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JP2024048808A - Amusement Park Systems - Google Patents

Amusement Park Systems Download PDF

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JP2024048808A
JP2024048808A JP2022154921A JP2022154921A JP2024048808A JP 2024048808 A JP2024048808 A JP 2024048808A JP 2022154921 A JP2022154921 A JP 2022154921A JP 2022154921 A JP2022154921 A JP 2022154921A JP 2024048808 A JP2024048808 A JP 2024048808A
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information
game
gaming
jackpot
initial
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邦昭 小林
Kuniaki Kobayashi
雄一郎 加藤
Yuichiro Kato
彰 宮本
Akira Miyamoto
睦 纐纈
Mutsumi Koketsu
隆宏 足立
Takahiro Adachi
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Daikoku Denki Co Ltd
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Daikoku Denki Co Ltd
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Abstract

To enable proper management of a game machine having a game property becoming advantageous upon start of business.SOLUTION: Initial information (for example, initial TS, initial TY and initial investment amount) in an initial special prize period corresponding to the first special prize occurring after start of business in a game house, is managed distinctively from other game information. Thus, a game machine having a game property becoming advantageous upon start of business can be managed properly.SELECTED DRAWING: Figure 1

Description

本発明は、遊技場用システムに関する。 The present invention relates to a system for amusement parks.

遊技場に設けられる例えばパチンコ遊技機のような遊技機には様々な機能が搭載されており、そのような機能に対応すべく例えば特許文献1では所謂天井時短を判定して管理する遊技用装置が提案されている。近年ではこのような天井時短だけでなく、大当り抽選同様の抽選処理を行い、当選した際に発生する所謂突時と呼ばれる突然時短の機能を備えた遊技機も見受けられる。そして、時短状態として、例えば始動口の入賞率が通常状態よりも向上する遊技者にとって有利な第1時短と、当該第1時短より始動口の入賞率が向上せず遊技者にとって不利な第2時短とを振分けるだけでなく、時短中に突時の抽選を行わないといった遊技機も登場しつつある。 Gaming machines installed in game arcades, such as pachinko machines, are equipped with various functions, and in order to accommodate such functions, for example, Patent Document 1 proposes a gaming device that determines and manages the so-called ceiling time reduction. In recent years, gaming machines have been seen that not only have such ceiling time reduction, but also have a sudden time reduction function called a "thrust time" that occurs when a lottery similar to a jackpot lottery is performed and a lottery process similar to a jackpot lottery is performed. Furthermore, gaming machines that not only allocate the time reduction state between a first time reduction that is advantageous to the player and improves the winning rate of the starting hole compared to the normal state, and a second time reduction that is disadvantageous to the player and does not improve the winning rate of the starting hole compared to the first time reduction, but also do not hold a lottery for the thrust time during the time reduction are appearing.

特開2021-145729号公報JP 2021-145729 A

このような遊技機を管理対象とした場合、第2時短よりも通常状態の方が突時の抽選を行う分だけ有利になることが想定されるが、閉店中にRAMクリアすれば通常状態に戻すことも可能となる。即ち、RAMクリアした営業開始後は遊技者にとって有利であり、営業開始後の大当りの発生状況に影響を及ぼす場合があるので、このような影響を把握したいとのニーズも生じ得る。 When such gaming machines are subject to management, it is expected that the normal state will be more advantageous than the second time-saving state in that the lottery will be held when the machine is stopped, but it is also possible to return the machine to the normal state by clearing the RAM while the store is closed. In other words, it is advantageous for players after the RAM is cleared and business resumes, and since this may affect the occurrence of jackpots after business resumes, there may be a need to understand such effects.

本発明は、上記した事情に鑑みてなされたもので、その目的は、営業開始時に有利となるような遊技性を備えた遊技機を適切に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 was made in consideration of the above circumstances, and its purpose is to provide an amusement center system that can properly manage gaming machines with gameplay that gives an advantage when opening for business.

請求項1に記載した発明は、通常状態から大当りを介さずに特別状態(例えば時短状態)を発生可能であって、当該特別状態が予め設定される初期化条件の成立(例えばRAMクリア)に応じて発生し易くなる場合のある遊技機を管理対象に含む遊技場用システムであって、遊技機側から出力される遊技信号により遊技情報を特定可能な遊技情報特定手段(例えば管理装置6)と、通常状態から大当り、或いは特別状態が発生した場合に特賞の発生を特定する特賞特定手段(例えば管理装置6)と、遊技場の営業開始後の最初に発生した前記特賞に対応する初回特賞期間(例えば1回目の特賞)における初回情報(例えば初回TS、初回TY及び初回投資額)を他の遊技情報と区別して管理する遊技情報管理手段(例えば管理装置6)と、を備える。 The invention described in claim 1 is a system for an amusement facility that includes, as a managed item, a gaming machine that can generate a special state (e.g., a time-saving state) from a normal state without going through a jackpot and that may be more likely to generate the special state depending on the establishment of a preset initialization condition (e.g., RAM clearing), and is equipped with a gaming information identification means (e.g., management device 6) that can identify gaming information from a gaming signal output from the gaming machine, a special prize identification means (e.g., management device 6) that identifies the occurrence of a special prize when a jackpot or special state occurs from a normal state, and a gaming information management means (e.g., management device 6) that manages initial information (e.g., initial TS, initial TY, and initial investment amount) during the initial special prize period (e.g., the first special prize) corresponding to the first occurrence of the special prize after the opening of the amusement facility, separately from other gaming information.

このような構成によれば、初回特賞期間における初回情報を他の遊技情報と区別して管理するようにしたので、営業開始時に有利となるような遊技性を備えた遊技機を適切に管理可能となる。 With this configuration, the initial information during the initial special prize period is managed separately from other game information, making it possible to properly manage gaming machines with gameplay that gives an advantage at the start of business.

一実施形態における遊技場用システムの構成を示す概略図FIG. 1 is a schematic diagram showing the configuration of an amusement park system according to an embodiment. 遊技機及び遊技装置の正面図Front view of the gaming machine and gaming device 遊技機の状態推移を示す図A diagram showing state transitions of a gaming machine. 始動口について大当りが発生した場合の振分を説明する図A diagram explaining the distribution when a jackpot occurs at the starting point 素データ一覧(機種A)を示す図A diagram showing the raw data list (model A) 遊技情報集計(機種A)を示す図A diagram showing game information compilation (machine A) 大当り履歴を示す図A chart showing the jackpot history 台単位R別帳票を示す図Figure showing the report by unit R 機種単位R別帳票を示す図Figure showing the report by model unit R

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示し、遊技場内において、遊技機1、遊技装置2及び情報表示装置3は、2台ずつ中継装置4に接続され、中継装置4は、LAN5を介して管理装置6(遊技情報特定手段、特賞特定手段、遊技情報管理手段、出力手段、初期化条件判定手段、設定手段、履歴情報特定手段、初回情報抽出手段に相当する)と接続されている。管理装置6は、遊技機1における遊技状況を示す遊技情報を受信して遊技機1毎に遊技情報を管理する。遊技機1における遊技情報は、遊技機1側から遊技装置2、中継装置4を順次経由して管理装置6にて受信される。一方、管理装置6において管理される各種設定情報は、管理装置6側から中継装置4を経由して遊技装置2にて受信される。遊技場内には、景品交換端末(以下、POSと称する)7や、精算機(図示せず)等も設置されており、POS7や精算機も、LAN5を介して管理装置6と接続されている。 An embodiment will be described below with reference to the drawings. FIG. 1 shows the overall configuration of the system for an amusement facility. In the amusement facility, two gaming machines 1, two gaming devices 2, and two information display devices 3 are connected to a relay device 4, and the relay device 4 is connected to a management device 6 (corresponding to a gaming information identification means, a special prize identification means, a gaming information management means, an output means, an initialization condition determination means, a setting means, a history information identification means, and an initial information extraction means) via a LAN 5. The management device 6 receives gaming information indicating the gaming status of the gaming machine 1 and manages the gaming information for each gaming machine 1. The gaming information of the gaming machine 1 is received by the management device 6 from the gaming machine 1 side via the gaming device 2 and the relay device 4 in sequence. Meanwhile, various setting information managed by the management device 6 is received by the gaming device 2 from the management device 6 side via the relay device 4. A prize exchange terminal (hereafter referred to as POS) 7 and a payment machine (not shown) are also installed in the amusement center, and the POS 7 and the payment machine are also connected to the management device 6 via the LAN 5.

POS7は、遊技装置2で発行された会員カードや一般カードといったICカード8がカード挿入口に挿入されると、挿入されたICカード8を受付けて当該ICカード8により特定される持玉や貯玉等の遊技価値に基づいて景品交換処理を行う。POS7は、景品交換処理を行う場合、遊技者が獲得した持玉や持メダルをICカード8から読取ったり、景品交換を希望する会員を特定して当該会員としての遊技者が遊技場へ預入れた貯蓄価値(貯玉、貯メダル)を管理装置6からオンラインで取得したりすることで、景品交換可能な遊技価値を特定する。 When an IC card 8 such as a membership card or general card issued by the gaming device 2 is inserted into the card insertion slot, the POS 7 accepts the inserted IC card 8 and performs a prize exchange process based on the game value of the balls held or saved balls specified by the IC card 8. When performing the prize exchange process, the POS 7 identifies the game value that can be exchanged for prizes by reading the balls or medals held by the player from the IC card 8, or by identifying the member who wishes to exchange for a prize and obtaining online from the management device 6 the saved value (saved balls, saved medals) that the member player has deposited in the gaming facility.

精算機は、ICカード8がカード挿入口に挿入されると、挿入されたICカード8を受付けて当該ICカード8により特定される入金残高(貨幣価値、以下「残高」と称する)をカードリーダ(図示せず)により読取り、その読取った残高に対応する紙幣や硬貨を返却口から返却する。又、精算機は、紙幣が紙幣投入口に投入されると、投入金額を、ICカード8に記録されている残高に加算可能となっている。ICカード8としての会員カードと一般カードは、遊技価値と貨幣価値とのうち少なくとも一方である有価価値を特定可能な記録媒体である。一般カードは、不特定多数の一般遊技者に対して発行される一般記録媒体であり、会員カードは、予め会員登録を行った会員に対して発行される会員記録媒体である。 When an IC card 8 is inserted into the card insertion slot, the settlement machine accepts the inserted IC card 8, reads the deposit balance (monetary value, hereafter referred to as the "balance") specified by the IC card 8 using a card reader (not shown), and returns bills and coins corresponding to the read balance from the return slot. When bills are inserted into the bill insertion slot, the settlement machine is capable of adding the inserted amount to the balance recorded on the IC card 8. The membership card and general card as the IC card 8 are recording media capable of identifying a negotiable value that is at least one of a gaming value and a monetary value. The general card is a general recording medium issued to an unspecified number of general players, and the membership card is a membership recording medium issued to members who have registered in advance.

管理装置6は、例えば遊技場内の事務室等に設置された管理手段であり、遊技場の管理者が操作するキーボード9、モニタ10、プリンタ(図示せず)等を備える。詳しい図示は省略するが、管理装置6の制御部は、CPU、ROMやRAMといった記憶部を有するマイクロコンピュータを主体に構成されている。 The management device 6 is a management means installed, for example, in an office in an amusement facility, and includes a keyboard 9, a monitor 10, a printer (not shown), etc., which are operated by the manager of the amusement facility. Although detailed illustration is omitted, the control unit of the management device 6 is mainly composed of a microcomputer having a CPU and memory units such as ROM and RAM.

管理装置6において、制御主体となる制御部には、上記したキーボード9、モニタ10、プリンタ等が接続されると共に、遊技機1側(遊技機1や遊技装置2)等との間で各種信号を送受信する送受信部等が接続される。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。管理装置6は、遊技場内に設置された遊技機1、遊技装置2、POS7、精算機等の稼動状況を管理する。 In the management device 6, the control unit, which is the main controller, is connected to the above-mentioned keyboard 9, monitor 10, printer, etc., as well as to a transmission/reception unit that transmits and receives various signals to and from the gaming machine 1 side (gaming machine 1 and gaming device 2), etc. Although not shown in FIG. 1, in reality, for example, several hundred gaming machines 1 are managed by the management device 6. The management device 6 manages the operating status of the gaming machines 1, gaming devices 2, POS 7, settlement machines, etc. installed in the gaming facility.

遊技機1は、予め機内に封入された循環遊技媒体(例えば循環パチンコ玉)を使用する封入式のパチンコ機である。遊技機1で用いられる遊技価値(遊技媒体)は仮想上のパチンコ玉であるが、機内の記憶部に記憶される遊技価値であり、従来の払出式の遊技機とは異なり、盤面に打ち出された玉は循環し、入賞した場合であっても遊技機外に払出されず、遊技に応じて記憶部の遊技価値である遊技玉が増減される。 The gaming machine 1 is an enclosed type pachinko machine that uses circulating gaming media (e.g. circulating pachinko balls) that are enclosed inside the machine beforehand. The gaming value (gaming media) used in the gaming machine 1 is virtual pachinko balls, but the gaming value is stored in a memory unit inside the machine, and unlike conventional payout type gaming machines, the balls shot onto the board circulate and are not paid out outside the gaming machine even if a prize is won, and the gaming balls, which are the gaming value in the memory unit, increase or decrease depending on the game.

遊技機1は、遊技者が所有する残高、持玉(獲得価値)、貯玉(獲得価値)を換算した遊技玉(獲得価値)を記憶及び管理し、その機内の記憶部に記憶している遊技玉(遊技価値)が残っていることを条件として内部の循環パチンコ玉(単に「玉」とも称する)を発射装置に供給して盤面に発射し、入賞して遊技者が遊技玉を獲得すると、遊技玉を払出すことなくデータ上の遊技玉として加算する(入賞付与処理)等して遊技状態を管理する。 The gaming machine 1 stores and manages the game balls (earned value) that are calculated by converting the player's balance, held balls (earned value), and saved balls (earned value), and, provided that there are remaining game balls (game value) stored in the memory unit within the machine, it supplies the circulating pachinko balls (also simply called "balls") inside to a launching device and launches them onto the board, and when a player wins a game ball, it adds the game ball to the data without paying out the game ball (winning awarding process), and manages the game status.

図2に示すように、遊技機1は、パチンコ玉が発射される盤面11、発射装置を構成する操作ハンドル12、残高を遊技玉に換算するための貸出釦13、会員カードや一般カードを発行するための返却釦14、残高を表示する残高表示部15、遊技玉を持玉に換算するための計数釦16、遊技玉の玉数を表示する遊技玉表示部17を有する。盤面11には、普図表示部18、第1特図表示部19、第2特図表示部20、特図保留表示部21、図柄表示部(液晶表示装置)22、通過ゲート23、第1始動口24、第2始動口(可変始動入賞装置)25、第1大入賞口(第1大入賞装置)26、第2大入賞口(第2大入賞装置)27、V入賞口28が設けられている。又、計数釦16及び遊技玉表示部17の下方には、装飾用パネル29が設けられている。 2, the gaming machine 1 has a face 11 from which pachinko balls are shot, an operating handle 12 constituting the shooting device, a loan button 13 for converting the balance into game balls, a return button 14 for issuing a membership card or a general card, a balance display section 15 for displaying the balance, a counting button 16 for converting game balls into held balls, and a game ball display section 17 for displaying the number of game balls. The face 11 is provided with a normal pattern display section 18, a first special pattern display section 19, a second special pattern display section 20, a special pattern reserve display section 21, a pattern display section (liquid crystal display device) 22, a passing gate 23, a first start port 24, a second start port (variable start winning device) 25, a first large winning port (first large winning device) 26, a second large winning port (second large winning device) 27, and a V winning port 28. In addition, a decorative panel 29 is provided below the counting button 16 and the game ball display unit 17.

遊技機1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)で第1特図表示に対応し、第2始動口25は入賞率が変動する可変始動入賞装置(所謂電チュー)で第2特図表示部に対応する。第1始動口24、又は第2始動口への入賞(始動入賞)に応じて大当り抽選を行い、抽選結果を図柄表示部22にて行う図柄変動でも報知し、その変動結果に応じて大当りや小当りとなる。
The gaming machine 1 operates as follows.
(1) The first start hole 24 is a winning hole (so-called belly button) with a fixed winning rate and corresponds to the first special symbol display, and the second start hole 25 is a variable start winning device (so-called electric chute) with a variable winning rate and corresponds to the second special symbol display unit. A big win lottery is held depending on the winning (start winning) at the first start hole 24 or the second start hole 25, and the lottery result is also notified by the pattern change performed by the pattern display unit 22, and a big win or a small win is determined depending on the result of the change.

(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) If a start win occurs during a pattern change, the pattern changes are cumulatively reserved up to a predetermined reserved upper limit (for example, four each), and the reserved pattern changes will begin after the pattern changes have ended. Note that if a start win occurs when the number of reserved pattern changes (reserved number) is at the upper limit, the pattern changes will not be reserved.

(3)大当り抽選の当選確率(大当り確率)は通常遊技状態(通常状態、通常)が1/100であり、所謂確率変動状態には移行しないが、第2始動口25の入賞条件が向上する時短状態になると、第2大入賞口27を開放する小当り確率が上昇する(例えば1/200→1/1)ので、小当りに応じて第2大入賞口27が開放し(開放期間2秒)、V入賞口28へ入賞(V入賞)すれば大当りとなる。つまり、時短状態では第2大入賞口27に入賞しない可能性はあるものの始動入賞すれば略大当りとなるので、大当り確率は1/1に近い状態となり、大当り確率が向上する。 (3) The probability of winning the jackpot lottery (jackpot probability) is 1/100 in the normal game state (normal state, normal), and does not transition to a so-called probability-changing state. However, when the time-saving state is entered in which the winning conditions of the second starting hole 25 improve, the probability of a small win that opens the second large winning hole 27 increases (for example, from 1/200 to 1/1), so that the second large winning hole 27 opens in response to a small win (opening period 2 seconds), and if the ball wins the V winning hole 28 (V winning), a jackpot is awarded. In other words, in the time-saving state, although there is a possibility that the ball will not win the second large winning hole 27, if the ball wins the starting hole, it is almost a jackpot, so the jackpot probability becomes close to 1/1, and the jackpot probability increases.

(4)大当りが発生すると対応するラウンド(R)分だけ第1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、又は上限開放期間の何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るが、詳細は後述する。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 first big prize opening 26 is opened for the corresponding round (R). The upper limit for the number of winning prizes in one round is 10, and the upper limit opening period is 30 seconds. One round ends when either the upper limit for the number of winning prizes or the upper limit opening period is met. The corresponding round is also drawn in the same way as the jackpot drawing, but details will be described later. The priority for consuming the reserved pattern changes corresponding to winning prizes is set higher for the second start opening 25 than for the first start opening 24.

(5)第2始動口25は普図入賞口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回の変動期間は通常状態では30秒であり、時短では3秒となる。又、開放期間は通常では0.3秒であり、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期間が短くなる一方、開放期間は長くなることで第2始動口25の入賞率が高くなる。尚、普図の当選確率を時短中に向上させても良い。 (5) The second starting port 25 opens with a high chance of winning if the normal pattern (normal pattern) that changes in response to the winning of the normal pattern winning port becomes a winning symbol. In this case, the period during which the normal pattern changes once is 30 seconds in the normal state, and 3 seconds in the time-saving state. Also, the opening period is normally 0.3 seconds, and 5 seconds in the time-saving state. In other words, in the time-saving state, the period during which the normal pattern changes is shorter than in the normal state, while the opening period is longer, which increases the chance of winning of the second starting port 25. The winning probability of the normal pattern may be improved during the time-saving state.

(6)時短状態は2種類あり、上述した入賞率が向上する実時短と、入賞率が向上しない微時短とがある。ここで、微時短は実時短と同様に普図の変動時間は短縮するものの、第2始動口25の開放期間は実時短程には向上せず通常と同様に0.3秒であることから入賞率が向上しない(実時短程に向上しなければ例えば0.4秒といった多少向上しても良い)。又、大当り後は通常、実時短、微時短の何れかに振分けられるが、詳細は後述する。 (6) There are two types of time-saving states: actual time-saving, which increases the winning rate as mentioned above, and minute time-saving, which does not increase the winning rate. Here, minute time-saving shortens the normal map fluctuation time just like actual time-saving, but the opening period of the second starting hole 25 does not improve as much as actual time-saving and is 0.3 seconds as usual, so the winning rate does not improve (if it does not improve as much as actual time-saving, it may improve a little, for example to 0.4 seconds). Also, after a jackpot, it is usually assigned to either actual time-saving or minute time-saving, but details will be given later.

(7)以下の説明において区別なく時短とした場合は実時短を示し、微時短は入賞率が向上しないことから便宜的に通常状態と示す。 (7) In the following explanation, when "time saving" is mentioned without distinction, it refers to actual time saving, and for convenience, since slight time saving does not improve the winning rate, it is referred to as the normal state.

(8)第1始動口24、又は第2始動口25に入賞した場合、大当り抽選とは別に時短抽選(当選率1/200)を行い、当選した場合は100回の実時短となる突然時短(突時)を発生可能であるが、この時短抽選は実時短や微時短では行わない。つまり、微時短は第2始動口25の入賞率が向上しないだけでなく時短抽選も行わないことから通常よりも不利となるので、微時短ではない通常を以下、Cタイムとして通常を微時短とで区別して説明する。 (8) If the first starting hole 24 or the second starting hole 25 wins, a time-saving lottery (with a winning rate of 1/200) is held in addition to the big win lottery, and if it is won, a sudden time-saving lottery (sudden time) of 100 actual time-saving times can occur; however, this time-saving lottery is not held for actual time-saving or micro-time-saving. In other words, the micro-time-saving lottery is less favorable than normal because it not only does not improve the winning rate of the second starting hole 25, but also does not hold a time-saving lottery, so normal, which is not a micro-time-saving lottery, will be referred to as C-time below, and normal will be distinguished from micro-time-saving.

(9)Cタイムは大当りや突時が発生するまで継続するが、所定回数の図柄変動を行うまで継続するようにしても良く、例えば固定回数(例えば32回)としても良いし、時短が継続する図柄変動数のように振分けても良い。この場合、所定回数の図柄変動数として1営業日では消化できない程度の回数(例えば10000回)として実質的に大当りや突時が発生するまで継続させても良い。 (9) C time continues until a jackpot or a sudden hit occurs, but it may continue until a predetermined number of pattern changes have occurred, for example, it may be a fixed number (e.g., 32 times), or it may be allocated as the number of pattern changes that the time reduction continues. In this case, the predetermined number of pattern changes may be a number that cannot be used up in one business day (e.g., 10,000 times), and it may continue until a jackpot or a sudden hit occurs.

(10)Cタイムとなる条件として本実施形態では以下の3つを例示する。即ち、大当りや時短が終了して通常状態に戻った場合と、遊技機1のRAMクリア(初期化)を行った場合と、上記の微時短も含めた突時が終了した場合とである。この場合、何れかの場合で例えば突時が発生した場合の図柄変動数について、振分け候補となる回数を異なる値としたり、何れかは固定値とするがそれ以外は上記のように振分けたりすることや、時短抽選の当選確率を何れかは1/30とするがそれ以外は1/100とするといったように少なくとも一部の場合について異なる構成としても良いし、同一の構成としても良いが、本実施形態では説明簡略化のため後者にて例示する。勿論、Cタイムとなる条件として他の条件を採用しても良い。 (10) In this embodiment, the following three conditions are given as examples of conditions for C-time. That is, when a jackpot or time-saving ends and the game returns to normal, when the RAM of the gaming machine 1 is cleared (initialized), and when the sudden time, including the above-mentioned micro-time-saving, ends. In this case, for example, the number of symbol changes when a sudden time occurs in any of the cases may be different values as the number of times that are candidates for allocation, or one may be a fixed value and the others may be allocated as described above, or the probability of winning the time-saving lottery may be 1/30 in some cases and 1/100 in others, or at least some of the cases may be different or the same, but in this embodiment, the latter is given as an example to simplify the explanation. Of course, other conditions may be adopted as conditions for C-time.

遊技機1の状態遷移について図3を参照して説明する。遊技機1は、大当り以外の何れかの状態(実時短、Cタイム、微時短)にて大当りに当選すると当該状態を終了して大当りとなる。大当り後はCタイム、実時短、或いは微時短となり、実時短、或いは微時短は規定の図柄変動数を消化すると終了してCタイムとなる。Cタイムは実時短、又は微時短の何れかに当選するまで継続し、何れかに当選すると対応する状態となる。尚、実時短、微時短では突時抽選を行わないので、例えば微時短から実時短への推移や実時短から微時短への推移は行わない。何れの状態においてもRAMクリアすればCタイムとなるので、RAMクリアした上での営業開始時にはCタイムとなる。 The state transition of the gaming machine 1 will be explained with reference to FIG. 3. When the gaming machine 1 wins a jackpot in any state other than a jackpot (actual time reduction, C time, micro time reduction), the state ends and the machine enters a jackpot. After the jackpot, the machine enters C time, actual time reduction, or micro time reduction. When the specified number of symbol changes is consumed, the actual time reduction or micro time reduction ends and becomes C time. C time continues until either the actual time reduction or micro time reduction is won, and when either is won, the machine enters the corresponding state. Note that no sudden time selection is performed for the actual time reduction or micro time reduction, so there is no transition from the micro time reduction to the real time reduction or from the actual time reduction to the micro time reduction. In any state, if the RAM is cleared, the machine enters C time, so when business starts after the RAM is cleared, the machine enters C time.

遊技機1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、以下に示すデータ項目を出力する。
「アウト」=前回データ送信時からの消費(使用、打込)価値(アウト)を1玉単位で示すデータ項目である。
セーフ=前回データ送信時からの入賞に応じて付与された入賞付与価値(セーフ)を1玉単位で示すデータ項目である。
S入賞(回数)=前回データ送信時からの始動入賞(S入賞)を1回単位で示すデータ項目である。
The gaming machine 1 outputs the following data items as the game progresses, such as the player shooting balls and starting winning into each starting hole 24, 25.
"Out" = A data item that indicates the consumed (used, inserted) value (out) in units of one ball since the last time data was sent.
Safe: A data item indicating the winning award value (safe) awarded in accordance with winning since the previous data transmission, in units of one ball.
S Winning (Number of Times) = A data item that indicates the number of start winnings (S winnings) since the last time data was transmitted, one at a time.

スタート(回数)=前回データ送信時からのS入賞により作動(変動)する役物(図柄表示部22)のスタート(図柄変動数、役物作動数、単位遊技数)を示すデータ項目である。確定した時点で計数されるが、開始した時点で計数しても良い。 Start (number of times) = A data item that indicates the start (number of pattern changes, number of times the device is activated, number of unit plays) of the device (pattern display section 22) that is activated (changed) by winning S since the last time data was sent. It is counted when it is confirmed, but it may also be counted when it starts.

大当り(回数)=前回データ送信時から発生した大当り数を1回単位で示すデータ項目である。発生した時点で計数されるが、終了した時点で計数しても良い。
大当り(状態)=データ送信時に大当り状態の発生中であればオン、大当り状態の発生中でなければオフを示すデータ項目である。オンとなってからオフとなるまでの期間が大当り中として特定される。
Jackpot (number of times) = A data item that indicates the number of jackpots that have occurred since the previous data transmission in units of one. It is counted when it occurs, but it can also be counted when it ends.
Jackpot (state) = A data item that indicates ON if a jackpot state is occurring at the time of data transmission, and OFF if a jackpot state is not occurring. The period from when it turns ON to when it turns OFF is specified as the jackpot state.

甘中(状態)=データ送信時に、特別状態中(甘中)、或いは大当り状態の発生中であればオン、それ以外であればオフを示すデータ項目である。オンとなってからオフとなるまでの期間が甘中、或いは大当り中として特定される。例えば甘中(状態)がオンの場合、大当り(状態)がオンであれば大当り中、オフであれば甘中と特定される。又、甘中は上記した時短や確変といった特別状態が対応する。大当り中には必ずしもオンにならないとも良い。尚、大当り(状態)と甘中(状態)の何れもオフであれば通常状態と特定する。大当り、或いは甘中である状態を特賞中とする。尚、微時短中にはオンとならない。 Sweet state (state) = A data item that indicates that the state is on if a special state (sweet state) or a jackpot state is occurring at the time of data transmission, and off otherwise. The period from when it turns on to when it turns off is specified as sweet state or jackpot state. For example, if sweet state (state) is on, and jackpot (state) is on, it is specified as jackpot state, and if it is off, it is specified as sweet state. Also, sweet state corresponds to special states such as time reduction and probability change as mentioned above. It does not necessarily have to be on during a jackpot. Furthermore, if both jackpot (state) and sweet state (state) are off, it is specified as a normal state. A jackpot or sweet state state is considered to be in special prize state. Furthermore, it does not turn on during a small time reduction.

上記のデータ項目を特定可能な電文のようなデータ信号が遊技機1から遊技装置へ所定期間(300ms)単位で送信される。上記は本実施形態に関係する情報のみを例示しているが、他に遊技玉数や不正情報等も出力対象となる。本実施形態ではCモードや時短を直接的に特定可能な状態信号が出力されない(データ項目に含まれない)遊技機1を例示するが、そのような遊技機1を対象として状態信号により遊技状態を特定しても勿論良い。 A data signal, such as a message that can identify the above data items, is sent from the gaming machine 1 to the gaming device at a predetermined interval (300 ms). The above only illustrates information related to this embodiment, but other information such as the number of game balls and fraud information can also be output. This embodiment illustrates a gaming machine 1 that does not output a status signal that can directly identify C mode or time reduction (is not included in the data items), but it is of course possible to identify the gaming status of such a gaming machine 1 using the status signal.

次に、遊技性について説明する
(1)大当りが発生した場合のRの振分について説明する。図4に示すように、対応するラウンドは、発生した大当りが何れの始動口24,25(特図)により発生したかのような大当りの種類により振分けられ、その振分率は、第1始動口24の場合は、3Rが100%であり、9Rが0%であるが、第2始動口25の場合は、3Rが75%であり、9Rが25%である。
Next, the gameplay will be explained. (1) The allocation of R when a jackpot occurs will be explained. As shown in Fig. 4, the corresponding round is allocated according to the type of jackpot, such as which start hole 24, 25 (special chart) the jackpot occurred from, and the allocation rate is 100% for 3R and 0% for 9R for the first start hole 24, but 75% for 3R and 25% for 9R for the second start hole 25.

(2)大当り後は、大当りの種類と、大当り発生時に実時短や微時短であるか、通常(Cタイム)であるかといった遊技状況に応じて、通常、実時短、微時短の何れかに振分けられる。即ち、大当り発生時に通常である場合、第1始動口24による大当りであれば、75%(No.1,3)で100回の実時短となり、25%(No.2)で通常に戻り、第2始動口25による大当りであれば、75%(No.1,2)で100回の実時短となり、25%(No.3)で100回の微時短となるが、実質的に通常では第2始動口25が開放し難く入賞困難なため、第1始動口24を狙った遊技が行われることから第2始動口25による大当りは略見込まれない。 (2) After a jackpot, the game is divided into normal, actual time reduction, and minute time reduction depending on the type of jackpot and the game situation, such as whether the jackpot was actual time reduction, minute time reduction, or normal (C time) at the time of the jackpot. In other words, if the jackpot is normal when it occurs, if the jackpot is the first start hole 24, there is a 75% chance (No. 1, 3) of 100 times of actual time reduction, and a 25% chance (No. 2) of returning to normal, and if the jackpot is the second start hole 25, there is a 75% chance (No. 1, 2) of 100 times of actual time reduction, and a 25% chance (No. 3) of 100 times of minute time reduction. However, since it is difficult to open the second start hole 25 under normal circumstances and difficult to win, the game is played with the first start hole 24 in mind, so a jackpot through the second start hole 25 is unlikely.

(3)大当り発生時に実時短や微時短である場合、第1始動口24による大当りであれば、20%(No.1)で100回の実時短となり、80%(No.2,3)で50回の微時短となり、第2始動口25による大当りであれば、9Rの大当り後は25%の内100%で(No.1)で100回の実時短となり、3Rの大当り後は75%の内50%(No.2)が100回の実時短となり、25%(No.3)が100回の微時短となる。ここで、上記した通り実時短となれば略大当りとなるため、実時短となった場合、即ち、大当りが終了した場合に次の大当りとなる連荘の期待度(継続率)は、通常では主に第1始動口24による大当りとなるので75%(No.1,3)、実時短では主に第2始動口25による大当りとなるので75%(No.1,2)、微時短では主に第1始動口24による大当りとなるので20%(No.1)となる。 (3) If the jackpot is an actual time reduction or a micro time reduction at the time of occurrence, if the jackpot is via the first starting hole 24, there is a 20% (No. 1) chance of 100 times of actual time reduction, and an 80% (No. 2, 3) chance of 50 times of micro time reduction. If the jackpot is via the second starting hole 25, after a 9R jackpot, there is a 25% chance (No. 1) of 100 times of actual time reduction, and after a 3R jackpot, there is a 75% chance (No. 2) of 50% of 100 times of actual time reduction, and an 25% (No. 3) chance of 100 times of micro time reduction. Here, as mentioned above, if the actual time is reduced, it will almost certainly result in a jackpot, so when the actual time is reduced, i.e. when the jackpot ends, the expected probability (continuation rate) of a consecutive jackpot that will result in the next jackpot is 75% (No. 1, 3) since the jackpot will usually be mainly from the first start hole 24, 75% (No. 1, 2) since the jackpot will mainly be from the second start hole 25 when the actual time is reduced, and 20% (No. 1) since the jackpot will mainly be from the first start hole 24 when the slight time is reduced.

(4)一方で、連荘とならなかった場合、通常では100%(連荘しない25%の全て(No.2))で通常に戻り、実時短では100%(連荘しない25%の全て(No.3))で微時短となり、微時短では100%(連荘しない80%の全て(No.2,3))で微時短となる。又、上記した例えば100回の実時短とは100回の図柄変動を消化するまで実時短が継続し、その後、通常となる旨を示すが、大当りが発生すれば実時短を終了して大当りとなる。微時短も同様である。 (4) On the other hand, if the consecutive wins do not occur, the normal state returns to normal at 100% (all 25% of the times when the consecutive wins do not occur (No. 2)), while the actual time reduction state returns to the slight time reduction state at 100% (all 25% of the times when the consecutive wins do not occur (No. 3)), and the slight time reduction state returns to the slight time reduction state at 100% (all 80% of the times when the consecutive wins do not occur (No. 2, 3)). Also, the actual time reduction of 100 times as mentioned above, for example, indicates that the actual time reduction will continue until 100 pattern changes have been consumed and then the normal state is restored, but if a jackpot occurs, the actual time reduction state ends and a jackpot occurs. The same applies to the slight time reduction state.

(5)遊技性について補足説明する。まず、実時短となった場合には略大当りとなるから、Cタイム中では本来の大当りとなる確率である1/100と突時抽選により実時短となる確率である1/200とを合計した3/200、即ち、1/66.6が大当り確率となり、連荘率も75%となり連荘が期待できる。つまり、Cタイム中に発生した大当りで連荘とならず1回の大当りで特賞(大当りや実時短が発生してから通常(Cタイムや微時短)に戻るまでの状態)が終了する所謂単発後は大当りや連荘が発生し易い状態となる。 (5) Additional explanation on gameplay. First, when the actual time reduction occurs, it is almost always a jackpot, so the probability of a jackpot during C time is 1/100, and the probability of a jackpot occurring due to a sudden lottery of 1/200, combined, is 3/200, or 1/66.6, and the successive win rate is also 75%, so successive wins can be expected. In other words, a jackpot that occurs during C time does not result in a successive win, and a single jackpot ends the special prize (the state from when a jackpot or actual time reduction occurs until the return to normal (C time or slight time reduction)), so it is easy for a jackpot or consecutive win to occur after the so-called single win.

(6)一方で、微時短では突時抽選が行われないことから大当り確率は本来の1/100のままであり、連荘率も20%とCタイム中よりも不利となる。又、連荘中は第2始動口25のNo.1,2の大当りが発生する限り連荘するが、連荘が終了するNo.3の大当りが発生すると、微時短になることから大当りも連荘も発生し難くなる。 (6) On the other hand, during the micro-time shortening, the sudden lottery is not conducted, so the probability of a jackpot remains at the original 1/100, and the consecutive win rate is also 20%, which is less favorable than during C-time. Also, during consecutive wins, the consecutive wins continue as long as the jackpots No. 1 and 2 of the second starting port 25 occur, but when the jackpot No. 3 occurs, which ends the consecutive win, the micro-time shortening starts, making it more difficult for a jackpot or consecutive wins to occur.

(7)つまり、閉店中等にRAMクリアした場合、Cタイムとなることから1回目の特賞は上記単発後と同様に大当りや連荘が発生し易い非常に出率の期待値が高い状態となる。一方で、当該特賞の終了後の2回目の特賞は連荘終了後となり微時短となる期待値が高いことから出率の期待値が低い状態となる。 (7) In other words, if the RAM is cleared while the store is closed, it will be C time, and the first special prize will be in a state where the expected payout rate is very high, making it likely to result in a jackpot or consecutive wins, just like after the single win mentioned above. On the other hand, the second special prize after the end of the special prize will be in a state where the expected payout rate is low, since it will be after the end of consecutive wins and there is a high expected value for a slight time reduction.

(8)2回目の特賞後の3回目の特賞は、微時短中に発生する場合もあれば微時短が終了してCタイムとなる期待値が2回目の特賞よりも高いことから1回目程ではないが2回目よりも出率の期待値が高くなることが見込まれる。4回目以降の特賞は、1回目でRAMクリアした影響が収束し、出率の期待値も収束することが見込まれる。 (8) The third special prize after the second special prize may occur during the micro-time saving period, and the expected value of the micro-time saving period ending and C time is higher than the second special prize, so the expected payout rate is expected to be higher than the second prize, although not as high as the first. For the fourth and subsequent special prizes, the effects of clearing the RAM in the first prize will converge, and the expected payout rate is also expected to converge.

(9)以上、所謂1種2種混合機を例示したが、大当り確率が向上する確変機能を設けた遊技機や、設定回数以上の図柄変動を行っても大当りが発生していない場合に実時短を発生する所謂天井時短機能を備えるといった機種も管理対象としている。又、確変機能を設けた場合は本実施形態では1/1としている特別状態中の大当り確率を適宜確変中の大当り確率により設定して調整すれば良い。 (9) Although the above examples show so-called type 1/type 2 mixed machines, gaming machines equipped with a probability variable function that increases the probability of winning a jackpot, and machines equipped with a so-called ceiling time-saving function that generates actual time-saving when no jackpot has been generated even after the pattern has changed a set number of times or more, are also subject to management. In addition, if a probability variable function is provided, the probability of winning a jackpot during the special state, which is 1/1 in this embodiment, can be appropriately set and adjusted based on the probability of winning a jackpot during the probability variable.

遊技装置2は、遊技機1の遊技状態や遊技装置2の状態(エラー状態等)を示す状態表示灯30、貨幣(例えば紙幣)が投入される貨幣投入口31、遊技者からの操作入力を受付けると共に後述する各種の遊技データを表示するタッチパネル式の液晶表示部32、持玉(会員であれば貯玉も含む)を払出すための遊技釦33、会員カード、或いは一般カードが挿入されるカード挿入口34、従業員が携帯して操作するリモコン35(図1参照)からの信号を受信するリモコン受光部36を有する。又、遊技装置2は、遊技者の顔を含む上半身を撮影するカメラ(図示せず)も有する。 The gaming device 2 has a status indicator lamp 30 that indicates the game status of the gaming machine 1 and the status of the gaming device 2 (error status, etc.), a coin slot 31 into which coins (e.g., paper money) are inserted, a touch panel type liquid crystal display unit 32 that accepts operation inputs from the player and displays various game data described below, a game button 33 for paying out held balls (including saved balls if the player is a member), a card insertion slot 34 into which a membership card or general card is inserted, and a remote control receiver 36 that receives signals from a remote control 35 (see FIG. 1) carried and operated by an employee. The gaming device 2 also has a camera (not shown) that photographs the upper body, including the face, of the player.

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の押下(貸出操作、付与操作)が行われると、貸出1単位(例えば125玉)分を貸出玉として遊技玉(対価付与価値)に変換し(貸出処理、対価付与処理)、遊技レート(以下、レートと称する)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 currency is accepted (currency acceptance process), the amount of the deposit is added to the balance and displayed on both the gaming machine 1 and the gaming device 2, and when the loan button 13 on the gaming machine 1 is pressed (loan operation, grant operation) while there is a balance, one loan unit (e.g., 125 balls) is converted into game balls (value granted) as loaned balls (loan process, value grant process), and the value according to the gaming rate (hereinafter referred to as the rate) is deducted from the balance. Note that currency can be accepted in an amount corresponding to multiple value grant processes (e.g., up to 10,000 yen).

(2)持玉を管理しており、持玉は直接的には遊技に使用できないが、遊技釦33の押下(再プレイ操作、付与操作)に応じて払出1単位分の持玉を遊技玉に変換する変換処理(対価付与処理)を行う。この場合、変換率を別途設けても良いが、本実施形態では1:1としている(以下の計数処理についても同様)。 (2) The system manages the held balls, and although the held balls cannot be used directly for playing, a conversion process (value granting process) is performed to convert the held balls for one unit of payout into game balls in response to pressing of the game button 33 (replay operation, grant operation). In this case, a conversion rate may be set separately, but in this embodiment, it is set to 1:1 (the same applies to the counting process below).

(3)遊技に応じて遊技機1の遊技玉が増加した場合、遊技機1の計数釦16の押下(計数操作)に応じて遊技玉を持玉へ変換する計数処理を行う。この場合、1回の押下に応じて1玉を換算対象とするが、押下した状態を継続させると連続的、且つ加速的に換算可能となる。このようにして遊技玉と持玉とを更新し、遊技装置2では残高や持玉が残存する状態で遊技機1の返却釦14を押下する等の発行操作を行うと、その残高や持玉を特定可能な一般カードを発行する(発行処理)。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。 (3) When the number of game balls in the gaming machine 1 increases in response to play, a counting process is performed to convert the game balls into held balls in response to pressing the counting button 16 of the gaming machine 1 (counting operation). In this case, one ball is converted per press, but if the button is continued, the conversion can be continuous and accelerated. In this way, the game balls and held balls are updated, and when an issuing operation is performed such as pressing the return button 14 of the gaming machine 1 while there is remaining balance or held balls in the gaming device 2, a general card that can identify the balance and held balls is issued (issuing process). It is also possible to issue a card in parts, with only a portion of the held balls or the balance being issued.

(4)発行処理は遊技機1における遊技玉に応じた発行条件が設けられ、本実施形態では遊技玉が所定数「0」以下となることで発行条件が成立して発行処理が可能となる。よって、遊技機1と一定間隔(例えば300ms毎に)で通信(アウトやセーフ等の情報も含む)を行っており、遊技への使用や計数処理等により遊技玉が「0」になると、その旨が遊技装置2へ通知され、発行条件が成立すると発行処理が許容される。遊技機1から遊技玉数を特定可能な遊技玉信号を受信することで遊技玉を更新して発行条件が成立した旨を特定すれば良いが、遊技玉が「0」になった旨を示す信号を別途受信するような他の特定方法を採用しても良い。 (4) The issuing process has an issuing condition according to the number of game balls in the gaming machine 1, and in this embodiment, when the number of game balls becomes a predetermined number "0" or less, the issuing condition is met and the issuing process becomes possible. Therefore, communication (including information such as out and safe) is performed with the gaming machine 1 at regular intervals (for example, every 300 ms), and when the number of game balls becomes "0" due to use in a game or counting process, the gaming device 2 is notified of this, and when the issuing condition is met, the issuing process is permitted. It is sufficient to update the game balls by receiving a game ball signal that can identify the number of game balls from the gaming machine 1 to identify that the issuing condition has been met, but other identification methods such as receiving a separate signal indicating that the number of game balls has become "0" may also be adopted.

(5)発行された一般カードにより特定可能な持玉はPOSにて景品との交換が許容され、残高は精算機にて貨幣に精算可能とする。尚、遊技装置2が受付ける貨幣を含め、貨幣価値としては現金を例示できるが、例えば電子マネーやクレジット決済といったように現金以外の貨幣価値を受付対象や精算対象としても良い。又、持玉や残高を一般カードに対応付けて発行処理を行うことを例示したが、例えば会員カードや遊技者の携帯電話機等の他の記録媒体に対応付けた発行処理を行っても勿論良い。 (5) The balls held that can be identified by the issued general card can be exchanged for prizes at the POS, and the remaining balance can be settled into currency at the settlement machine. Incidentally, while the monetary value, including the currency accepted by the gaming device 2, can be exemplified by cash, monetary values other than cash, such as electronic money or credit card payments, can also be accepted or settled. Also, while an example has been given of an issuance process in which the balls held and the balance are associated with a general card, it is of course also possible to perform an issuance process in which they are associated with other recording media, such as a membership card or the player's mobile phone.

(6)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、換算(変換)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(カード8b)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、遊技機1との通信は、中継装置4を介さずに遊技機1と直接通信しても良いし、中継装置4を介して遊技機1と通信しても良い。 (6) Through serial communication with the relay device 4, the management device 6 can identify various information such as currency acceptance processing, value granting processing, balance, balls held, number of lent balls, number of converted balls, amount of deposit, number of counted balls, number of lent balls, sales amount that is the value of lent balls, and acceptance and issuance processing of ball tickets (cards 8b). These may also be identified by pulse signals (for example, one pulse for every 1,000 yen deposited, one pulse for every 100 yen sold, etc.). Note that communication with the gaming machine 1 may be direct communication with the gaming machine 1 without going through the relay device 4, or communication with the gaming machine 1 may be via the relay device 4.

管理装置6は、従来と同様に図5に示す素データと、その素データ(実績情報)に基づく集計情報(実績情報)とを、図6に示すように、遊技機単位で集計する。図5に示す素データ一覧の項目は以下の通りである。尚、「平均」は機種Aを対象とした遊技機平均である。
アウト=データ項目「アウト」にて説明した通り遊技機1にて消費された遊技価値を示す。
セーフ=データ項目「セーフ」にて説明した通り遊技機1への入賞に応じて付与された遊技価値を示す。
The management device 6, as in the conventional case, tabulates the raw data shown in Fig. 5 and the tabulated information (performance information) based on the raw data (performance information) for each gaming machine as shown in Fig. 6. The items in the raw data list shown in Fig. 5 are as follows. Note that "average" is the average for gaming machines of model A.
OUT=Indicates the gaming value consumed in gaming machine 1 as explained in the data item “OUT”.
Safe=As explained in the data item "Safe", this indicates the gaming value awarded in response to a win on gaming machine 1.

スタート=データ項目「スタート」にて説明した通り遊技機1における役物の作動回数を示す。尚、以下も含め「甘中」とは時短などの特別状態期間に対応した遊技情報を示す。
売上玉=対応する遊技装置2から送信される遊技信号により特定可能な当該遊技装置2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)を示す。
大当り数=データ項目「大当り」にて説明した通り特定される大当り数を示す。「特定」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~500)内のT1Yとなった)大当りである特定大当りの発生回数を示す。「特定外」は「特定」以外の大当り数であり、「合計」は全大当り数を示す。
Start=As explained in the data item "Start", it indicates the number of times the role is activated in the gaming machine 1. Incidentally, including the following, "Sweet" indicates game information corresponding to a special state period such as time reduction.
Sales balls = gaming value (number of loaned balls, value of consideration) awarded in exchange for monetary value at the corresponding gaming device 2, which can be identified by the gaming signal transmitted from the corresponding gaming device 2.
Number of jackpots = The number of jackpots that are specified as explained in the data item "jackpot.""Specific" indicates the number of occurrences of specific jackpots that meet specific conditions (for example, T1Y within a reference range (for example, up to 500) set for T1Y). "Non-specific" is the number of jackpots other than "specific," and "Total" indicates the total number of jackpots.

Tアウト=T(特賞)中(大当り中及び甘中)のアウトを示す。
Tセーフ=T(特賞)中(大当り中及び甘中)のセーフを示す。
T1アウト=T1中(大当り中)のアウトを示す。
T1セーフ=T1中(大当り中)のセーフを示す。
特T1アウト=特定大当りのみを対象としたT1中のアウトを示す。
特T1セーフ=特定大当りのみを対象としたT1中のセーフを示す。
T Out = Indicates an out during T (special prize) (during a jackpot or sweet prize).
T Safe = Indicates safety during T (special prize) (during jackpot and sweet prize).
T1 out = indicates an out during T1 (during a jackpot).
T1 Safe = Indicates safety during T1 (during jackpot).
Special T1 Out = Indicates an out during T1 that applies only to specific jackpots.
Special T1 Safe = Indicates safe during T1, only for specific jackpots.

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。尚、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玉は売上玉に含める必要はない。 For the sake of convenience, this embodiment is based on the premise that the arcade does not have a replay system based on saved balls. However, if the arcade does have a replay system, it is desirable to include replay balls in the sales balls in the calculation. Note that replay balls, which are used to pay back balls that players have won on that business day, do not need to be included in the sales balls.

図6に示す遊技情報集計(機種A)の項目は以下の通りである。尚、「平均」は機種Aを対象とした遊技機平均を示し、図6「合計」の対応値を示す。 The items in the gaming information summary (machine A) shown in Figure 6 are as follows. Note that "average" indicates the gaming machine average for machine A, and indicates the corresponding value for "total" in Figure 6.

ベース=状態(通常時、甘中)別の出率を示し、通常はBセーフ÷BO、甘中はBセーフA÷BOAにて特定する。以下も含め通常中のアウトを示すBOはアウト-Tアウト、通常中のセーフを示すBセーフはセーフ-Tセーフ、甘中のアウトを示すBOAはTアウト-T1アウト、甘中のセーフを示すBセーフAはTセーフ-T1セーフにて特定しているが、BO、Bセーフ、BOA、BセーフAを素データとして求めても良い。尚、以下では通常中のベースを単にベース、甘中のベースをBAとも言う。 Base = Shows the rate of play for each state (normal, sweet), and is usually determined by B Safe ÷ BO, and sweet is determined by B Safe A ÷ BOA. Including the following, BO, which indicates an out during normal play, is determined as out - T out, B Safe, which indicates a safe during normal play, is determined as safe - T safe, BOA, which indicates an out during sweet play, is determined as T out - T1 out, and B Safe A, which indicates a safe during sweet play, is determined as T safe - T1 safe, but BO, B Safe, BOA, and B Safe A can also be found as raw data. Note that below, the base during normal play will simply be referred to as the base, and the base during sweet play will be referred to as BA.

平均S=状態別のアウトに対する図柄変動数の割合を示す。平均Sは通常(甘中)スタート÷BO(BOA)にて特定する。尚、以下では通常中の平均SをS、甘中の平均SをSAとも言う。
T1Y=平均大当り中出玉数を示し、(T1セーフ-T1アウト)÷合計大当り数にて特定する。
T1O=平均大当り中アウトを示し、T1アウト÷合計大当り数にて特定する。
特T1Y=特定大当りを対象としたT1Yを示し、(特T1セーフ-特T1アウト)÷特定大当り数にて特定する。
特T1O=特定大当りを対象としたT1Oを示し、特T1アウト÷特定大当り数にて特定する。
出率=出率はアウトに対するセーフの割合(払出率、付与率)を示し、セーフ÷アウトにて特定する。
Bサ=通常時の差玉数を示し、BO-Bセーフにて特定する。
客滞率=売上玉に対するBサの割合を示し、Bサ÷売上玉にて特定する。
Average S = The ratio of the number of symbol changes to the number of outs by state. Average S is determined by normal (sweet) start ÷ BO (BOA). In the following, the average S during normal play is also called S, and the average S during sweet play is also called SA.
T1Y = the average number of balls dispensed during a jackpot, and is determined by (T1 Safe - T1 Out) divided by the total number of jackpots.
T1O = average out during jackpots, and is determined by T1 out divided by the total number of jackpots.
Special T1Y = T1Y targeted for a specific jackpot, and is determined by (Special T1 Safe - Special T1 Out) / number of specific jackpots.
Special T1O = T1O targeted at a specific jackpot, and is determined by Special T1 Out divided by the number of specific jackpots.
Payout rate = Payout rate indicates the ratio of safe to out (payout rate, award rate), and is determined by Safe / Out.
BSA = Indicates the difference in number of balls under normal circumstances, and is determined by BO-B Safe.
Customer retention rate = The ratio of B-Sa to sales, and is determined by B-Sa ÷ sales.

粗利=遊技に応じた遊技場側の営業利益を示し、売上額-獲得玉×貸単価×原価率にて特定する。尚、獲得玉(獲得価値)は売上玉+セーフ-アウトにて特定し、売上額は売上玉×貸単価にて特定する。貸単価は4円、原価率は90.9%にて演算している。
玉単価=アウト1当りの売上額を示し、売上額÷アウトにて特定する。
玉粗利=アウト1当りの粗利を示し、粗利÷アウトにて特定する。
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)の割合を示し、獲得玉÷売上玉にて特定する。
Gross profit = the operating profit of the amusement parlor according to the game, and is determined by the following formula: Sales amount - balls acquired x rental cost x cost rate. Note that acquired balls (acquired value) are determined by the number of balls sold + safe-out, and sales amount is determined by the number of balls sold x rental cost. The rental cost is 4 yen, and the cost rate is 90.9%.
Price per ball = Sales amount per one out, and is determined by the sales amount divided by the out.
Gross profit per ball = gross profit per out, determined by gross profit divided by out.
Sales ratio = The ratio of the arcade's profit and loss (ball loss) to the actual sales amount (balls sold), and is determined by the number of balls won divided by the number of balls sold.

管理装置6は、図7に示す大当りや特別状態の発生に応じて履歴情報を作成する大当り履歴を管理可能であり、大当り履歴の項目は以下の通りである。尚、管理装置6は、図7に示す大当り履歴に代えて、或いは加えて、1分毎の履歴情報、遊技情報の更新毎の履歴情報等の履歴情報を管理対象としても良い。 The management device 6 can manage a jackpot history that creates history information in response to the occurrence of a jackpot or special state as shown in FIG. 7, and the items of the jackpot history are as follows. Note that the management device 6 may manage history information such as history information for each minute, history information for each update of game information, etc., instead of or in addition to the jackpot history shown in FIG. 7.

特賞=時短のような特別状態は甘モードを示す「A」を記録し、対象レコードを例えば赤色にて表示する等して識別表示する(図7では識別表示をハッチングにて示す)。
発生時刻=レコードに対応した時刻であり、大当りや特別状態が発生した時刻を示す。
BO=通常状態や特別状態におけるBO(アウト)を示す。
Bサ=通常状態や特別状態におけるBサを示す。
スタート=通常状態や特別状態におけるスタートを示す。
T1Y、T1O=大当り中の出玉数(T1Y)と大当り中のアウト(T1O)で記録されていないレコードは大当りが発生していない。又、NOは大当りが発生したレコードに記録される。
MY=遊技者の獲得玉を示し、T1Y-Bサにて特定するが、マイナスはカウントしないので、例えばNO.1のBサは除外される。
特賞間売上=売上額を示す。
For a special state such as special prize=time reduction, "A" indicating the easy mode is recorded, and the target record is displayed in red for example (the display is shown by hatching in FIG. 7).
Occurrence time = the time corresponding to the record, indicating the time when a jackpot or special state occurred.
BO = Indicates BO (out) in normal or special conditions.
B Sa = Indicates B Sa in normal or special conditions.
Start = Indicates a start in normal or special conditions.
T1Y, T1O = The number of balls dispensed during a jackpot (T1Y) and the number of balls out during a jackpot (T1O) are not recorded in the records, so no jackpot has occurred. Also, NO is recorded in the records where a jackpot has occurred.
MY indicates the number of balls acquired by the player, and is specified by T1Y-B, but since negative numbers are not counted, for example, B of No. 1 is excluded.
Special prize sales = sales amount.

管理装置6は、1回目の特賞に対応した期間(特賞発生時からだけでなく特賞発生前も含む期間、初回特賞期間に相当する)を対象とした遊技情報として初回TS、初回TY及び初回投資額(何れも初回情報に相当する)を、図7に示す大当り履歴より抽出する。特賞は通常状態(Cタイムや微時短)にて大当りや突時が発生してから再び通常状態に戻るまでを示す状態を示す。例えば図7の場合、NO.3にて通常状態に戻っているので、NO.1、NO.2(3レコード目も含む)が対象となる。 The management device 6 extracts the first TS, first TY and first investment amount (all of which correspond to first information) from the jackpot history shown in FIG. 7 as game information for the period corresponding to the first special prize (the period including not only the time the special prize is generated but also before the special prize is generated, which corresponds to the first special prize period). The special prize indicates the state from when a jackpot or sudden time occurs in the normal state (C time or slight time reduction) until the state returns to normal again. For example, in the case of FIG. 7, the state returns to normal at No. 3, so No. 1 and No. 2 (including the third record) are targeted.

初回TSは、NO.1のスタート「68」となる。即ち、1回目の特賞が発生するまでの平均スタートとなるので、このようなスタートを抽出した平均値となる。勿論、1営業日、1遊技機であれば抽出した値、そのものとなる。以下に示す他の初回情報も同様である。 The initial TS will be the start of No. 1, "68". In other words, it will be the average start until the first special prize is generated, so it will be the average value extracted from such starts. Of course, if it is one business day and one gaming machine, it will be the extracted value itself. The same applies to the other initial information shown below.

初回TYは、特賞中の差玉となるので、NO.1のT1Y「460」、NO.2のT1Y「450」、NO.2のBサ「-320」、NO.3のBサ「30」の統合値であるが、Bサはアウト-セーフなので、セーフ-アウトであるTYに対応するように減算する。即ち、460+450-(-320+30)=1200となる。
初回投資額は、NO.1、NO.2に対応した特賞間売上なので、NO.1の特賞間売上「4000」となる。以上の通り、図7に示した大当り履歴から初回TSは「68」、初回TYは「1200」、初回投資額は「4000」を抽出することができる。
The first TY is the difference ball during the special prize, so it is the integrated value of T1Y "460" of No. 1, T1Y "450" of No. 2, B-Sa "-320" of No. 2, and B-Sa "30" of No. 3, but since B-Sa is out-safe, it is subtracted to correspond to the TY that is safe-out. In other words, it becomes 460 + 450 - (-320 + 30) = 1200.
Since the initial investment amount is the special prize sales corresponding to No. 1 and No. 2, the special prize sales of No. 1 is "4000". As described above, the initial TS is "68", the initial TY is "1200", and the initial investment amount is "4000" can be extracted from the jackpot history shown in FIG. 7.

管理装置6は、遊技機1から出力される信号、或いは操作入力等の入力により、遊技機単位でRAMクリアしたか否かを特定可能であり(入力は何れか1つとしても良いし、複数としても良いし、これらを設定可能としても良い)、図8のように遊技機単位で、或いは図9のように機種単位、或いは遊技場単位(全店)でRAMクリアの有無に応じて区別して遊技情報を管理する。即ち、「R」欄が「無」ならRAMクリア無、「R」ならRAMクリア有、「平均」は両者の統合値(平均値を例示しているが合計値のような他の統合値を採用しても良い)を示す。 The management device 6 can determine whether or not the RAM has been cleared on a machine-by-machine basis by input such as a signal output from the gaming machine 1 or an operational input (the input may be one or more, or these may be configurable), and manages the gaming information by distinguishing whether or not the RAM has been cleared on a machine-by-machine basis as in FIG. 8, or by model-by-model basis as in FIG. 9, or by gaming parlor-by-parlor basis (all stores). That is, if the "R" column is "No", the RAM has not been cleared, if "R", the RAM has been cleared, and "Average" indicates the combined value of both (the average value is shown as an example, but other combined values such as the total value may also be used).

図8及び図9は、共に対象となる期間を30日と指定しているので、台数には述べ台数が示される。例えば図8は遊技機単位なので対象となる営業日がそのまま台数として示される一方、図9は機種単位なので対象となる営業日と遊技機数に応じた値(例えば無であれば図8の1番台の16台と2番台の10台とを合計した26台が対象となる)が示される。 In both Figures 8 and 9, the target period is specified as 30 days, so the total number of machines is shown. For example, Figure 8 is in units of gaming machines, so the target business days are shown as the number of machines, while Figure 9 is in units of model, so a value corresponding to the target business days and the number of gaming machines is shown (for example, if there are none, then 26 machines, the total of 16 machines on machine 1 and 10 machines on machine 2 in Figure 8, are targeted).

各項目は例えば図5から図7に示した項目から任意に選択可能であり、図7の大当り履歴にて説明した初回情報も選択候補に含まれる。又、機種単位でRAMクリアの有無に応じて遊技情報を区別するかを予め設定可能であり、例えば図9では機種Aは区別して管理する一方、機種Bは区別せずに管理するように設定されているため、機種Bは「無」だけで「R」や「平均」を設けない。又、例えば特定の遊技機、或いは機種はRAMクリアしないといった運用に対応するよう遊技機単位で設定可能としても良いし、RAMクリアによりCタイムとなる機種を対象として区別しないように設定することを可能としても良い。 Each item can be selected from the items shown in Figures 5 to 7, for example, and the initial information explained in the jackpot history in Figure 7 is also included in the selection candidates. It is also possible to set in advance whether to distinguish between game information depending on whether the RAM is cleared or not for each machine type. For example, in Figure 9, machine A is set to be managed with distinction, while machine B is set to be managed without distinction, so machine B is set to only "none" and not "R" or "average". It is also possible to set on a machine-by-machine basis so as to correspond to an operation in which the RAM is not cleared for a specific machine or machine type, or it is also possible to set it so that no distinction is made for machines that become C time due to RAM clearing.

以上に説明した本実施形態によれば、次に示す効果を得ることができる。
初回特賞に対応した初回情報を他の遊技情報と区別して管理するようにしたので、営業開始時に有利となるような遊技性を備えた遊技機を適切に管理可能となる。
初回情報を、初回情報以外の遊技情報と比較可能に出力するようにしたので、初回情報がどの程度、遊技者にとって有利であるかを把握可能となる。
初回情報をRAMクリアの有無により区別して管理するようにしたので、RAMクリアすることでどの程度初回情報が遊技者にとって有利であるかを把握可能となる。
According to the present embodiment described above, the following effects can be obtained.
Since the initial information corresponding to the initial special prize is managed separately from other game information, game machines having advantageous game characteristics at the start of business can be properly managed.
Since the initial information is output so as to be comparable with game information other than the initial information, it becomes possible to grasp to what extent the initial information is advantageous to the player.
Since the initial information is managed separately depending on whether the RAM is cleared or not, it is possible to know to what extent the initial information is advantageous to the player by clearing the RAM.

初回情報以外の遊技情報もRAMクリアの有無により区別して管理し、RAMクリアの有無により遊技情報を区別して管理するか否かを、遊技機単位や機種単位により設定するようにしたので、RAMクリアしない遊技機や機種、或いはRAMクリアにより区別して管理する必要性のない遊技機や機種について必要以上に遊技情報を複雑に管理する必要性を低減可能となる。 Game information other than the initial information is also managed separately depending on whether the RAM has been cleared, and whether or not to manage the game information separately depending on whether the RAM has been cleared is set on a per-game machine or per-model basis, which reduces the need to manage the game information in an unnecessarily complicated manner for game machines or models that do not clear the RAM, or for game machines or models that do not need to be managed separately depending on the RAM clear.

履歴情報を特定可能であり、履歴情報から初回情報を抽出するようにしたので、営業中に履歴情報を特定しておけば、営業終了後においても初回情報を特定可能になること、或いは履歴情報は多くのシステムが従来から備えていることから、新たな構成の開発コストを低減した上で初回情報を導出可能となること等の効果を見込むことが可能となる。 Since it is possible to identify historical information and extract initial information from the historical information, if historical information is identified during business hours, it will be possible to identify initial information even after business hours have ended. Also, since many systems already have historical information, it is possible to reduce the development costs of new configurations and to derive initial information.

本発明は、上記実施形態に限定されることなく、次のように変形又は拡張するようにしても良い。
初回情報として、例示した以外に、例えば遊技者の収支額(粗利)、Tアウト、Tセーフ等のような他の情報を採用しても良い。同様に図5から図9を含め、例示した遊技情報以外の遊技情報、例えば再プレイ玉数や不正回数等の遊技情報を採用しても良い。
The present invention is not limited to the above-described embodiment, and may be modified or expanded as follows.
As the initial information, other information such as the player's income and expenditure (gross profit), T-out, T-safe, etc. may be used in addition to the examples shown. Similarly, game information other than the game information shown in Figures 5 to 9, such as the number of replay balls and the number of fraudulent plays, may be used.

初回情報と比較可能に初回情報以外の遊技情報を出力可能にする構成を例示したが、初回情報だけを対象として管理し、情報出力しても勿論良い。又、初回情報と他の遊技情報との同項目として、「売上額」を例示したが、TSやTY等を出力して例示した以外の遊技情報の項目を対象としても勿論良い。 Although a configuration has been exemplified that allows game information other than the initial information to be output so as to be compared with the initial information, it is of course also possible to manage and output information by targeting only the initial information. Also, while "sales amount" has been exemplified as an item that is the same for the initial information and other game information, it is of course also possible to output TS, TY, etc. and target game information items other than those exemplified.

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等の例示したパチンコ遊技機以外の例えば遊技媒体を払出すようなパチンコ遊技機やスロットマシン等を採用することができる。ここで、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。又、大当りの種類としてラウンドが異なることを例示したが、大当り中の出玉や差玉により大当りの種類を判定することから、例えばラウンド数が同一であっても、ラウンドの上限入賞数や上限開放期間が異なることで、その種類分けが行われることもある。 Target gaming machines include, for example, pachinko gaming machines and slot machines that pay out gaming media other than the pachinko gaming machines exemplified above, which are of the so-called sealed type, where gaming media are managed only by data. Here, the gaming media will be expressed as gaming value as necessary, taking into account the so-called sealed type. Also, while different rounds have been exemplified as types of jackpots, the type of jackpot is determined by the number of balls paid out and the difference in balls during the jackpot, so even if the number of rounds is the same, the types may be differentiated by the upper limit number of winnings per round or the upper limit release period.

スロットマシンを管理対象とした場合、スロットマシンには所謂天井機能が設けられる機種が多く存在することから、天井機能に応じて初回情報を管理するのは有意である。勿論、パチンコ遊技機にも所謂天井時短といった天井機能があることから、突時のような例示した以外の機種を対象として初回情報やRAMクリアの有無に応じて遊技情報を区別する本実施形態は有意である。 When managing slot machines, since there are many slot machine models that have a so-called ceiling function, it is useful to manage the initial information according to the ceiling function. Of course, pachinko game machines also have ceiling functions such as ceiling time reduction, so this embodiment, which distinguishes game information according to the initial information and the presence or absence of RAM clearing for machines other than those exemplified, such as when a sudden stop occurs, is useful.

RAMクリアの有無により遊技情報を区別する構成を例示したが、初回情報を管理対象とすれば必ずしもRAMクリアの有無により遊技情報を区別する必要はない。同様にRAMクリアの有無により遊技情報を区別すれば必ずしも初回情報を管理する必要はない。 Although an example of a configuration in which game information is differentiated based on whether or not the RAM has been cleared has been given, if initial information is to be managed, it is not necessarily necessary to differentiate game information based on whether or not the RAM has been cleared. Similarly, if game information is differentiated based on whether or not the RAM has been cleared, it is not necessarily necessary to manage initial information.

初回情報を履歴情報より抽出する構成を例示したが、営業開始時に信号入力に応じて直接的に初回情報を特定するといったように必ずしも履歴情報より抽出する必要はない。 Although an example has been given of a configuration in which initial information is extracted from historical information, it is not necessarily necessary to extract the initial information from historical information, such as by directly identifying the initial information in response to a signal input at the start of business.

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。又、過去の遊技情報を基準値として設定しても勿論良い。 Each setting value may be set by the administrator through manual input, may be set in advance by the manufacturer of the management device 6, or may be set by downloading setting information from an external server (such as the headquarters of a chain store). In this case, too, the setting value is input through manual input on the server. Of course, past game information may also be set as a 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。又、遊技信号としてデータ信号を例示したがパルス信号等による信号入力としても良い。 All of the game information shown as examples may be determined directly by the input signal or indirectly by using an arithmetic expression. Also, while a data signal is shown as an example of the game signal, a pulse signal or other signal may also be input.

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。又、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 numbers, digits, items, etc. are examples, and any numbers may be used. In addition, the identification output may be in any output form, such as adding symbols other than those shown in the examples, and output may be at least printed or displayed.

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、或いは超過したの何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。 Either "above" or "exceeds" can be used, with expressions such as "reached" corresponding to either "above" or "exceeded." The same goes for "below" and "less than," with expressions such as "did not reach" corresponding to both.

管理装置6が行う処理の一部、或いは全部を遊技装置2、或いは中継装置4等にて行っても良く、どのように構成しても良い。更に例示した構成は変形例も含めて、どのように組み合わせても良いし、適宜、採用しない構成を設けても良い。 A part or all of the processing performed by the management device 6 may be performed by the gaming device 2 or the relay device 4, etc., and may be configured in any manner. Furthermore, the exemplary configurations may be combined in any manner, including modified examples, and configurations may not be adopted as appropriate.

図面中、1は遊技機、6は管理装置(遊技情報特定手段、特賞特定手段、遊技情報管理手段、出力手段、初期化条件判定手段、設定手段、履歴情報特定手段、初回情報抽出手段)である。 In the drawing, 1 is a gaming machine, and 6 is a management device (gaming information identification means, special prize identification means, gaming information management means, output means, initialization condition determination means, setting means, history information identification means, initial information extraction means).

Claims (5)

通常状態から大当りを介さずに特別状態を発生可能であって、当該特別状態が予め設定される初期化条件の成立に応じて発生し易くなる場合のある遊技機を管理対象に含む遊技場用システムであって、
遊技機側から出力される遊技信号により遊技情報を特定可能な遊技情報特定手段と、
通常状態から大当り、或いは特別状態が発生した場合に特賞の発生を特定する特賞特定手段と、
遊技場の営業開始後の最初に発生した前記特賞に対応する初回特賞期間における初回情報を他の遊技情報と区別して管理する遊技情報管理手段と、を備えた遊技場用システム。
A system for an amusement facility includes, as a management target, a gaming machine capable of generating a special state from a normal state without going through a jackpot, and in which the special state may be easily generated depending on the establishment of a preset initialization condition,
a game information specifying means for specifying game information based on a game signal output from the gaming machine;
A special prize specification means for specifying the occurrence of a special prize when a jackpot or a special state occurs from a normal state;
The game arcade system is provided with a game information management means for managing initial information during an initial special prize period corresponding to the first special prize generated after the game arcade starts business, in a manner distinguishable from other game information.
前記初回特賞期間以外の遊技期間における遊技情報であって、前記初回情報に含まれる少なくとも1つの遊技情報項目と同項目の遊技情報を、前記初回情報と比較可能に出力する出力手段を備えた請求項1に記載した遊技場用システム。 The gaming facility system described in claim 1 is provided with an output means for outputting gaming information for a gaming period other than the initial special prize period, the gaming information having at least one gaming information item that is the same as that included in the initial information, in a manner that allows comparison with the initial information. 遊技機における前記初期化条件の成立を判定する初期化条件判定手段を備え、
前記遊技情報管理手段は、前記初回情報を前記初期化条件判定手段の判定結果により区別して管理する請求項1に記載した遊技場用システム。
An initialization condition determination means for determining whether the initialization condition is satisfied in the gaming machine,
2. The game arcade system according to claim 1, wherein said game information management means manages said initial information by distinguishing it according to a result of the determination made by said initialization condition determination means.
設定手段を備え、
前記遊技情報管理手段は、初回情報以外の遊技情報を前記初期化条件判定手段の判定結果により区別して管理可能であり、
前記設定手段は、前記初期化条件判定手段の判定結果により遊技情報を区別して管理するか否かを、遊技機単位及び機種単位のうち少なくとも何れかにより設定可能である請求項3に記載した遊技場用システム。
A setting means is provided,
the game information management means is capable of managing game information other than the initial information in a distinguished manner based on a determination result of the initialization condition determination means;
The amusement facility system of claim 3, wherein the setting means is capable of setting whether or not to distinguish and manage the game information based on the judgment result of the initialization condition judgment means, at least either on a gaming machine basis or a model basis.
所定の履歴条件が成立した場合に、遊技情報を区分して特定することで履歴情報を特定する履歴情報特定手段と、
前記履歴情報の内、前記初回特賞期間における遊技情報を初回情報として抽出する初回情報抽出手段と、を備え、
前記遊技情報管理手段は、前記初回情報抽出手段により抽出された初回情報を管理する請求項1から4の何れか一項に記載した遊技場用システム。
a history information specifying means for specifying the history information by classifying and specifying the game information when a predetermined history condition is satisfied;
and an initial information extraction means for extracting game information during the initial special prize period from the history information as initial information;
5. The game arcade system according to claim 1, wherein the game information management means manages the initial information extracted by the initial information extraction means.
JP2022154921A 2022-09-28 2022-09-28 Amusement Park Systems Pending JP2024048808A (en)

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