JP7393499B2 - Amusement park systems - Google Patents

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JP7393499B2
JP7393499B2 JP2022175482A JP2022175482A JP7393499B2 JP 7393499 B2 JP7393499 B2 JP 7393499B2 JP 2022175482 A JP2022175482 A JP 2022175482A JP 2022175482 A JP2022175482 A JP 2022175482A JP 7393499 B2 JP7393499 B2 JP 7393499B2
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哲太 奈良▲崎▼
弘至 丹羽
尚久 柳川
竜大 原田
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ダイコク電機株式会社
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    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
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Description

本発明は遊技場用システムに関する。 TECHNICAL FIELD The present invention relates to a system for a game hall.

従来、遊技場用システムではパチンコ遊技機のような遊技機の状態確認を行うため、出玉率のような遊技情報を遊技状態に対応付けて管理しており、例えば特許文献1では「ベース」として通常状態、及び甘モード(所謂時短状態、以下、時短)等により区分けして出玉率を管理し、遊技機の状態確認のための指標として提示している。 Conventionally, in gaming parlor systems, in order to check the status of gaming machines such as pachinko gaming machines, gaming information such as ball payout rate is managed in association with gaming status.For example, in Patent Document 1, "base" The payout rate is managed by classifying the game into a normal state, a sweet mode (so-called time-saving state, hereinafter referred to as "time-saving"), and is presented as an index for checking the state of the gaming machine.

特開平09-168657号公報Japanese Patent Application Publication No. 09-168657

さて、近年、従来とは異なり、遊技状態として所謂小当りを頻出させて遊技者に出玉のような遊技価値を獲得させる小当りRUSH状態(特別状態、以下、RUSH)を発生可能な遊技機が登場しつつある。 Now, in recent years, game machines that can generate a small win RUSH state (special state, hereinafter referred to as RUSH) that frequently produces so-called small wins as a gaming state and allow the player to acquire gaming value such as a ball put out have been introduced. is emerging.

このRUSHは、主に大当りが発生し易い所謂確変状態の内、所定の条件を満たした場合に発生するが、このRUSHをRUSHではない遊技状態と区別せずに管理すると、RUSHの発生状況に応じて甘モード中の出率のような遊技情報に影響が生じ、遊技機の遊技情報を管理することが今一歩難しくなる虞がある。 This RUSH mainly occurs when a predetermined condition is met in a so-called variable state in which a jackpot is likely to occur, but if this RUSH is managed without distinguishing it from a gaming state that is not a RUSH, the situation in which a RUSH occurs will change. Accordingly, gaming information such as the winning rate during the sweet mode will be affected, and there is a possibility that managing the gaming information of the gaming machine will become even more difficult.

本発明は上記事情に鑑みてなされたもので、その目的は、小当りを頻発させる特別状態が発生する遊技機を管理対象とした場合であっても適切に遊技情報を管理可能な遊技場用システムを提供することにある。 The present invention has been made in view of the above-mentioned circumstances, and its purpose is to provide a game machine capable of appropriately managing game information even when a game machine that has a special condition that causes frequent small hits is to be managed. The goal is to provide a system.

請求項1の発明は、始動入賞した場合に多量の遊技価値を獲得可能な大当りを発生させるための単位遊技を行い、当該単位遊技の結果に応じて大当りと、当該大当りよりも少量の遊技価値を獲得可能な小当りと、当該大当りを発生させるための大当り確率が通常状態よりも向上する確変状態と、を発生可能であり、更に当該確変状態として小当りを発生させるための小当り条件が通常状態よりも遊技者にとって有利である小当りRUSH状態と、当該小当りRUSH状態ではないが遊技価値の付与率が通常状態よりも高くなる時短状態でもある単独確変状態と、を発生可能である一方、前記時短状態であって前記確変状態とならない単独時短状態を発生可能である遊技機の遊技情報を管理対象とする遊技場用システムであって、
前記遊技機側から出力される遊技情報を特定可能な遊技信号として、少なくとも前記小当りRUSH状態である期間を示す小当りRUSH期間と、前記単独確変状態である期間を示す単独確変期間と、前記単独時短状態である期間を示す単独時短期間と、大当り数と、大当りである期間を示す大当り期間と、単位遊技が行われた回数を示す単位遊技数と、遊技機にて消費された遊技価値を示すアウトと、遊技機への入賞に応じて付与された遊技価値を示すセーフと、を特定可能な遊技信号を入力する入力手段と、
前記入力手段により入力された遊技信号により前記大当り数と前記単位遊技数とを特定する遊技情報特定手段と、
通常状態、或いは前記単独時短状態である期間を示す初当り期間に対応した前記大当り数と前記単位遊技数とを含む遊技情報を、前記小当りRUSH期間、及び前記単独確変期間に対応した遊技情報と区分可能に管理することで、前記単位遊技数と前記大当り数との関係性を示すTS情報であって、前記通常状態、或いは前記単独時短状態である期間を示す初当り期間に対応した初当りTS情報を管理するとともに、
前記アウトに対する前記セーフの割合を示す付与情報であって、前記単独確変期間と前記単独時短期間とを含むが、前記小当りRUSH期間は除いた期間を対象とした付与情報である除RUSH付与情報を管理する管理手段と、を備えたことを特徴とする。
The invention of claim 1 is to perform a unit game to generate a jackpot that can acquire a large amount of gaming value when winning a starting prize, and to generate a jackpot and a small amount of gaming value than the jackpot depending on the result of the unit game. It is possible to generate a small hit that can obtain a small hit, and a variable probability state in which the probability of jackpot for generating the jackpot is higher than the normal state, and furthermore, the small win conditions for generating a small win as the variable probability state. It is possible to generate a small win RUSH state that is more advantageous for the player than the normal state, and an individual probability variable state that is not the small win RUSH state but is also a time-saving state in which the rate of awarding the game value is higher than the normal state. On the other hand, a system for a game parlor that manages gaming information of a gaming machine that is capable of generating an independent time-saving state that is the time-saving state and does not become the probability-variable state,
The game information outputted from the gaming machine side is used as a game signal that can be specified as a small win RUSH period indicating at least a period in which the small win RUSH state is in the above-mentioned small win RUSH state, an individual probability variable period indicating a period in the above-mentioned individual probability variable state, and The individual time short period indicating the period in which the individual time is shortened, the number of jackpots, the jackpot period indicating the period in which the jackpot is present, the number of unit games indicating the number of unit games played, and the gaming value consumed at the gaming machine. an input means for inputting a gaming signal capable of specifying an out indicating a winning, and a safe indicating a gaming value given in response to a winning in the gaming machine ;
gaming information specifying means for specifying the number of jackpots and the number of unit games based on the gaming signal input by the inputting means;
Game information including the number of jackpots and the unit number of games corresponding to the initial winning period indicating the period of the normal state or the single time saving state, and the gaming information corresponding to the small winning RUSH period and the single probability variable period. TS information indicating the relationship between the unit game number and the jackpot number, which corresponds to the initial winning period indicating the period of the normal state or the individual time-saving state. In addition to managing winning TS information,
Excluded RUSH grant information that is grant information indicating the ratio of the safe to the out, and is grant information that covers a period that includes the single probability variable period and the single time short period, but excludes the small hit RUSH period. It is characterized by comprising a management means for managing the .

一実施形態における遊技場用システムの全体構成を概略的に示す図A diagram schematically showing the overall configuration of a game hall system in an embodiment 遊技機の正面図Front view of gaming machine モード別スペック値を示す図Diagram showing spec values by mode 各状態においていずれの状態信号がONとなるかを示す図Diagram showing which status signal is ON in each status RUSHのある機種の状態特定例1を示す図Diagram showing example 1 of identifying the status of a certain model of RUSH RUSHのある機種の状態特定例2を示す図Diagram showing example 2 of identifying the state of a certain model of RUSH RUSHのない機種の状態特定例を示す図Diagram showing an example of identifying the status of a model without RUSH 素データを示す図(その1)Diagram showing raw data (Part 1) 素データを示す図(その2)Diagram showing raw data (Part 2) 遊技集計情報を示す図(その1)Diagram showing game tally information (Part 1) 遊技集計情報を示す図(その2)Diagram showing game tally information (Part 2) モード別集計を示す図Diagram showing aggregation by mode 遊技履歴を示す図Diagram showing gaming history 管理装置による状態特定処理を示すフローチャートFlowchart showing status identification processing by the management device

以下、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概略的に示している。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及び情報表示装置3が設置されている。遊技機1、遊技装置2及び情報表示装置3は、中継装置4及びLAN5を介して管理装置6(入力手段、遊技情報特定手段、管理手段)と接続されている。遊技場にはPOSや残金精算機(何れも図示せず)も設置されており、これらPOSや残金精算機もLAN5を介して管理装置6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が管理装置6の管理対象となっている。
Hereinafter, one embodiment will be described with reference to the drawings.
FIG. 1 schematically shows the overall configuration of a game parlor system. A large number of gaming machines 1 are installed in the gaming hall, and a gaming device 2 and an information display device 3 are installed corresponding to each gaming machine 1. The gaming machine 1, the gaming device 2, and the information display device 3 are connected to a management device 6 (input means, game information specifying means, management means) via a relay device 4 and a LAN 5. A POS and a balance adjustment machine (none of which are shown) are also installed in the gaming hall, and these POS and balance adjustment machines are also connected to the management device 6 via the LAN 5. Although not shown in FIG. 1, in reality, for example, several hundred gaming machines 1 are managed by the management device 6.

管理装置6は、遊技場内の例えば事務室等に設置されており、遊技場の管理者が操作するキーボード7、モニタ8及びプリンタ(図示せず)等が接続されている。管理装置6は、遊技機側(遊技機1、遊技装置2等)から出力される遊技信号を入力し、遊技機1毎の遊技データや会員登録された会員毎の個人データ等を管理する。 The management device 6 is installed in, for example, an office in the game hall, and is connected to a keyboard 7, a monitor 8, a printer (not shown), etc. operated by a manager of the game hall. The management device 6 inputs game signals output from the gaming machines (gaming machines 1, gaming devices 2, etc.) and manages gaming data for each gaming machine 1, personal data for each registered member, and the like.

図2は遊技機1の正面を示している。遊技機1はCR(カードリーダ)パチンコ機であり、盤面9に玉を発射する発射装置を構成する操作ハンドル10、上部受皿11及び下部受皿12を有する。上部受皿11には、貸出釦13、返却釦14及び残高表示部15が並設されている。盤面9には、普図表示部16、普図保留表示部17、特図表示部18、普図入賞口19、第1一般入賞口20、第2一般入賞口21、第1保留数表示部22、第2保留数表示部23、第1始動口24、第2始動口25及び大入賞口26を有する。 FIG. 2 shows the front of the gaming machine 1. The game machine 1 is a CR (card reader) pachinko machine, and has an operating handle 10, an upper tray 11, and a lower tray 12 that constitute a firing device for firing balls onto a board 9. On the upper tray 11, a lending button 13, a return button 14, and a balance display section 15 are arranged in parallel. On the board 9, there is a general drawing display section 16, a general drawing reservation display section 17, a special drawing display section 18, a general drawing opening 19, a first general winning opening 20, a second general winning opening 21, and a first reservation number display section. 22, a second reservation number display section 23, a first starting opening 24, a second starting opening 25, and a big winning opening 26.

遊技機1(機種A)は以下のように動作する。
(1)第1始動口24は入賞率が変動しない入賞口(所謂ヘソ入賞口)、第2始動口25は入賞率が変動する入賞口(所謂電チュー)であり、各始動口24,25への入賞(始動入賞)に応じて大当り抽選を行い、抽選結果を特図表示部18にて行う図柄変動(単位遊技)にて報知し、その変動結果に応じて大当りとなる。
Gaming machine 1 (model A) operates as follows.
(1) The first starting opening 24 is a winning opening where the winning rate does not change (so-called navel winning opening), the second starting opening 25 is a winning opening where the winning rate changes (so-called electric chew), and each starting opening 24, 25 A jackpot lottery is performed according to winnings (starting prizes), the lottery results are notified by symbol fluctuations (unit games) performed on a special figure display part 18, and a jackpot is achieved according to the fluctuation results.

(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 a starting prize is won during symbol fluctuation, the symbol fluctuation is cumulatively suspended up to a predetermined suspension upper limit value (for example, 4 each), and the suspended symbol fluctuation is started after the symbol fluctuation ends. In addition, if the number of pending symbol variations (the number of pending) is the upper limit and the starting prize is won, the symbol variation will not be suspended.

(3)遊技機設定値(モード)が6段階で設けられており、このモードにより、図3のモード別スペック値に示す通り大当り抽選の当選確率(大当り確率、大当り条件)を通常遊技状態(以下、通常状態)と確変状態(特別状態、以下、確変)とを対象として調整可能。大当りがその後に確変となる大当り(確変大当り)となる割合である確変率(例えば64%で全モード共通)が定められている。通常状態と確変の大当り確率もモードにより不変としても良く、通常状態と確変との大当り確率や確変率、及び後述するラウンド振分率や小当り確率(小当り条件)等の少なくとも1つがモードにより調整可能であれば良い。 (3) Gaming machine setting values (modes) are provided in six levels, and these modes change the probability of winning the jackpot lottery (jackpot probability, jackpot conditions) in the normal gaming state ( It can be adjusted between the normal state (hereinafter referred to as normal state) and the variable state (special state, hereinafter referred to as variable state). A probability variation rate (for example, 64%, common to all modes) is determined, which is the rate at which a jackpot becomes a probability variation jackpot (probability variable jackpot). The jackpot probabilities in the normal state and variable probability may also be unchanged depending on the mode, and at least one of the jackpot probability and variable probability in the normal state and variable probability, and the round distribution rate and small hit probability (small win conditions) described below may be changed depending on the mode. It would be nice if it was adjustable.

(4)大当りが発生すると対応するラウンド(R)分だけ大入賞口26を開放する。1Rの上限入賞数は10個、上限開放期間は30秒であり、上限入賞数または上限開放期間のいずれかが満たされた場合に1Rを終了する。対応するラウンドも大当り抽選と同様に抽選され、その振分率は第1始動口24に入賞した場合は2Rが10%、4Rが51%、8Rが39%であるが、第2始動口25の場合は4Rが10%、8Rが90%となり、入賞に応じた図柄変動の保留消化優先順位は第1始動口24よりも第2始動口25の方が高く設定される。 (4) When a jackpot occurs, the jackpot 26 is opened for the corresponding round (R). The maximum number of winnings in 1R is 10, the maximum opening period is 30 seconds, and 1R ends when either the maximum winnings or the maximum opening period is satisfied. The corresponding round is also drawn in the same way as the jackpot lottery, and the distribution ratio is 10% for 2R, 51% for 4R, 39% for 8R if the prize is won in the first starting slot 24, In the case of , 4R becomes 10% and 8R becomes 90%, and the priority order of pending consumption of symbol variations according to winnings is set higher for the second starting opening 25 than for the first starting opening 24.

(5)確変大当りが終了すると確変となり、確変中は大当り確率が1/74に向上すると共に、第2始動口25の入賞率、即ち、遊技価値の付与率(所謂出率)が高くなる時短状態(特定状態、以下、時短)となる。尚、STは次回大当りの発生、または150回の図柄変動の何れかとなるまで継続し、大当りが発生しない場合、その後は通常状態となる。 (5) When the probability variable jackpot ends, it becomes a probability variable, and during the probability variation, the jackpot probability increases to 1/74, and the winning rate of the second starting opening 25, that is, the rate of giving gaming value (so-called payout rate) increases, which saves time. state (specific state, hereinafter referred to as time saving). Incidentally, ST continues until either the next jackpot occurs or the symbol changes 150 times, and if the jackpot does not occur, then the normal state is maintained.

(6)確変中は大当り確率が向上すると共に、第2始動口25の入賞率が高くなる時短になる。尚、遊技機1は、確変を所定数(例えば50回)の図柄変動を行うか大当りが発生するまで継続する所謂ST機であり、大当りが発生しない場合は、その後は時短となり、所定の時短回数(例えば100回)の図柄変動を行うか大当りが発生するまで時短を継続する。また、確変大当りでない大当り(通常大当り)が発生した場合も上記同様に時短となり、いずれも時短回数分の図柄変動を行った場合は通常状態に戻る。 (6) During the probability change, the jackpot probability improves, and the winning rate of the second starting opening 25 increases, which saves time. The gaming machine 1 is a so-called ST machine that continues the constant variation until a predetermined number of symbol changes (for example, 50 times) or a jackpot occurs.If the jackpot does not occur, the time is shortened after that, and The time saving continues until the symbol changes a number of times (for example, 100 times) or until a jackpot occurs. Also, when a jackpot (normal jackpot) that is not a probability variable jackpot occurs, the time is shortened in the same way as described above, and in both cases, when the symbols have been changed for the number of times that the time has been shortened, the normal state is returned.

(7)確変となる場合、更に振分抽選により小当りRUSH状態(第1特別状態、以下、RUSH)となるかが振分けられる。RUSHは確変同様の終了条件だが、大当り抽選同様の小当り抽選の当選確率(小当り確率)が向上(RUSH以外では1/300だが、RUSHでは1/2)する。小当りが発生した場合は大入賞口26が開放するが、大当りと比較して、上限入賞数が1個、上限開放期間が1秒等、開放条件が遊技者に不利となっている。しかしながら、RUSHでは小当り確率が向上するため小当りが頻出し、RUSHではない確変(第2特別状態、単独確変)や時短(単独時短、単独特定状態)よりも出率が高まる。 (7) In the case of a definite change, it is further distributed by a distribution lottery to determine whether it will be a small win RUSH state (first special state, hereinafter referred to as RUSH). RUSH has the same ending conditions as the fixed variable, but the winning probability (small winning probability) of the small winning lottery similar to the jackpot lottery is improved (1/300 for other than RUSH, but 1/2 for RUSH). When a small win occurs, the big prize opening 26 is opened, but the opening conditions are disadvantageous to the player compared to the case of a big hit, such as the upper limit number of wins being 1 and the upper limit opening period being 1 second. However, in RUSH, the probability of a small hit improves, so small hits occur frequently, and the winning rate is higher than in non-RUSH probability variations (second special state, single probability variation) and time saving (single time saving, single specific state).

(8)第2始動口25は普図入賞口19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、時短では3秒となる。開放時間は通常状態では0.3秒、時短では5秒となる。即ち、時短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25の入賞率が高くなる。 (8) The second starting hole 25 is in an open state with a high winning rate when the normal symbol (common symbol) that changes according to the winning in the common symbol winning hole 19 becomes a hit. In this case, the fluctuation time for one normal drawing is 30 seconds in the normal state and 3 seconds in the shortened time. The opening time is 0.3 seconds in the normal state and 5 seconds in the shortened time. That is, when the time is shortened, the normal pattern variation time becomes shorter than in the normal state, while the opening time becomes longer, so that the winning rate of the second starting port 25 becomes higher.

(9)各始動口24,25や大入賞口26以外に第1一般入賞口20、第2一般入賞口21も設けられている。第1一般入賞口20は甘中や大当り中に盤面9の右側を狙って打つ、所謂右打ちを行った場合であっても入賞可能な位置に設けられており、第1一般入賞口20に入賞(一般入賞)した場合には10個の賞球はあるが、図柄変動等は行われない。
以上は機種Aを例にして説明したが、例示した値は例えば機種Bであればラウンドの振分が異なる等、機種に応じて様々な値となり、遊技性も異なる。
(9) In addition to the starting ports 24, 25 and the big winning hole 26, a first general winning hole 20 and a second general winning hole 21 are also provided. The first general winning hole 20 is provided at a position where you can win even if you hit the right side of the board 9 during sweet play or jackpot, so-called right-handed hitting. In the case of winning a prize (general winning), there will be 10 prize balls, but the symbols will not change.
The above description has been made using model A as an example, but the illustrated values vary depending on the model, such as, for example, the distribution of rounds is different for model B, and the playability also differs.

遊技機1及び当該遊技機1に付設された周辺機器は、遊技者による玉の打ち込みや各始動口24,25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B0Xから出力される消費価値(アウト、遊技情報)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。
・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、遊技情報)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する。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。また、玉を実際に払出した際に出力される実セーフ信号と、入賞に応じて払出が予約された場合に出力される入賞セーフ信号とがあるが、入賞から出力までのタイムラグを極力省くため後者を採用することが望ましい。
・スタート信号=遊技機1から出力される始動入賞(S入賞)により変動(作動)する特図表示部18(役物)におけるスタート処理(図柄変動、役物作動、単位遊技)、及びスタート(スタート処理数、単位遊技数)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スタート処理を特定する。
・S入賞信号=遊技機1から出力されるS入賞(始動入賞、単位遊技)を特定可能な信号。始動入賞時に出力されるので信号入力に応じて始動入賞を特定する。尚、スタートとS入賞とのいずれか一方のみを管理する等、兼用して管理対象としても良い。
・状態信号=遊技機1から出力される大当り信号、特別状態信号(単独特定状態である期間を示す単独特定期間を特定可能な遊技信号)、高確信号(第2特別状態である期間を示す第2特別期間、及び単独特定状態である期間を示す単独特定期間を特定可能な遊技信号)、及びRUSH信号(第1特別状態である期間を示す第1特別期間、及び第2特別状態である期間を示す第2特別期間を特定可能な遊技信号)に区分され、各状態に対応した期間にてレベル出力される。
The gaming machine 1 and the peripheral devices attached to the gaming machine 1 output the following gaming signals as the game progresses, such as when the player hits a ball or starts winning a prize at each starting port 24, 25. .
- Out signal = A signal (operation signal) that can specify the consumption value (out, game information) output from the Out B0X that collects the consumed balls. Since 1 pulse is output for every 10 balls consumed (used, driven, collected), "Number of out signals x 10" is specified as an out. Note that a signal output from the gaming machine 1 may be used.
・Safe signal = A signal output from the gaming machine 1 that can specify the winning award value (safe, game information). Since one pulse is output for each 10 balls paid out according to winning, "number of safe signals x 10" is specified as safe. Note that the replenishment signal output from the replenishment device may be used as a safe signal. In addition, there is an actual safe signal that is output when a ball is actually paid out, and a winning safe signal that is output when a payout is reserved according to a winning. It is desirable to adopt the latter.
・Start signal = Start processing (symbol variation, accessory activation, unit game) in the special figure display section 18 (accessory object) that fluctuates (operates) due to the start winning (S winning) output from the gaming machine 1, and the start ( A signal that can specify the number of start processing, number of unit games). Since it is output when the symbol fluctuation is confirmed, the start process is specified according to the signal input.
- S winning signal = A signal output from the gaming machine 1 that can specify the S winning (starting winning, unit game). Since it is output at the time of starting winning, the starting winning is specified according to the signal input. Incidentally, it is also possible to manage both the start and S winnings, such as managing only one of them.
・Status signal = jackpot signal output from gaming machine 1, special status signal (gaming signal that can specify an individual specific period that indicates a period in which the individual specific state is present), high confidence signal (indicates the period in which the second special state is present) A second special period and a gaming signal that can specify an individual specific period indicating a period in which the individual specific state is present), and a RUSH signal (a first special period indicating a period in which the first special state is present, and a second special state) The second special period indicating the period can be specified as a game signal), and the level is output in a period corresponding to each state.

図1に戻って、遊技装置2は所謂各台計数機能を有する貸出機であり、遊技機1の遊技状態を示す状態表示灯27、貨幣(貨幣価値、有価価値)が投入される貨幣投入口28、遊技者からの操作入力を受付けると共に遊技の進行に伴って残高や図柄変動回数(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29、持玉(会員であれば貯玉も含む)を払出すための払出釦30、払出された玉が通過する払出ノズル31、カード(一般カードや会員カード)が挿入されるカード挿入口32及び遊技機1の下部受皿12の下方に位置する着脱可能な計数受皿33等を有する。 Returning to FIG. 1, the gaming machine 2 is a so-called lending machine with a counting function, and includes a status indicator light 27 that indicates the gaming status of the gaming machine 1, and a money slot into which money (monetary value, valuable value) is inserted. 28. Touch panel type liquid crystal display section 29 that accepts operation input from the player and displays game data such as balance, number of symbol changes (number of starts), and jackpot probability as the game progresses; A payout button 30 for paying out balls (including stored balls), a payout nozzle 31 through which the paid balls pass, a card insertion slot 32 into which a card (general card or membership card) is inserted, and a lower tray 12 of the gaming machine 1. It has a removable counting tray 33 located below.

遊技装置2は以下のように動作する。
(1)貨幣を受付けると(貨幣受付処理)、遊技機1と遊技装置2との双方に入金額を残高に加算して表示し、残高がある状態で遊技機1の貸出釦13が押下されると(貸出操作、対価付与操作)、貸出1単位(例えば500円)分の貸出玉(対価付与価値)を遊技機1から払出し(貸出処理、対価付与処理)、レートに応じた対価分を残高から引落とす。尚、貨幣は複数回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)。
The gaming device 2 operates as follows.
(1) When money is accepted (money acceptance process), the deposited amount is added to the balance of both gaming machine 1 and gaming device 2 and displayed, and when there is a balance, the lending button 13 of gaming machine 1 is pressed. Then, (lending operation, consideration giving operation), the loaned balls (value given as consideration) for one loan unit (for example, 500 yen) are paid out from the gaming machine 1 (lending process, consideration giving process), and the consideration amount according to the rate is paid out. Debit from balance. Note that it is possible to accept the amount of money corresponding to multiple consideration granting processes (for example, up to 10,000 yen).

(2)計数玉を受付けた場合は計数玉を持玉として特定し、その持玉を払出釦30の押下に応じて払戻す払戻処理(持玉の再プレイ処理)を可能とし、払戻した場合にはその対価分(例えば払戻した玉数と同数)の持玉を減算する。 (2) When a counted ball is accepted, the counted ball is identified as a held ball, and a refund process (replay process for held balls) is enabled in which the held ball is paid out according to the press of the payout button 30, and when the held ball is refunded. Subtract the amount of balls you have for the consideration (for example, the same number as the number of balls paid out).

(3)残高や持玉が残存する状態で遊技機1の返却釦を押下(発行操作を受付)すると残玉や持玉を特定可能な一般カードが発行される。尚、残高や持玉の一部を発行対象とする分割発行は説明の簡略化のため不可としたが、可能としても良い。 (3) When the return button of the gaming machine 1 is pressed (receiving the issuing operation) with the remaining balance and balls remaining, a general card with which the remaining balls and balls can be specified is issued. Incidentally, for the purpose of simplifying the explanation, split issuance of a part of the balance or the balls held is not allowed, but it may be possible.

(4)残高や持玉が残存する状態で遊技機1の返却釦14が押下されると(発行操作を受付けると)、遊技装置2にストックされていた残高や持玉を特定可能な持玉券を発行する。尚、持玉の一部や残高のみを発行対象とする分割発行も可能とする。持玉券を受付けた場合は、その残高や持玉を引継ぐ。 (4) When the return button 14 of the gaming machine 1 is pressed (when the issuing operation is accepted) with the balance and balls remaining, the balance and balls stocked in the gaming machine 2 can be identified. Issue tickets. In addition, split issuance is also possible where only a part of the balls held or the balance is to be issued. If you accept a ball ticket, the balance and the number of balls you have will be inherited.

(5)中継装置4とのシリアル通信により管理装置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、及び持玉券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)にて特定可能としても良い。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) Through serial communication with the relay device 4, the management device 6 performs money reception processing, consideration giving processing, balance, balls held, number of lending balls, number of refunded balls, deposit amount, number of counted balls, number of lending balls, and lending balls. It is possible to specify various information such as the sales amount that is the consideration for the game, and the reception and issuance process of the ticket, but these can be identified using pulse signals (for example, 1 pulse for every 1000 yen deposited, 1 pulse for every 100 yen sales, etc.) It may also be possible to specify it by . It should be noted that the communication for the lending process may be performed directly between the gaming machine 1 and the gaming machine 2 without going through the relay device 4.

情報表示装置3は、中継装置4を介して遊技機1側から出力される遊技信号を入力することで各遊技状態の遊技情報を管理して表示する。
さて、遊技機1からは遊技状態を特定可能な複数種類の状態信号が出力されるが、状態信号がONとなる期間と各遊技状態とが1:1で対応していないため、遊技機1の遊技状態を直接特定することはできない。このため、管理装置6は、次のようにして遊技機1から出力される状態信号に応じて遊技状態を特定(以下、状態特定)するようにしている。
The information display device 3 manages and displays game information for each game state by inputting a game signal output from the game machine 1 side via the relay device 4.
Now, the gaming machine 1 outputs multiple types of status signals that can specify the gaming status, but since the period during which the status signal is ON and each gaming status do not correspond 1:1, the gaming machine 1 It is not possible to directly specify the gaming state of the player. For this reason, the management device 6 identifies the gaming state (hereinafter referred to as state identification) according to the state signal output from the gaming machine 1 as follows.

図4は各状態(遊技状態)においていずれの状態信号がONとなる(出力される)かを示している。例えば大当り(状態)であれば大当り信号と特別状態信号との論理和の出力状態であり、小当りRUSH状態(以下、RUSH)であれば特別状態信号と高確信号とRUSH信号との論理和の出力状態であり、状態信号がONとなる期間と各遊技状態とが1:1で対応していない。 FIG. 4 shows which state signal is turned ON (output) in each state (gaming state). For example, if it is a jackpot (state), it is the output state of the logical sum of the jackpot signal and the special state signal, and if it is a small win RUSH state (hereinafter referred to as RUSH), it is the logical sum of the special state signal, the high confidence signal, and the RUSH signal. This is the output state, and the period during which the state signal is ON does not correspond to each gaming state on a 1:1 basis.

そこで、管理装置6は、状態特定する際において状態別の優先順位を設定している。即ち、図4に示すように優先順位1の大当りでは、大当り信号がONであれば他の状態信号がONでも大当りを特定し、優先順位2のRUSHでは、大当りが特定できない場合にRUSH信号がONであればRUSHを特定するというように優先順位の高い順に各状態を特定することで最終的に状態特定するようにしている。 Therefore, the management device 6 sets priorities for each state when specifying the state. That is, as shown in FIG. 4, in the jackpot with priority 1, if the jackpot signal is ON, the jackpot is identified even if other status signals are ON, and in the RUSH with priority 2, when the jackpot cannot be identified, the RUSH signal is If it is ON, RUSH is specified, and so on, and the states are finally specified by specifying each state in descending order of priority.

次に、管理装置6が対象とする遊技機の遊技状態の遷移について説明する。
図5は、RUSHを大当り確率が向上した高確率状態(特別状態、以下、高確)の一部で発生可能であり、その他にRUSHが発生しない高確と時短、大当りを発生可能であり、いずれでもない場合に通常状態に制御される遊技機であって上記した複数種類の状態信号を出力可能な遊技機(第1遊技機)を管理対象とした場合における遊技機1や管理装置6における遊技状態に関わる特定結果と、各状態において特定した遊技情報の区分先をタイムチャートで示している。
Next, the transition of the gaming state of the gaming machine targeted by the management device 6 will be explained.
FIG. 5 shows that RUSH can occur in some high-probability states (special states, hereinafter referred to as high-probability) where the jackpot probability is improved, and in other high-probability states where RUSH does not occur, it is possible to shorten the time and generate jackpots, In the case where the gaming machine 1 and the management device 6 are managed when a gaming machine (first gaming machine) that is controlled to the normal state when none of the above is the case and is capable of outputting the plurality of types of status signals described above is the gaming machine to be managed. A time chart shows identification results related to gaming states and classification destinations of gaming information identified in each state.

図5のタイムチャートでは各状態信号の出力状況を示し、説明の都合上、状態の切替に応じて期間を区切り、期間欄の括弧内に期間を特定するための数字を示している。また、期間単位で、遊技機の状態と、従来の状態特定方法による管理装置における状態特定を「従来状態特定」、本実施形態の状態特定方法による管理装置6における状態特定を「本案状態特定」、従来の状態特定方法による遊技情報の区分先を「従来区分」、本実施形態の状態特定方法による遊技情報の区分先(後述する図8の素データ参照)を「本案区分」の各欄にて示している。尚、この各欄の定義は以下の図6,7も同様である。 The time chart in FIG. 5 shows the output status of each state signal, and for convenience of explanation, periods are divided according to state switching, and numbers for specifying the periods are shown in parentheses in the period column. In addition, for each period, the state of the gaming machine and the state in the management device using the conventional state identification method are determined as “conventional state identification”, and the state identification in the management device 6 using the state identification method of the present embodiment as “proposed state identification”. , the classification destination of gaming information according to the conventional state identification method is "Conventional classification", and the classification destination of gaming information according to the state identification method of this embodiment (see raw data in FIG. 8 described later) is shown in each column of "Main classification". It shows. Note that the definitions of each column are the same in FIGS. 6 and 7 below.

図5の場合、期間(1)(以下、期間を省略)の通常状態から(2)にて大当りが発生し、その後、(3)RUSH→(4)大当り→(5)RUSHでない高確→(6)大当り→(7)時短の順に状態移行した後、(8)にて通常状態に戻った場合を想定している。 In the case of Figure 5, a jackpot occurs in period (2) from the normal state of period (1) (hereinafter the period is omitted), and then (3) RUSH → (4) jackpot → (5) high probability that is not RUSH → It is assumed that after the state transitions in the order of (6) jackpot → (7) time saving, the state returns to the normal state at (8).

(1)や(8)では状態信号が全てOFFであるため通常状態と状態特定して区分先も通常状態となり、(2)(4)(6)では大当り信号と特別状態信号がONとなるので大当りと状態特定して区分先も大当りとなるが、これらは従来の特定方法も本実施形態の特定方法も同様である。 In (1) and (8), all the status signals are OFF, so the status is identified as normal and the destination is also in normal status, and in (2), (4), and (6), the jackpot signal and special status signal are ON. Therefore, the state is identified as a jackpot, and the classification destination also becomes a jackpot, but these are the same in both the conventional identification method and the identification method of this embodiment.

(3)では、従来はRUSH信号が出力されていなかったため、高確または時短、即ち、甘中と状態特定して甘中を区分先としていたが、本実施形態ではRUSH信号に対応しており、RUSH信号が出力されていることから、RUSHと状態特定して区分先を甘中(第1総合特別期間)と高確とRUSHとの3区分にしている。これは、RUSHはRUSHだけでなく、高確であると共に甘中でもあるためであり、更に高確信号を出力しない遊技機にて管理可能な甘中データを特定するためでもある。 In (3), conventionally, the RUSH signal was not output, so the state was identified as high accuracy or time saving, that is, sweet middle, and sweet middle was the classification destination, but this embodiment supports the RUSH signal. Since the RUSH signal is output, the state is identified as RUSH, and the classification destinations are divided into three categories: Amanaka (first general special period), High Precision, and RUSH. This is because RUSH is not only RUSH, but also has a high accuracy and is also a medium, and is also for specifying medium data that can be managed by a gaming machine that does not output a high certainty signal.

(5)では、従来は高確信号が出力されていなかったため、高確または時短と状態特定して甘中を区分先としていたが、本実施形態では高確信号に対応しており、高確信号が出力されていることから、高確と状態特定して区分先を甘中と高確との2区分にしている。これは、高確は高確だけでなく甘中でもあるためである。 In (5), conventionally, the high confidence signal was not output, so the state was specified as high precision or time saving, and the sweet middle was classified as the destination, but in this embodiment, the high confidence signal is supported, and the high confidence signal is output. Since the number is output, the state is determined to be high-certain and the classification is divided into two categories: Amanaka and high-certain. This is because high accuracy is not only high accuracy but also sweet.

(7)では、従来は高確信号が出力されていなかったため、高確または時短と状態特定して甘中を区分先としていたが、本実施形態では高確信号に対応しており、高確信号が出力されていないことから、時短と状態特定して区分先を甘中と時短との2区分にしている。これは、時短は時短だけでなく甘中でもあるためである。 In (7), conventionally, the high confidence signal was not output, so the state was specified as high precision or short time, and sweet middle was the classification destination, but in this embodiment, the high confidence signal is supported, and the high confidence signal is not output. Since the number is not output, the condition is identified as short-time, and the classification is divided into two categories: Amanaka and short-time. This is because saving time is not only shortening time, but also sweetening.

以上のように従来は甘中と判定していたRUSH、高確、時短の3区分を本実施形態ではそれぞれ区分して状態特定した上で異なる区分先としている。
図6は、RUSHが高確の一部で発生可能であるが、高確中に一定条件(例えば所定の図柄変動数(例えば100回)を消化する)が成立した場合にRUSHに移行可能な遊技機で、その他にRUSHが発生しない時短と、大当りとを発生可能であり、いずれでもない場合に通常状態に制御される遊技機を管理対象とした場合における遊技機や管理装置6における遊技状態に関わる特定結果をタイムチャートで示している。
As described above, in this embodiment, the three categories of RUSH, high accuracy, and time saving, which were conventionally determined to be weak, are classified and their states are specified, and then they are classified into different destinations.
In Figure 6, RUSH can occur in a part of high accuracy, but if a certain condition (for example, a predetermined number of symbol fluctuations (for example, 100 times) is fulfilled) during high accuracy, it can transition to RUSH. A gaming state in a gaming machine or the management device 6 when a gaming machine that can generate a time saving and a jackpot in which no other RUSH occurs, and is controlled to a normal state in the case of neither of these is the gaming machine to be managed. The specific results related to this are shown in a time chart.

図6の場合、(1)の通常状態から(2)にて大当りが発生し、その後、(3)RUSH→(4)大当り→(5)RUSHでない高確→(6)RUSH→(7)大当り→(8)時短の順に状態移行した後、(9)にて通常状態に戻った場合を想定している。 In the case of Figure 6, a jackpot occurs in (2) from the normal state of (1), and then (3) RUSH → (4) Jackpot → (5) High accuracy that is not RUSH → (6) RUSH → (7) It is assumed that after the state transitions in the order of jackpot → (8) time saving, the state returns to the normal state at (9).

図6の場合も図5同様に従来甘中と特定していたRUSH、高確、時短の3区分をそれぞれ区分可能となるが、図6では更に高確中にRUSH信号を入力した場合、換言すると大当り直後にRUSHとならなかった場合でも、RUSHと判定することを可能に状態特定している。 In the case of FIG. 6, as in FIG. 5, the three categories of RUSH, high accuracy, and time saving, which were conventionally specified as sweet medium, can be classified respectively, but in FIG. 6, if the RUSH signal is input during high accuracy, Then, even if a RUSH does not occur immediately after a jackpot, the state is specified so that it can be determined as a RUSH.

図7は、RUSHが発生不能な遊技機で、高確、時短、及び大当りを発生可能であり、いずれでもない場合に通常状態に制御される遊技機を管理対象とした場合における遊技機や管理装置6における遊技状態に関わる特定結果をタイムチャートで示している。 Figure 7 shows gaming machines and management in the case where the management target is a gaming machine that cannot generate RUSH, but can generate high accuracy, time saving, and jackpot, and is controlled to a normal state in the case of none of the above. Specific results related to the gaming state in the device 6 are shown in a time chart.

図7の場合、(1)の通常状態から(2)にて大当りが発生し、その後、(3)高確→(4)大当り→(5)高確→(6)大当り→(7)時短の順に状態移行した後、(8)にて通常状態に戻った場合を想定している。 In the case of Figure 7, a jackpot occurs in (2) from the normal state in (1), and then (3) high accuracy → (4) jackpot → (5) high accuracy → (6) jackpot → (7) time saving It is assumed that after the state transitions in the order of (8), the state returns to the normal state.

図7の場合も図5同様に従来甘中と特定していた高確、時短の2区分をそれぞれ区分可能となり、本実施形態はRUSHが発生不能な従来の遊技機にも十分対応可能である。また、従来の高確信号を出力しない遊技機(第2遊技機)の場合、(3)(5)と(7)とを区分できないため、従来区分に示すようにいずれも甘中(第2総合特別期間)と特定する、図5,6について、高確信号やRUSH信号を出力しない遊技機(第2遊技機)を対象とした場合も同様である。 In the case of FIG. 7, as in FIG. 5, it is now possible to classify the two categories of high accuracy and short time, which were conventionally specified as sweet and medium, and this embodiment is fully applicable to conventional gaming machines in which RUSH cannot occur. . In addition, in the case of conventional gaming machines that do not output high confidence signals (secondary gaming machines), (3), (5), and (7) cannot be distinguished, so as shown in the conventional classification, all of them are amaka (secondary gaming machines). The same applies to FIGS. 5 and 6, which are specified as general special period), when a gaming machine (second gaming machine) that does not output a high confidence signal or a RUSH signal is targeted.

図7ではRUSH、高確、時短の内、RUSHの発生不能な遊技機を例示したが、高確や時短の一方を発生不能な遊技機を管理対象としても良く、このような遊技機や機種A同様にRUSH、高確、時短の全てを発生可能な遊技機であって、状態信号として特別状態信号と大当り信号とを出力するが、高確信号やRUSH信号は出力しない遊技機を管理対象としても良く、このような遊技機を管理する場合には従来区分に示すようにいずれの状態も甘中(第2総合特別期間)として区分すれば良い。 In Figure 7, gaming machines that cannot generate RUSH among RUSH, high accuracy, and time saving are shown as examples, but gaming machines that cannot generate either high accuracy or time saving may also be managed, and such gaming machines and models Similar to A, gaming machines that can generate RUSH, high accuracy, and time saving, and that output special status signals and jackpot signals as status signals, but do not output high confidence signals or RUSH signals are subject to management. However, when managing such a gaming machine, any state may be classified as a sweet period (second general special period) as shown in the conventional classification.

管理装置6は、上述した図5~7に示すように遊技状態を特定した場合、その状態における遊技情報を区分して管理する。
即ち、図8、9は例えば機種Aの各状態において特定した遊技情報である素データを示しており、例えばRUSH中に特定したアウトは、全体、甘中、高確、RUSHにおけるアウトとして計上する。
尚、「平均」は機種Aを対象とした遊技機平均である。
When the management device 6 identifies a gaming state as shown in FIGS. 5 to 7 described above, it classifies and manages the gaming information in that state.
That is, FIGS. 8 and 9 show raw data that is game information specified in each state of model A, for example, and for example, an out specified during RUSH is recorded as an out in overall, sweet medium, high accuracy, and RUSH. .
Note that the "average" is the gaming machine average for model A.

図8の各項目は次のように定義されている。
・遊技機ID=遊技機1の識別情報、所謂台番なので、以下台番とする場合がある
・モード=遊技機1に設定された遊技機設定値(別途操作入力等により特定)
・アウト=アウト信号により特定される遊技機1にて消費された遊技価値
・セーフ=セーフ信号により特定される遊技機1への入賞に応じて付与された遊技価値
・全体、通常=全体は全ての状態が対象、通常は通常状態が対象。
・T1、特T1=T1は全ての大当りが対象、特T1は特定の条件を満たす(例えばT1Yに対して設定される基準範囲(例えば800~1500)内のT1Yとなった)大当りである特定大当りが対象。
・甘中~RUSH=甘中(第2特別情報)は、以下の高確と時短との双方が対象、高確(第2特別情報)は高確率状態(単独確変や小当りRUSHを含む)が対象、時短(単独特定情報)は時短状態が対象、RUSH(第1特別情報)は小当りRUSHとなる高確率状態が対象である。
Each item in FIG. 8 is defined as follows.
・Game machine ID = Identification information of game machine 1, so-called machine number, so the following machine number may be used. ・Mode = Game machine setting value set for game machine 1 (specified by separate operation input, etc.)
・Out = gaming value consumed on gaming machine 1 specified by the out signal ・Safe = gaming value awarded in response to winning on gaming machine 1 specified by the safe signal ・Total, normal = all The target state is usually the normal state.
・T1, special T1 = T1 is for all jackpots, special T1 is a special jackpot that satisfies a specific condition (for example, T1Y is within the standard range (for example, 800 to 1500) set for T1Y). Applies to jackpots.
・Amanaka ~ RUSH = Amanaka (second special information) is applicable to both the following high accuracy and short time, high accuracy (second special information) is a high probability state (including single probability variation and small hit RUSH) is the target, time saving (single specific information) is the target of the time saving state, and RUSH (first special information) is the target of the high probability state of small hit RUSH.

図8では高確にRUSH分を含めて管理しているが、単独高確期間には対応しないがRUSH期間には対応するRUSHと単独高確に対応する高確とを管理する場合に、高確にRUSH分を含めず、単独高確期間には対応するがRUSH期間には対応しない高確(第2特別情報)を管理対象としても良い。 In Figure 8, high accuracy includes RUSH, but when managing RUSH that does not correspond to the individual high accuracy period but corresponds to the RUSH period and high accuracy that corresponds to the individual high accuracy, Rather than including the RUSH portion, the management target may be high certainty (second special information) that corresponds to the individual high certainty period but does not correspond to the RUSH period.

図9の各項目は次のように定義されている。
・スタート=スタート信号により特定される遊技機1における役物の作動回数
・S入賞=S入賞信号により特定される始動入賞回数
・大当り数=大当り信号により特定される大当り数
・突入数=各状態に突入した回数で、各状態に突入した際に計数される。
・売上玉=売上信号により特定される対応する貸出機にて貨幣価値を対価として付与された遊技価値(貸出玉数、対価付与価値)
Each item in FIG. 9 is defined as follows.
・Start = number of activations of the accessory in the gaming machine 1 specified by the start signal ・S winnings = number of starting winnings specified by the S winning signal ・Number of jackpots = number of jackpots specified by the jackpot signal ・Number of hits = each state This is the number of times the state has entered, and is counted when entering each state.
・Sold balls = Gaming value given in exchange for monetary value at the corresponding lending machine specified by the sales signal (number of balls rented out, value given in consideration)

尚、本実施形態では説明の都合上、所謂貯玉に基づく再プレイシステムのない遊技場を前提としているが、再プレイシステムのある遊技場であれば、売上玉に再プレイ玉を含めて演算することが望ましい。
また、図1に示す払出ノズル31の再プレイ用とは遊技者が当該営業日に獲得した獲得玉を払戻す再プレイを指し、この再プレイ玉は売上玉に含める必要はない。
For convenience of explanation, this embodiment assumes a game hall that does not have a replay system based on so-called stored balls, but if it is a game hall that has a replay system, the calculation will include replay balls in the sold balls. This is desirable.
Further, the use of the payout nozzle 31 for replay shown in FIG. 1 refers to replay in which the player pays out the acquired balls acquired on the business day, and this replay ball does not need to be included in the sold balls.

管理装置6は、図8,9の素データを演算することで特定可能な集計情報を管理する。
図10,11は、管理装置6が管理する機種Aの遊技集計情報であり、各項目は次のように定義されている。
尚、「平均」は機種Aを対象とした遊技機平均で、図5の「合計」の対応値である。
・出率(付与率、付与情報)=状態別の出率であって、各状態におけるセーフ÷アウトであり、「通常」はベース、「甘中」はBAとも言う。除RUSHと比較してRUSHの出率が高いことから、BAは両者を混合したデータとなっていることが把握できる。
・除RUSH(非第1特別期間)=甘中の内、RUSHを除いた状態、即ち、RUSHでない高確(第2特別期間)と時短(単独特定期間)とが対象。
尚、図8,9同様に、高確と時短とを区分(第2区分)して出率や平均S等を管理しても良い。
The management device 6 manages total information that can be specified by calculating the raw data shown in FIGS. 8 and 9.
10 and 11 show game total information of model A managed by the management device 6, and each item is defined as follows.
Note that "average" is the gaming machine average for model A, and is a corresponding value of "total" in FIG.
- Output rate (grant rate, grant information) = Output rate by state, Safe ÷ Out in each state, "normal" is also called base, and "sweet middle" is also called BA. Since the output rate of RUSH is higher than that of excluded RUSH, it can be understood that BA is a mixture of both.
- Excluded RUSH (non-first special period) = Amid medium conditions excluding RUSH, that is, high certainty (second special period) and short hours (single specified period) that are not RUSH.
In addition, similar to FIGS. 8 and 9, the output rate, average S, etc. may be managed by classifying high accuracy and time saving (second classification).

・平均S(単位遊技情報)=状態別のアウトに対する図柄変動数の頻度の割合(スタート÷アウト)。
・平均S入賞(単位遊技情報)=始動入賞数の頻度の割合
尚、以下では通常中の平均SをS、平均S入賞をS1、甘中の平均SをSA、平均S入賞をS1Aとも言う。除RUSH(非第1特別情報)とRUSH(第1特別情報)とを比較した場合、平均S入賞は大差ないが平均Sは若干異なる。これは、RUSHは除RUSHと比較してリーチを少なくすることで遊技性を高めているため平均図柄変動時間が短くなる傾向に基づくものである。
・T1Y=平均大当り中出玉数で、(T1セーフ-T1アウト)÷合計大当り数の演算値を示す遊技情報。
・T10=平均大当り中アウトで、T1アウト÷合計大当り数の演算値を示す遊技情報。
尚、合計大当り数=通常大当り数+甘中大当り数。また、以下も含め、説明の都合上、T1におけるセーフをT1セーフとするように状態+項目名にて遊技情報を表す。
・Average S (unit game information) = Frequency ratio of the number of symbol changes to outs by state (start ÷ out).
・Average S winnings (unit game information) = Frequency ratio of starting winnings In addition, below, the average S in normal is also referred to as S, the average S winning is S1, the average S in sweet is also referred to as SA, and the average S winning is S1A. . When comparing RUSH (non-first special information) and RUSH (first special information), the average S winnings are not much different, but the average S is slightly different. This is based on the fact that the average symbol fluctuation time tends to be shorter in RUSH because it improves the gameplay by reducing the reach compared to RUSH.
- T1Y=average number of jackpot balls, game information indicating the calculated value of (T1 safe - T1 out) ÷ total number of jackpots.
- T10=average jackpot medium out, game information indicating the calculated value of T1 out ÷ total number of jackpots.
In addition, total number of jackpots = number of regular jackpots + number of sweet medium jackpots. In addition, for convenience of explanation, including the following, game information is represented by state + item name such that safe at T1 is defined as T1 safe.

・特T1Y=特定大当りを対象としたT1Yで、特T1Y=(特T1セーフ-特T1アウト)÷特定大当り数の演算値を示す遊技情報。
・特T10=特定大当りを対象としたT10で、特T1アウト÷特定大当り数の演算値を示す遊技情報。
・T2Y=RUSHを対象とした平均出玉数で、(RUSHセーフ-RUSHアウト)÷RUSH突入数の演算値を示す遊技情報。RUSHは大当りが発生した際に終了するため、RUSHにおける大当り確率の低い、即ち、モードが低い遊技機の方がT2Yが大きくなる傾向があり、遊技者に提示すれば設定推測の一助となる。
・TS(TS情報)=状態別の1回の大当りに対する平均スタートで、スタート÷大当り数の演算値を示す遊技情報。
・初当り=TSにおける状態別の内、通常と時短が対象となる期間(初当り期間)。つまり、初当りが遊技機1における通常の大当り確率(初当り情報)、単独確変とRUSHとが対象となる期間である高確(特別期間)が確変の大当り確率(特別情報)といったようにそれぞれ対象となる全ての状態に対応するため、遊技者に提示することでモード推測の一助になる。
尚、TSは逆数として大当り確率を示す情報としても良い。また、以下では初当りTSをTS、高確TSをTSAとも言う。
- Special T1Y = T1Y targeting a specific jackpot, and game information indicating the calculated value of Special T1Y = (Special T1 safe - Special T1 out) ÷ number of specific jackpots.
-Special T10 = Game information that indicates the calculated value of special T1 out ÷ specific jackpot number in T10 targeted at specific jackpots.
- T2Y=average number of balls for RUSH, game information indicating the calculated value of (RUSH safe - RUSH out) ÷ RUSH entry number. Since RUSH ends when a jackpot occurs, gaming machines with a low jackpot probability in RUSH, that is, a low mode, tend to have a larger T2Y, and if presented to the player, it will help in guessing the setting.
- TS (TS information) = Game information indicating the calculated value of start ÷ number of jackpots, which is the average start for one jackpot by state.
・First hit = period (first hit period) that covers normal and short time among the states in TS. In other words, the first hit is the normal jackpot probability (initial hit information) for gaming machine 1, and the high probability (special period), which is the period in which the single probability variation and RUSH are applicable, is the probability of a probability variation jackpot (special information). Since it corresponds to all target states, presenting it to the player will help in guessing the mode.
Note that TS may be information indicating the jackpot probability as an inverse number. Further, below, the initial hit TS is also referred to as TS, and the high probability TS is also referred to as TSA.

・大当り発生率=状態別の突入数に対する大当りの発生頻度の割合で、大当り数÷状態突入数の演算値を示す遊技情報。
・Bサ(付与情報)=通常時の差玉数で、通常アウト-通常セーフの演算値を示す遊技情報。
・客滞率=売上玉に対するBサの割合で、Bサ÷売上玉の演算値を示す遊技情報。
・粗利=遊技に応じた遊技場側の営業利益で、売上額-獲得玉×貸単価×原価率の演算値を示す遊技情報。
尚、獲得玉(獲得価値)=売上玉+セーフ-アウト、売上額=売上玉×貸単価、貸単価=4円、原価率=90%にて演算。
・Jackpot occurrence rate = Game information that indicates the calculated value of the number of jackpots divided by the number of state entries, which is the ratio of the frequency of jackpot occurrences to the number of entries for each state.
・Bsa (provided information) = Game information that shows the calculated value of normal out - normal safe with the difference in the number of balls at normal time.
・Customer retention rate = ratio of B-sa to sales balls, game information indicating the calculated value of B-sa ÷ sales balls.
・Gross profit = Operating profit of the gaming hall depending on the game, gaming information that shows the calculated value of sales amount - acquired balls x rental unit price x cost rate.
Calculated based on the following formula: Acquired balls (acquired value) = Sales balls + Safe-out, Sales amount = Sales balls x Rental unit price, Rental unit price = 4 yen, Cost rate = 90%.

・玉単価=アウト1当りの売上額で、売上額÷アウトの演算値を示す遊技情報。
・玉粗利=アウト1当りの粗利で、粗利÷アウトの演算値を示す遊技情報。
・営業割数=実際の売上額(売上玉)に対する遊技場側の損益額(損失玉)の割合で、獲得玉÷売上玉の演算値を示す遊技情報。
- Ball unit price = sales amount per out, game information indicating the calculated value of sales amount ÷ out.
- Ball gross profit = gross profit per out, game information that shows the calculated value of gross profit ÷ out.
・Business ratio = Game information that indicates the calculated value of earned balls divided by sold balls, which is the ratio of the profit and loss amount (lost balls) on the gaming hall side to the actual sales amount (sold balls).

管理装置6は、モード別に遊技情報を区分して管理しており、この場合もTSやTSA等、状態別に遊技情報を区分して集計している。
図12は、例えば1番台について設定したモードにより遊技情報を区分して集計したモード別集計の例示である。台数はモードが設定された延べ台数を示し、本実施形態では営業中にはモードが変更されない想定なので、モード1は48日、モード2は28日といったように営業日単位で遊技情報を振分けて、モード別に遊技情報を集計している。
The management device 6 classifies and manages gaming information by mode, and in this case also classifies and totals gaming information by status, such as TS and TSA.
FIG. 12 is an example of mode-by-mode aggregation in which game information is divided and aggregated according to the mode set for the first game, for example. The number of machines indicates the total number of machines for which the mode has been set, and in this embodiment, it is assumed that the mode will not be changed during business hours, so game information is divided by business day, such as 48 days for mode 1 and 28 days for mode 2. , compiles gaming information by mode.

各データは図5にて説明した通りで、実際の遊技情報を示している。尚、状態別の遊技情報としてはTS(初当りTS)、TSA、T2Yを示したが、他のデータも図5と同様に状態別に区分して集計しても良い。 Each data is as explained in FIG. 5, and indicates actual game information. Although TS (initial winning TS), TSA, and T2Y are shown as gaming information by state, other data may also be classified and tabulated by state as in FIG. 5.

上記集計は期間を指定して集計可能である。即ち、1営業日のみを対象とした集計も、1か月等、複数日の営業を対象とした集計も可能であり、更に、例えば金曜日のみ等の特定の条件を満たす営業日のみを対象とした集計も可能である。また、図5に示すベース等のモードに影響されない遊技情報は図12のようなモード別集計の対象とせず、モードに関わりなく上記のような期間を対象として集計すれば良いが、モード別に集計しても良い。 The above aggregation can be done by specifying a period. In other words, it is possible to perform aggregation for only one business day, or for multiple business days such as one month, and it is also possible to perform aggregation for only business days that meet specific conditions, such as only Fridays. It is also possible to perform aggregation. In addition, game information that is not affected by modes such as base shown in Figure 5 is not subject to aggregation by mode as shown in Figure 12, and can be aggregated for the period described above regardless of the mode. You may do so.

図12の集計は遊技機1の配置替えを行った場合、配置替え前の情報を引継ぐ。例えば1番台に設置される遊技機1が元は101番台に設定される場合、期間に対応付けて対応する台番を設定すれば、101番台に設置された期間では101番台として集計された遊技情報、1番台に設置された期間では1番台として集計された遊技情報を統合することで、配置替えしてもその遊技情報の引継ぎが可能となる。尚、引継の対象となる遊技情報を操作入力により入力しても勿論よい。 In the tabulation shown in FIG. 12, when the gaming machines 1 are rearranged, the information before the rearrangement is inherited. For example, if the gaming machine 1 installed in the 101st machine is originally set as the 101st machine, if you set the corresponding machine number in association with the period, the game will be counted as the 101st machine in the period when it was installed in the 101st machine. By integrating the gaming information compiled as the 1st machine during the period when it was installed in the 1st machine, it is possible to take over the gaming information even if the arrangement is changed. Note that, of course, the game information to be transferred may be inputted through an operation input.

遊技機1から出力される遊技機識別信号により特定可能な遊技機識別情報と台番とを紐付ければ、遊技機識別情報により、例示した遊技情報を引継ぐことも可能である。同様にモードも操作入力だけでなく、遊技機1からモードを特定可能な信号が出力されるのであればその信号に基づき特定しても良い。 If the gaming machine identification information that can be specified by the gaming machine identification signal output from the gaming machine 1 is linked to the machine number, it is also possible to take over the illustrated gaming information using the gaming machine identification information. Similarly, the mode may be specified based not only on the operation input but also on the basis of a signal that can specify the mode if the gaming machine 1 outputs a signal that can specify the mode.

管理装置6は、所謂大当りの遊技履歴を管理しており、遊技状態に応じて高確やRUSH等を区分してレコードに対応付けている。
図13は遊技履歴を示しており、各項目は次のように定義されている。
・時刻=レコードに対応する時刻で、大当り発生時刻または甘中終了時刻または現在時刻。各レコードは大当りまたは甘中が終了した場合に作成されるため、大当りが発生すれば大当り発生時刻、発生しなければ甘中終了時刻が時刻となる。また、最終レコードは次のレコードの特定前なので現在時刻となるが、レコードに対応していればレコード作成時刻のようにどのような時刻を対象としても良い。
・状態=通常、高確、RUSH、時短の内、対応する状態。
・アウト、Bサ、売上額、S、T1Y=図8にて説明した通りだが、RUSHにおけるBサは演算上、T2Yの反数(正負を逆にした値)となる。また、T1Yは大当りが発生しなかった場合に空欄となるので、T1Yに数値が示されるレコードにて大当りが発生し、状態を参照することでいずれの状態にて発生した大当りかを特定可能としている。
The management device 6 manages the game history of so-called jackpots, and classifies the games into high-accuracy, RUSH, etc. according to the game status and associates them with records.
FIG. 13 shows the game history, and each item is defined as follows.
・Time = The time corresponding to the record, the jackpot occurrence time, sweet middle end time, or current time. Each record is created when a jackpot or sweet game ends, so if a jackpot occurs, the time is the jackpot occurrence time, and if it does not, the time is the sweet game end time. Further, since the last record is before the next record is specified, it is the current time, but any time such as the record creation time may be used as long as it corresponds to the record.
・Status = Normal, High Accuracy, RUSH, and Time Saving.
- Out, Bsa, sales amount, S, T1Y = As explained in FIG. 8, Bsa in RUSH is calculated as the inverse of T2Y (a value with the sign reversed). In addition, T1Y will be blank if a jackpot has not occurred, so if a jackpot occurs in a record where a numerical value is shown in T1Y, it is possible to identify in which state the jackpot occurred by referring to the state. There is.

図8~13に示した遊技情報は管理装置6を出力対象として出力すれば良いが、適宜必要に応じて情報表示装置3を出力対象としても良い。この場合、管理装置6を介して遊技情報を特定しても良いが、管理装置6を介さずに情報表示装置3や中継装置4にて状態特定等を行って遊技情報を特定しても良い。 The game information shown in FIGS. 8 to 13 may be outputted to the management device 6, but may be outputted to the information display device 3 as appropriate and necessary. In this case, the gaming information may be specified via the management device 6, but the gaming information may also be specified by identifying the state or the like using the information display device 3 or the relay device 4 without using the management device 6. .

図14は上述した図4の状態特定に関連した管理装置6による動作を示すフローチャートである。管理装置6は、通常においては、遊技状態が大当りか(S1:NO)、大当り信号を入力検知か(S2:NO)、遊技状態がRUSHか(S7:NO)、RUSH信号を入力検知か(S8:NO)、遊技状態が高確か(S18:NO)、高確信号を入力検知か(S19:NO)、遊技状態が時短か(S20:NO)、特別状態信号を入力検知か(S27:NO)を判定する通常待機フローを実行している。 FIG. 14 is a flowchart showing operations performed by the management device 6 related to the state identification shown in FIG. 4 described above. Normally, the management device 6 determines whether the gaming state is a jackpot (S1: NO), whether a jackpot signal has been input detected (S2: NO), whether the gaming state is RUSH (S7: NO), or whether a RUSH signal has been input (detected). S8: NO), whether the gaming state is high (S18: NO), whether a high confidence signal is detected (S19: NO), whether the gaming state is short (S20: NO), whether a special state signal is detected as input (S27: The normal standby flow for determining NO) is being executed.

通常待機フローの実行中に遊技機1が大当りとなると、図4に示すように大当り信号と特別状態信号とがONとなることから、大当り信号を入力検知するようになるので(S2:YES)、遊技状態を大当りと特定すると共に(S3)、大当り信号は入力終了していない(S4:NO)と判定してから、リターン後、遊技状態が大当りであり(S1:YES)、大当り信号は入力終了していない(S4:NO)と判定する大当り待機フローに移行する。 When the gaming machine 1 hits a jackpot during the execution of the normal standby flow, the jackpot signal and the special status signal are turned ON as shown in FIG. 4, so the input of the jackpot signal is detected (S2: YES). , while identifying the gaming state as a jackpot (S3) and determining that the jackpot signal has not been input (S4: NO), after returning, the gaming state is a jackpot (S1: YES) and the jackpot signal is The process moves to a jackpot waiting flow in which it is determined that the input has not been completed (S4: NO).

また、遊技機1がRUSHとなると、図4に示すように特別状態信号と高確信号とRUSH信号とがONとなり、RUSH信号を入力検知するようになるので(S8:YES)、遊技状態をRUSHと特定すると共に(S9)、RUSH信号は入力終了していない(S10:NO)と判定してから、リターン後、遊技状態が大当りでなく(S1:NO)、大当り信号を入力検知ではなく(S2:NO)、遊技状態がRUSHであり(S7:YES)、RUSH信号は入力終了していない(S10:NO)と判定するRUSH待機フローに移行する。 Furthermore, when the gaming machine 1 becomes RUSH, the special state signal, high confidence signal, and RUSH signal are turned ON as shown in FIG. 4, and the RUSH signal is input and detected (S8: YES), so the gaming state RUSH is specified (S9), and after determining that the RUSH signal has not been inputted (S10: NO), after returning, the gaming state is not a jackpot (S1: NO), and the jackpot signal is not input detected. (S2: NO), the game state is RUSH (S7: YES), and the process moves to a RUSH standby flow in which it is determined that the input of the RUSH signal has not been completed (S10: NO).

また、遊技機1が高確となると、図4に示すように特別状態信号と高確信号とがONとなり、高確信号を入力検知するようになるので(S19:YES)、遊技状態を高確と特定すると共に(S23)、高確信号は入力終了していない(S24:NO)と判定してから、リターン後、遊技状態が大当りでなく(S1:NO)、大当り信号を入力検知でなく(S2:NO)、遊技状態がRUSHでなく(S7:NO)、RUSH信号を入力検知でなく(S8:NO)、遊技状態が高確であり(S18:YES)、高確信号は入力終了していない(S24:NO)と判定する高確待機フローに移行する。 Furthermore, when the gaming machine 1 becomes high accuracy, the special status signal and the high confidence signal are turned on as shown in FIG. It is determined that the input of the high confidence signal has not been completed (S24: NO), and after the return, the gaming state is not a jackpot (S1: NO) and the jackpot signal is detected as input. (S2: NO), the gaming state is not RUSH (S7: NO), the RUSH signal is not input detected (S8: NO), the gaming state is high certainty (S18: YES), and the high confidence signal is input. The process moves to a high-reliability standby flow in which it is determined that the process has not ended (S24: NO).

また、遊技機1が時短となると、図4に示すように特別状態信号がONとなり、特別状態信号が入力するようになるので(S27:YES)、遊技状態を時短と特定してから(S28)、リターン後、遊技状態が大当りでなく(S1:NO)、大当り信号を入力検知でなく(S2:NO)、遊技状態がRUSHでなく(S7:NO)、RUSH信号を入力検知でなく(S8:NO)、遊技状態が高確でなく(S18:NO)、高確信号を入力検知でなく(S19:NO)、遊技状態が時短であり(S20:YES)、特別状態信号は入力終了していない(S21:NO)と判定する時短待機フローに移行する。
以上の動作により、通常状態から大当り、RUSH、高確、時短のいずれかとなった場合は、その優先順位で遊技状態を特定することができる。
Furthermore, when the gaming machine 1 becomes time-saving, the special state signal turns ON as shown in FIG. 4, and the special state signal is inputted (S27: YES). ), after the return, the gaming state is not a jackpot (S1: NO), the jackpot signal is not input detected (S2: NO), the gaming state is not RUSH (S7: NO), and the RUSH signal is not input detected ( S8: NO), the gaming state is not high certainty (S18: NO), the high confidence signal is not detected as input (S19: NO), the gaming state is short (S20: YES), and the special state signal has ended input. The process moves to a time-saving standby flow in which it is determined that the process has not been performed (S21: NO).
Through the above-described operations, when the normal state changes to jackpot, RUSH, high accuracy, or time saving, the gaming state can be specified based on the priority order.

大当り待機フローの実行中に大当り信号が入力終了した後に(S4:YES)、RUSH信号を入力検知したときは(S5:YES)、遊技状態をRUSHと特定してから(S6)、リターン後、RUSH待機フローに移行する。 After the input of the jackpot signal ends during the execution of the jackpot waiting flow (S4: YES), when the input of the RUSH signal is detected (S5: YES), the gaming state is specified as RUSH (S6), and after return, Transition to RUSH standby flow.

また、大当り信号の入力終了後に(S4:YES)、RUSH信号を入力検知することなく高確信号を入力検知した場合は(S5:NO、S13:YES)、遊技状態を高確と特定してから(S16)、リターン後、高確待機フローに移行する。 In addition, after inputting the jackpot signal (S4: YES), if a high confidence signal is detected without inputting the RUSH signal (S5: NO, S13: YES), the gaming state is specified as high confidence. After returning (S16), the flow shifts to a high-precision standby flow.

また、大当り信号の入力終了後に(S4:YES)、RUSH信号や高確信号を入力検知することなく特別状態信号を入力検知した場合は(S5:NO、S13:NO、S14:YES)、遊技状態を時短と特定してから(S15)、リターン後、時短待機フローに移行し、特別状態信号を入力検知しない場合は(S5:NO、S13:NO、S14:NO)、遊技状態を通常と特定してから(S17)、リターン後、通常待機フローに移行する。
以上の動作により、大当り終了後にRUSH、高確、時短、通常のいずれかとなった場合は、その優先順位で遊技状態を特定することができる。
In addition, after inputting the jackpot signal (S4: YES), if a special state signal is input and detected without detecting the input of the RUSH signal or high confidence signal (S5: NO, S13: NO, S14: YES), the game After specifying the state as time-saving (S15), after returning, the process moves to the time-saving standby flow, and if no special state signal is input and detected (S5: NO, S13: NO, S14: NO), the gaming state is changed to normal. After specifying (S17) and returning, the flow shifts to the normal standby flow.
By the above-described operation, if the game status becomes RUSH, high accuracy, time saving, or normal after the end of the jackpot, the gaming status can be specified based on the priority order.

RUSH待機フローの実行中に大当り信号を入力検知した場合は(S2:YES)、遊技状態を大当りとしてから(S3)、大当り待機フローに移行する。
また、RUSH信号の入力終了後に(S10:YES)、高確信号を入力検知した場合は(S11:YES)、遊技状態を高確と特定してから(S12)、高確待機フローに移行する。
If a jackpot signal is input and detected during execution of the RUSH standby flow (S2: YES), the gaming state is set to jackpot (S3), and then the flow shifts to the jackpot wait flow.
In addition, after the input of the RUSH signal is completed (S10: YES), if the input of a high confidence signal is detected (S11: YES), the gaming state is identified as high confidence (S12), and then the process shifts to the high confidence standby flow. .

また、RUSH信号の入力終了後に(S10:YES)、高確信号を入力検知することなく特別状態信号を入力検知した場合は(S11:NO、S14:YES)、遊技状態を時短と特定してから(S15)、時短待機フローに移行し、特別状態信号を入力検知しない場合は(S11:NO、S14:NO)、遊技状態を通常と特定してから(S17)、通常待機フローに移行する。 In addition, after the input of the RUSH signal is completed (S10: YES), if the input of the special state signal is detected without detecting the input of the high confidence signal (S11: NO, S14: YES), the gaming state is specified as time saving. (S15), shifts to the time-saving standby flow, and if no special state signal is input and detected (S11: NO, S14: NO), the gaming state is specified as normal (S17), then shifts to the normal standby flow. .

以上の動作により、遊技状態をRUSHと特定後にRUSHよりも優先順位が上位の大当りと判定した場合は、遊技状態をRUSHから大当りに繰上げ、RUSHの終了後に高確、時短、通常のいずれかとなった場合は、その優先順位で遊技状態を特定することができる。 Through the above operations, if the gaming state is determined to be a jackpot with a higher priority than RUSH after identifying it as RUSH, the gaming state will be advanced from RUSH to jackpot, and after RUSH ends, it will be changed to high accuracy, time saving, or normal. If so, the gaming state can be specified based on the priority order.

高確待機フローの実行中に大当り信号を入力検知した場合は(S2:YES)、遊技状態を大当りと特定してから(S3)、大当り待機フローに移行する。
また、RUSH信号を入力検知した場合は(S8:YES)、遊技状態をRUSHと特定してから(S9)、RUSH待機フローに移行する。
If a jackpot signal is input and detected during execution of the high-precision standby flow (S2: YES), the gaming state is specified as a jackpot (S3), and then the flow shifts to the jackpot wait flow.
Further, when the input of the RUSH signal is detected (S8: YES), the gaming state is specified as RUSH (S9), and then the flow shifts to the RUSH standby flow.

また、高確信号の入力終了後に(S24:YES)、特別状態信号を入力検知した場合は(S25:YES)、遊技状態を時短と特定してから(S28)、時短待機フローに移行し、特別状態信号を入力検知しない場合は(S25:NO)、遊技状態を通常と特定してから(S26)、通常待機フローに移行する。 In addition, after the input of the high confidence signal is completed (S24: YES), if a special state signal is input and detected (S25: YES), the gaming state is specified as time saving (S28), and then the process shifts to the time saving standby flow, If the special state signal is not input and detected (S25: NO), the gaming state is specified as normal (S26), and then the flow shifts to the normal standby flow.

以上の動作により、遊技状態を高確と特定後に高確よりも優先順位が上位の大当りやRUSHと判定した場合は、遊技状態を高確から大当りやRUSHに繰上げし、高確の終了後に時短、通常のいずれかとなった場合は、その優先順位で遊技状態を特定することができる。 Through the above operation, if the gaming state is determined to be a jackpot or RUSH with a higher priority than high accuracy after identifying the gaming state as high accuracy, the gaming status is advanced from high accuracy to jackpot or RUSH, and the time is shortened after high accuracy ends. , normal, the gaming state can be specified based on the priority order.

時短待機フローの実行中に大当り信号を入力検知した場合は(S2:YES)、遊技状態を大当りと特定してから(S3)、大当り待機フローに移行し、RUSH信号を入力検知した場合は(S8:YES)、遊技状態をRUSHと特定してから(S9)、RUSH待機フローに移行し、高確信号を入力検知した場合は(S19:YES)、遊技状態を高確と特定してから(S23)、高確待機フローに移行する一方、特別状態信号が入力終了した場合は(S21:YES)、遊技状態を通常と特定してから(S22)、通常待機フローに移行する。 If a jackpot signal is input and detected during execution of the time-saving standby flow (S2: YES), the gaming state is identified as a jackpot (S3), and the process moves to the jackpot wait flow, and if a RUSH signal is input and detected ( S8: YES), after specifying the gaming state as RUSH (S9), move to the RUSH standby flow, and if a high confidence signal is detected as input (S19: YES), specify the gaming state as high certainty, then (S23), the flow shifts to a high-precision standby flow, while if the input of the special state signal is completed (S21: YES), the gaming state is specified as normal (S22), and then the flow shifts to a normal standby flow.

以上の動作により、遊技状態を時短と特定後に時短よりも優先順位が上位の大当りやRUSHや高確と判定した場合は、遊技状態を時短から大当りやRUSHや高確に繰上げし、時短の終了後は通常と特定することができる。 Through the above operations, if the gaming state is determined to be jackpot, RUSH, or high accuracy, which has a higher priority than time saving after specifying the gaming state as time saving, the gaming state is advanced from time saving to jackpot, RUSH, or high accuracy, and time saving ends. The rest can be identified as normal.

このように現在の遊技状態よりも図4に示す優先順位が上位の遊技状態に移行した場合はその状態に移行した旨を特定する一方、下位の遊技状態については発生状態を特定せず、現在の遊技状態が終了した場合にいずれの遊技状態に移行したかを優先順位に従って特定することで、図4のように各状態において複数の状態信号が出力される場合であっても各状態を区分可能としている。 In this way, when the priority level shown in FIG. 4 shifts to a gaming state higher than the current gaming state, it is specified that the state has shifted to that state, while for lower gaming states, the occurrence state is not specified, and the current state is By identifying which gaming state the player has transitioned to when the gaming state ends, it is possible to classify each state even if multiple state signals are output in each state as shown in Figure 4. It is possible.

本実施形態で説明した遊技機では通常状態にて高確や時短等が発生することを例示しなかったが、図14に示すフローチャートによればそのような遊技機にも対応可能となる。また、図14に示すフローチャートには示さなかったが各状態特定時には図9の突入数を計数する。 Although the gaming machine described in this embodiment does not illustrate the occurrence of high accuracy, time saving, etc. in the normal state, the flowchart shown in FIG. 14 can be applied to such a gaming machine. Although not shown in the flowchart shown in FIG. 14, the number of entries shown in FIG. 9 is counted when each state is specified.

このよう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。
管理装置6は、RUSHが発生する遊技機を管理対象とした場合であっても、RUSHに対応する第1特別情報と、RUSHではない単独高確に対応する第2特別情報とを区分可能に管理するため、RUSHの発生状況に応じて特別状態における遊技情報に影響が生ずる虞を低減できる。
According to such an embodiment, the following effects can be achieved.
The management device 6 is capable of distinguishing between the first special information corresponding to RUSH and the second special information corresponding to individual high accuracy other than RUSH even when a gaming machine in which RUSH occurs is to be managed. Because of this management, it is possible to reduce the possibility that game information in a special state will be affected depending on the occurrence of RUSH.

高確、RUSHだけでなく時短単独も区分して遊技情報を管理するため、甘中としても想定される、RUSH、単独高確、単独時短で、それぞれ想定値の異なる遊技機を管理する場合であっても、適宜、想定値が異なる遊技状態を除外した上で遊技情報を管理可能となり、信頼性の高い遊技情報を提供可能となる。 Since gaming information is managed by classifying not only high accuracy and RUSH, but also individual time saving, it is possible to manage gaming machines with different assumed values for RUSH, individual high accuracy, and individual time saving, which are also assumed to be amusing. Even if there is, game information can be managed after excluding game states with different assumed values as appropriate, and highly reliable game information can be provided.

出率、差玉、平均S等を除RUSHとRUSH、または高確とRUSHと時短のいずれかにより区分して管理するため、RUSHが発生することにより確変や時短における出率や平均スタートに影響を生ずる虞があったとしても、その虞を低減できる。 Since the output rate, difference ball, average S, etc. are removed and managed separately by either RUSH and RUSH, or high accuracy, RUSH, and time saving, the occurrence of RUSH will affect the output rate and average start in probability change and time saving. Even if there is a risk of this occurring, this risk can be reduced.

TSを初当りTSと高確TSとに区分して管理するため、RUSHを発生可能な遊技機として、RUSHと単独高確とが同じ大当り確率である一方、通常と時短とが同じ大当り確率である場合に、前者を高確TSとする一方、後者を初当りTSとしてまとめて管理することで、大当りが発生可能な全ての遊技状態を対象としてTSを管理可能となると共に、特別状態におけるTSにおいて時短を含まない等、より正確性を高めた遊技情報を管理可能となる。 In order to manage TS by dividing it into initial winning TS and high probability TS, as a gaming machine that can generate RUSH, RUSH and single high probability have the same jackpot probability, while normal and time saving have the same jackpot probability. In some cases, by setting the former as a high-probability TS and managing the latter as a first-hit TS, it is possible to manage TS for all gaming states where jackpots can occur, and also to manage TS in special states. It becomes possible to manage game information with increased accuracy, such as not including time-saving information.

複数の遊技情報を区分可能な信号が出力される機種は甘中と区分された状態単位の双方の遊技情報を管理する一方、そのような信号が出力されない機種は甘中を管理するため、甘中を参照することで前者と後者のいずれの機種であっても同様の感覚で遊技情報を比較可能となり、前者の機種の遊技状況を後者の機種の遊技情報により推測することも可能となる。 Models that output signals that can distinguish between multiple pieces of gaming information manage gaming information for both sweet middle and divided state units, while models that do not output such signals manage sweet middle, so By referring to the inside, it is possible to compare the game information of both the former and latter models in the same way, and it is also possible to infer the gaming situation of the former model based on the game information of the latter model.

(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。
甘中として、高確、時短、RUSHの3区分、或いは高確、時短の2区分となる遊技機を例示したが、時短を除く高確、RUSHの2区分や高確を除く時短、RUSHの2区分に甘中を区分する遊技機を管理対象もしても良く、この場合は時短、或いは高確とRUSHとを区分して管理すれば良い。
(Other embodiments)
The present invention is not limited to the above embodiments, but can be modified or expanded as follows.
As for middle school, we have given examples of gaming machines that fall into three categories: high accuracy, time saving, and RUSH, or two categories, high accuracy and time saving. A gaming machine that divides sweet and medium into two categories may also be managed, and in this case, time saving or high accuracy and RUSH may be managed separately.

小当りと大当りとで共通の大入賞口26を開放することを例示したが、それぞれ対応する大入賞口を設けて開放する遊技機を管理対象としても良い。
各設定値は管理者が任意に操作入力により設定しても、予め管理装置6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。尚、この場合もサーバにて操作入力により入力された設定値となる。また、過去の遊技情報を基準値として設定しても勿論良い。
Although it has been exemplified that a common big winning opening 26 is opened for small wins and jackpots, gaming machines that open corresponding big winning openings may also be managed.
Each setting value may be set arbitrarily by the administrator through operational input, or may be set in advance by the manufacturer of the management device 6, or by downloading setting information from an external server (for example, a chain store headquarters, etc.). It's okay. Note that in this case as well, the setting value is the setting value input by operation input at the server. Moreover, it is of course possible to set past game information as the reference value.

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して間接的に特定しても良い。また、遊技信号としてパルス信号を例示したがシリアル通信等による信号入力としても良い。 All of the illustrated gaming information may be specified directly by input signals or indirectly by using arithmetic expressions. Moreover, although a pulse signal is illustrated as an example of a game signal, it is also possible to input a signal through serial communication or the like.

機種としては、例えばレート別やフロア別に機種をグループ化する等、どのような区分により機種を構成しても良い。
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し、適宜採用しない項目を設けても良い。また、識別出力についても例示した以外に記号を付ける等、どのような出力態様としても良く、出力としては印字、表示出力が少なくとも想定される。
The model types may be configured by any classification, such as grouping the models by rate or floor.
Numerical values, numbers of digits, items, etc. are just examples, and any numerical value may be used, or items may be omitted as appropriate. Further, the identification output may be in any output mode, such as adding symbols other than those illustrated, and at least printing and display output are assumed as the output.

範囲としては最小値と最大値との双方を設定しても良いし、各範囲の最小値のみを設定し、最大値については次の範囲の最小値を参照して特定する等、最小値と最大値との一方のみを設定しても良い。また、以上と超過についてはどちらを採用しても良く、「達した」等の表現は以上となった或いは超過したのいずれにも対応する表現となる。以下と未満についても同様で、「達していない」等の表現は双方に対応する表現となる。 You can set both the minimum and maximum values as ranges, or you can set only the minimum value of each range and specify the maximum value by referring to the minimum value of the next range. Only one of the maximum value and the maximum value may be set. Furthermore, either of the expressions ``above'' and ``exceed'' may be used, and expressions such as ``reached'' are expressions that correspond to either ``above'' or ``exceeded''. The same goes for less than and less than, and expressions such as "has not reached" are expressions that correspond to both.

対象となる遊技機としては遊技媒体をデータのみで管理する所謂封入式やクレジット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、スロットマシン等にも採用できる。尚、所謂封入式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。 The target gaming machine may also be a pachinko gaming machine other than the exemplified pachinko gaming machine such as a so-called enclosed type or credit type in which game media are managed only by data, or a slot machine. In addition, considering the so-called enclosed type, game media may be expressed as game value as necessary.

管理装置6が行う処理の一部を中継装置4、情報表示装置3、或いは遊技機装置等にて行っても良く、遊技情報の特定や管理等を行う手段はどの様に構成しても良い。更に例示した構成は変形例も含めて、どのように組合わせても良いし、適宜、採用しない構成を設けても良い。 A part of the processing performed by the management device 6 may be performed by the relay device 4, the information display device 3, the gaming machine device, etc., and the means for specifying and managing game information may be configured in any manner. . Further, the illustrated configurations may be combined in any manner including modifications, and configurations that are not adopted may be provided as appropriate.

図面中、1は遊技機(第1遊技機、第2遊技機)、6は管理装置(入力手段、遊技情報特定手段、管理手段)である。 In the drawings, 1 is a gaming machine (first gaming machine, second gaming machine), and 6 is a management device (input means, gaming information specifying means, management means).

Claims (1)

始動入賞した場合に多量の遊技価値を獲得可能な大当りを発生させるための単位遊技を行い、当該単位遊技の結果に応じて大当りと、当該大当りよりも少量の遊技価値を獲得可能な小当りと、当該大当りを発生させるための大当り確率が通常状態よりも向上する確変状態と、を発生可能であり、更に当該確変状態として小当りを発生させるための小当り条件が通常状態よりも遊技者にとって有利である小当りRUSH状態と、当該小当りRUSH状態ではないが遊技価値の付与率が通常状態よりも高くなる時短状態でもある単独確変状態と、を発生可能である一方、前記時短状態であって前記確変状態とならない単独時短状態を発生可能である遊技機の遊技情報を管理対象とする遊技場用システムであって、
前記遊技機側から出力される遊技情報を特定可能な遊技信号として、少なくとも前記小当りRUSH状態である期間を示す小当りRUSH期間と、前記単独確変状態である期間を示す単独確変期間と、前記単独時短状態である期間を示す単独時短期間と、大当り数と、大当りである期間を示す大当り期間と、単位遊技が行われた回数を示す単位遊技数と、遊技機にて消費された遊技価値を示すアウトと、遊技機への入賞に応じて付与された遊技価値を示すセーフと、を特定可能な遊技信号を入力する入力手段と、
前記入力手段により入力された遊技信号により前記大当り数と前記単位遊技数とを特定する遊技情報特定手段と、
通常状態、或いは前記単独時短状態である期間を示す初当り期間に対応した前記大当り数と前記単位遊技数とを含む遊技情報を、前記小当りRUSH期間、及び前記単独確変期間に対応した遊技情報と区分可能に管理することで、前記単位遊技数と前記大当り数との関係性を示すTS情報であって、前記通常状態、或いは前記単独時短状態である期間を示す初当り期間に対応した初当りTS情報を管理するとともに、
前記アウトに対する前記セーフの割合を示す付与情報であって、前記単独確変期間と前記単独時短期間とを含むが、前記小当りRUSH期間は除いた期間を対象とした付与情報である除RUSH付与情報を管理する管理手段と、を備えたことを特徴とする遊技場用システム。

A unit game is performed to generate a jackpot that allows a large amount of gaming value to be acquired when a starting prize is won, and depending on the result of the unit game, a jackpot and a small win that can acquire a small amount of gaming value than the jackpot are played. , it is possible to generate a variable probability state in which the jackpot probability for generating the jackpot is higher than the normal state, and furthermore, as the variable probability state, the small win conditions for generating the small win are more convenient for the player than in the normal state. While it is possible to generate a small win RUSH state which is advantageous, and a single probability variable state which is not the small win RUSH state but is also a time saving state in which the gaming value award rate is higher than the normal state, it is possible to generate an advantageous small win RUSH state. A system for a game parlor that manages gaming information of a gaming machine that can generate an independent time-saving state that does not result in the variable probability state, comprising:
The game information outputted from the gaming machine side is used as a game signal that can be specified as a small win RUSH period indicating at least a period in which the small win RUSH state is in the above-mentioned small win RUSH state, an individual probability variable period indicating a period in the above-mentioned individual probability variable state, and The individual time short period indicating the period in which the individual time is shortened, the number of jackpots, the jackpot period indicating the period in which the jackpot is present, the number of unit games indicating the number of unit games played, and the gaming value consumed at the gaming machine. an input means for inputting a gaming signal capable of specifying an out indicating a winning, and a safe indicating a gaming value given in response to a winning in the gaming machine ;
gaming information specifying means for specifying the number of jackpots and the number of unit games based on the gaming signal input by the inputting means;
Game information including the number of jackpots and the unit number of games corresponding to the initial winning period indicating the period of the normal state or the single time saving state, and the gaming information corresponding to the small winning RUSH period and the single probability variable period. TS information indicating the relationship between the unit game number and the jackpot number, which corresponds to the initial winning period indicating the period of the normal state or the individual time-saving state. In addition to managing winning TS information,
Excluded RUSH grant information that is grant information indicating the ratio of the safe to the out, and is grant information that covers a period that includes the single probability variable period and the single time short period, but excludes the small hit RUSH period. A system for an amusement park, comprising: a management means for managing the above .

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Citations (2)

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JP2017127520A (en) 2016-01-21 2017-07-27 ダイコク電機株式会社 System for game hall
JP7174174B2 (en) 2017-12-25 2022-11-17 ダイコク電機株式会社 Amusement center system

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2017127520A (en) 2016-01-21 2017-07-27 ダイコク電機株式会社 System for game hall
JP7174174B2 (en) 2017-12-25 2022-11-17 ダイコク電機株式会社 Amusement center system

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