2012231906 A5 JP2012231906 A5 JP 2012231906A5 JP 2011101880 A JP2011101880 A JP 2011101880A JP 2011101880 A JP2011101880 A JP 2011101880A JP 2012231906 A5 JP2012231906 A5 JP 2012231906A5
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このような構成によれば、記録媒体受付部に受付けられた記録媒体に記録された記録媒体識別用のIDが遊技者特定情報として遊技者特定情報読取手段により読取られるために、遊技者は遊技者特定情報を入力するにおいて、遊技を行なうべく記録媒体を持点管理手段に受付けさせる操作を行なうことにより遊技者特定情報の入力が可能となり、記録媒体の受付とは別に遊技者特定情報の入力操作を遊技者に強いる不都合を防止することができる。
(26) 本発明の他の態様は、持点による遊技が可能であり入賞の発生に応じて持点が加算される遊技機の遊技枠であって、
前記遊技枠に対して着脱可能な遊技盤側に設けられ遊技の進行を制御する遊技制御手段と通信可能であり、遊技者所有の遊技用価値を用いて持点を加算する持点管理手段を備え、
前記持点管理手段は、
持点を記憶する持点記憶手段と、
前記遊技制御手段が、遊技への使用および入賞の発生に応じた持点の変化量を特定し、前記変化量を特定可能な情報として送信した更新情報を受信する情報受信手段と、
前記持点記憶手段が記憶している持点を前記更新情報に基づいて更新する持点更新手段とを含む。
According to such a configuration, since the ID for identifying the recording medium recorded on the recording medium received by the recording medium receiving unit is read by the player specifying information reading means as the player specifying information, the player can play the game In inputting the player specifying information, the player specifying information can be input by performing an operation of allowing the point management means to accept the recording medium for playing the game. The player specifying information is input separately from the reception of the recording medium. The inconvenience of forcing the player to perform the operation can be prevented.
(26) Another aspect of the present invention is a gaming frame of a gaming machine in which a game with points can be made and points are added in accordance with the occurrence of winnings,
A point management means that is provided on the game board side that is detachable from the game frame and that is communicable with a game control means for controlling the progress of the game, and that adds points using the game value owned by the player. Prepared,
The point management means includes:
A score storage means for storing the score;
The game control means specifies the amount of change in the point according to the use of the game and the occurrence of a prize, and information receiving means for receiving the update information transmitted as information capable of specifying the amount of change;
A score update means for updating the score stored in the score storage means based on the update information.

以下、図面を参照して本発明に係る実施の形態を説明する。なお、本実施の形態で用いる用語の概念として、「遊技機器」は、遊技機(パチンコ機やスロットマシン等)、カードユニット、Zカウンタ、カード発行装置、清算装置、ホール用管理装置、景品交換装置等の遊技場に設置される全ての機器を含む概念でる。 Hereinafter, embodiments of the present invention will be described with reference to the drawings. As a concept of terms used in the present embodiment, “gaming equipment” includes gaming machines (pachinko machines, slot machines, etc.), card units, Z counters, card issuing devices, clearing devices, hall management devices, prize exchanges. Oh Ru a concept including all equipment installed in the game arcade or the like.

図9は、図7に示したBBシリアルID認証シーケンスのサブルーチンプログラムを示すフローチャートであり、チャレンジレスポンス方式の認証が行なわれる。チャレンジレスポンス方式の認証とは、一般的に、文字列等に特殊な処理を施すことにより、通信途中にIDなどが盗聴されるのを防ぐ認証方式のことであり、たとえば、認証する側が認証を受けたい側に対してランダムな数値列(これを「チャレンジコード」と呼ぶ)を送信し、そのチャレンジコードを受信した側がID等とその受信したチャレンジコードとを所定のアルゴリズムに従って合成してレスポンスコードを生成して返信する。そのレスポンスコードを受信した側では、送信したチャレンジコードと予め記憶しているID等から同じようにレスポンスコードを生成し、送られてきたレスポンスコードと生成したレスポンスコードとを比較して一致するか否か判定する認証を行なう。 FIG. 9 is a flowchart showing a subroutine program of the BB serial ID authentication sequence shown in FIG. 7, in which challenge-response authentication is performed. Challenge-response authentication is generally an authentication method that prevents eavesdropping of IDs and the like during communication by applying special processing to character strings. For example, the authenticating side performs authentication. A random number sequence (called "challenge code") is sent to the recipient, and the recipient of the challenge code synthesizes the ID etc. and the received challenge code according to a predetermined algorithm, and a response code Generate and reply. On the side that received the response code, generate a response code in the same way from the transmitted challenge code and pre-stored ID, etc., and compare the response code that was sent with the generated response code Authentication is performed to determine whether or not.

図12は、図7に示した認証鍵更新シーケンスのサブルーチンプログラムを示すフローチャートである。メイン制御部323は、上位サーバ801から認証鍵の更新要求があった場合に、その認証鍵更新要求をCU通信制御部80へ送信する。この上位サーバ801からの更新要求には、新たな認証鍵のデータも含まれている。メイン制御部323は、EEPROM(図示略)に記憶されている認証鍵を、上位サーバ801から送信されてきた新たな認証鍵に更新するとともに、上位サーバ801から送信されてきた認証鍵更新要求をCU通信制御部80へ送信する。それを受けたCU通信制御部80は、EEPROM(図示略)に記憶されている認証鍵を送信されてきた新たな認証鍵に更新する処理を行ない、その結果を認証鍵更新応答としてメイン制御部323へ送信する。 FIG. 12 is a flowchart showing a subroutine program of the authentication key update sequence shown in FIG. When there is an authentication key update request from the upper server 801, the main control unit 323 transmits the authentication key update request to the CU communication control unit 80. The update request from the higher-level server 801 includes new authentication key data. The main control unit 323 updates the authentication key stored in the EEPROM (not shown) to a new authentication key transmitted from the higher-level server 801, and sends an authentication key update request transmitted from the higher-level server 801. Transmit to the CU communication control unit 80. CU communication control unit 80 which has received it is, EEPROM performs a process of updating the authentication key that is stored in the (not shown) to the new authentication key sent, the main control and the results as an authentication key update response To the unit 323.

次に図43を参照して、加減算データに関する動作応答到達前にP台で電源断が発生したときのリカバリ処理を説明する。当初の遊技玉数=520として、通常の動作指示および通常の動作応答をCUと払出制御部との間で往復送受信した後、要求無、SQN=n+2、および、C−IDの動作指示のコマンドが払出制御部に送信された後、払出制御部が動作応答として、SQN=n+3、C−ID、遊技玉数=470、加算玉数=6、減算玉数=36、始動口(1)回数=2、始動口(2)回数=2のレスポンスをCUに送信した。しかし、そのレスポンスがCUに到達せず、そのレスポンスに従った動作応答処理をCUが実行する前にP台で電源断が発生した場合を説明する。払出制御部17、P台通信制御部81、主制御基板16は、電源断発生後所定時間バックアップ電源で作動するように構成されている。ただし、消費電力の大きい打球発射は電源断の瞬間停止する。払出制御部では、電源断発生後未接続状態へ遷移するとともに、打球発射モータ(図示略)の駆動を停止してプレイ停止状態にする。ただし、前述のように電源断発生後所定時間バックアップ電源で作動するため、遊技領域27に打ち込まれて未だ回収されていない浮遊玉の入賞があればそれを検出する。そして、前回の加減算データを含む動作応答のレスポンスを払出制御部が送信した後における加減算データおよび始動口回数の累積記憶が現在玉関連情報記憶領域でなされ、それに伴って遊技玉=470+0−0=470が算出されてその遊技玉=470が記憶される。 Next, with reference to FIG. 43, a description will be given of a recovery process when a power interruption occurs in the P units before reaching an operation response related to addition / subtraction data. As initial game piece count = 520, after the round trip exchanged between the normal operation instruction and the normal operation response of the CU and payout controller, Mu request, SQN = n + 2, and, operation instructions to the C-ID After the command is transmitted to the payout control unit, the payout control unit responds as an operation response with SQN = n + 3, C-ID, number of game balls = 470, number of added balls = 6, number of subtracted balls = 36, start port (1) A response of number = 2 and start port (2) number = 2 was sent to the CU. However, a case will be described in which the response does not reach the CU, and power is cut off at the P units before the CU executes the operation response process according to the response. The payout control unit 17, the P-unit communication control unit 81, and the main control board 16 are configured to operate with a backup power source for a predetermined time after the occurrence of power interruption. However, hitting a ball with high power consumption stops immediately when the power is turned off. The payout control unit shifts to the unconnected state after the occurrence of power interruption, and stops driving the ball striking motor (not shown) to enter the play stopped state. However, as described above, since it operates with a backup power source for a predetermined time after the occurrence of power interruption, if there is a floating ball that has been driven into the game area 27 and has not yet been collected, it is detected. Then, the cumulative storage of the addition / subtraction data and the number of starting ports after the response of the motion response including the previous addition / subtraction data is transmitted is made in the current ball related information storage area, and accordingly, the game ball = 470 + 0-0 = 470 is calculated and the game ball = 470 is stored.

以上説明した変形例の構成をまとめると、以下のようになる。
遊技用装置は、
持点を記憶する持点記憶手段と、
所定の識別情報を記録する遊技用装置側識別情報記憶手段と、
該遊技用装置側識別情報記憶手段に記憶されている識別情報を定期的に前記遊技機へ送信する制御を行なう遊技用装置側識別情報送信制御手段とを含み、
前記遊技機は、
遊技への使用および入賞の発生に応じた持点の変化量を特定する特定手段と、
前記変化量を特定可能な更新情報を前記遊技用装置へ送信する情報送信手段と、
前記遊技用装置側識別情報送信制御手段の制御により送信されてきた識別情報を記憶する遊技機側識別情報記憶手段と、
該遊技機側識別情報記憶手段に記憶されている識別情報を定期的に前記遊技用装置へ送信する制御を行なう遊技機側識別情報送信制御手段とを含み、
前記遊技用装置は、
前記更新情報を受信する情報受信手段と、
前記主持点記憶手段が記憶している持点を前記更新情報に基づいて更新する持点更新手段と、
前記遊技機側識別情報送信制御手段の制御により送信されてきた識別情報と前記遊技用装置側識別情報記憶手段に記憶されている識別情報とを照合して整合しているか否かを判定する整合判定手段と、
該整合判定手段の判定結果所定回数連続して整合していない旨の判定が行なわれたときに異常判定を行なう異常判定手段とを含み、
前記持点更新手段は、
前記異常判定手段による異常判定が行なわれたときに、前記整合判定手段により不整合であると判定された期間中における前記遊技機での持点の変化量の合計に相当する持点の更新を行なわず、
前記異常判定手段による異常判定が行なわれる以前に送信されてきた識別情報に基づいて前記整合判定手段が正常であるとの判定を行なったときに、前記整合判定手段により不整合であると判定された期間中における前記遊技機での持点の変化量の合計に基づいた持点の更新を行なう。
The configuration of the modified example described above is summarized as follows.
The gaming device
A score storage means for storing the score;
Game device side identification information storage means for recording predetermined identification information;
Game device side identification information transmission control means for performing control to periodically transmit the identification information stored in the game device side identification information storage means to the gaming machine,
The gaming machine is
A specific means for identifying the amount of change in points according to the use in games and the occurrence of winnings,
Information transmitting means for transmitting update information capable of specifying the amount of change to the gaming device;
Gaming machine side identification information storage means for storing identification information transmitted under the control of the gaming apparatus side identification information transmission control means;
A gaming machine side identification information transmission control means for performing control to periodically transmit the identification information stored in the gaming machine side identification information storage means to the gaming device,
The gaming device is:
Information receiving means for receiving the update information;
A score update means for updating the score stored in the main score storage means based on the update information;
Consistency to determine whether or not the identification information transmitted under the control of the gaming machine side identification information transmission control means and the identification information stored in the gaming apparatus side identification information storage means are matched. A determination means;
And a malfunction determination means for abnormality determination when the determination judgment result indicating that no predetermined number of times consecutively aligned in該整engagement determining means is performed,
The point update means includes:
When abnormality determination is performed by the abnormality determination means, the score is updated corresponding to the total amount of change of the score in the gaming machine during the period determined to be inconsistent by the alignment determination means. Don't do it,
When it is determined that the consistency determination unit is normal based on the identification information transmitted before the abnormality determination by the abnormality determination unit is performed, the alignment determination unit determines that there is a mismatch. The points are updated based on the total amount of change of the points in the gaming machine during the period.

た、バックアップ電源を設けない場合において、例えばカード処理払出制御基板888上での配線の切断等何らかの原因で、払出制御部17、P台通信制御部81、主制御基板16が電電断にならずカードユニット3のみ電源断の状態になった場合には、図41〜図49の制御を実行する。その場合に、図41〜図49中の「バックアップ電源により浮遊玉の入賞を検出」を「切断検知(プレー停止)」に変更する。この切断検知の段階で打球発射を停止してプレー停止状態にする。 Also, if in the case without the backup power supply, for example, cutting or the like for some reason the wiring on the card processing payout control board 888, a payout controller 17, P base communication control unit 81, to the main control board 16 is Denden sectional When only the card unit 3 is in a power-off state, the control shown in FIGS. 41 to 49 is executed. In this case, “Detect floating ball winning by backup power source” in FIGS. 41 to 49 is changed to “cut detection (play stop)”. At this stage of cutting detection, the hitting ball is stopped and the play is stopped.

Claims (2)

遊技枠と遊技盤とを備え、持点による遊技が可能であり入賞の発生に応じて持点が加算される遊技機であって、
前記遊技盤側に設けられ、遊技の進行を制御する遊技制御手段と、
前記遊技枠側に設けられ、前記遊技制御手段と通信可能であり、遊技者所有の遊技用価値を用いて持点を加算する持点管理手段とを備え、
前記遊技制御手段は、
遊技への使用および入賞の発生に応じた持点の変化量を特定する特定手段と、
前記変化量を特定可能な更新情報を前記持点管理手段へ送信する情報送信手段とを含み、
前記持点管理手段は、
持点を記憶する持点記憶手段と、
前記更新情報を受信する情報受信手段と、
前記持点記憶手段が記憶している持点を前記更新情報に基づいて更新する持点更新手段とを含む、遊技機。
A gaming machine comprising a game frame and a game board, capable of playing with points and adding points according to the occurrence of winnings,
Game control means provided on the game board side for controlling the progress of the game;
Provided on the game frame side, communicable with the game control means, comprising a point management means for adding points using the game value owned by the player,
The game control means includes
A specific means for identifying the amount of change in points according to the use in games and the occurrence of winnings,
Information transmitting means for transmitting update information capable of specifying the amount of change to the score management means,
The point management means includes:
A score storage means for storing the score;
Information receiving means for receiving the update information;
A gaming machine, comprising: a score update means for updating the score stored in the score storage means based on the update information.
持点による遊技が可能であり入賞の発生に応じて持点が加算される遊技機の遊技枠であって、A game frame of a gaming machine that can be played with points and the points are added according to the occurrence of a prize,
前記遊技枠に対して着脱可能な遊技盤側に設けられ遊技の進行を制御する遊技制御手段と通信可能であり、遊技者所有の遊技用価値を用いて持点を加算する持点管理手段を備え、A point management means that is provided on the game board side that is detachable from the game frame and that is communicable with a game control means for controlling the progress of the game, and that adds points using the game value owned by the player. Prepared,
前記持点管理手段は、The point management means includes:
持点を記憶する持点記憶手段と、A score storage means for storing the score;
前記遊技制御手段が、遊技への使用および入賞の発生に応じた持点の変化量を特定し、前記変化量を特定可能な情報として送信した更新情報を受信する情報受信手段と、The game control means specifies the amount of change in the point according to the use of the game and the occurrence of a prize, and information receiving means for receiving the update information transmitted as information capable of specifying the amount of change;
前記持点記憶手段が記憶している持点を前記更新情報に基づいて更新する持点更新手段とを含む、遊技枠。A game frame, comprising: a score update means for updating the score stored in the score storage means based on the update information.
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