JP7436283B2 - Amusement park systems - Google Patents

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JP7436283B2
JP7436283B2 JP2020085908A JP2020085908A JP7436283B2 JP 7436283 B2 JP7436283 B2 JP 7436283B2 JP 2020085908 A JP2020085908 A JP 2020085908A JP 2020085908 A JP2020085908 A JP 2020085908A JP 7436283 B2 JP7436283 B2 JP 7436283B2
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安隆 岩崎
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ダイコク電機株式会社
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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、例えば特許文献1に示されるように遊技装置を介して遊技機IDを遊技場外のセンタサーバへ送信し、センタサーバにて遊技機IDを認証して遊技機が正規の遊技機であるか否かを監視するシステムが知られている。この場合、特許文献1の明細書の段落[0257]-[0258]に示されるように所定期間単位で遊技機IDを遊技場内のシステムコントローラを介してセンタサーバへ送信し、センタサーバから照合結果を受信していた。 Conventionally, as shown in Patent Document 1, for example, a gaming machine ID is sent to a center server outside the gaming hall via a gaming machine, and the center server authenticates the gaming machine ID to determine whether the gaming machine is a legitimate gaming machine. A system for monitoring whether or not the In this case, as shown in paragraphs [0257] to [0258] of the specification of Patent Document 1, the gaming machine ID is sent to the center server via the system controller in the gaming hall at predetermined intervals, and the verification results are sent from the center server. was being received.

特開2010-162425号公報Japanese Patent Application Publication No. 2010-162425

このような認証は所定期間単位で行われるものの認証が不成立である場合に直ちに遊技不能といった抑制処理を行ってしまっては円滑な営業が困難になる虞があるので、ある程度の期間的な猶予を持って抑制処理を行うことが望ましい。しかしながら、このような期間の時限管理を行わなければ、その猶予期間が経過した際に突然抑制処理が行われることになるので時限管理が必要となるが、上記した通りセンタサーバが主導で時限管理を行うと複数の遊技場の遊技機を管理対象とするセンタサーバの処理負担が大きくなる虞がある。このような虞は遊技装置のような他の装置を時限管理の対象とした場合も同様に生じ得る。 Although this kind of authentication is carried out in units of a predetermined period of time, if the authentication is unsuccessful, immediately implementing a suppression process such as disabling the game may make it difficult to conduct business smoothly, so a certain period of grace is necessary. It is desirable to carry out suppression processing. However, if time limit management is not performed during such a period, the suppression process will suddenly be performed when the grace period has passed, so time limit management is necessary, but as mentioned above, the center server takes the lead in time limit management. If this is done, there is a risk that the processing load on the center server, which manages the gaming machines of multiple gaming parlors, may increase. Such a risk may similarly occur when other devices such as gaming machines are subject to time limit management.

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、遊技機や遊技装置のような対象装置の認証処理の時限管理を行う場合に、センタサーバのような1つの機関や装置に処理が集中する虞を低減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 time-limited management for authentication processing of target devices such as gaming machines and gaming devices to one institution or device such as a center server. It is an object of the present invention to provide a system for a game parlor that can reduce the possibility that processing will be concentrated on.

請求項1に記載した発明によれば、複数の遊技場を管理対象とした場外管理装置と通信可能であって遊技場内に設けられる場内管理装置、及び遊技機単位で設けられる遊技装置を備える構成において、時限管理の対象となる対象装置の認証処理による認証が不成立である認証切れとなるまでの期間に対応した時限状況を場内管理装置にて取り纏め、その取り纏め結果を場外管理装置へ通知するので、遊技機や遊技装置のような対象装置の認証処理の時限管理を行う場合にセンタサーバのような1つの機関や装置に処理が集中する虞を低減可能となる。

According to the invention described in claim 1, the configuration includes an on-site management device that is capable of communicating with an off-site management device that manages a plurality of gaming parlors and is provided within the gaming parlor, and a gaming device that is provided for each gaming machine. , the on-site management device compiles the time limit status corresponding to the period until the authentication expires when the authentication process of the target device subject to time limit management is unsuccessful , and the results of the compilation are notified to the off-site management device. Therefore, when managing time limits for authentication processing of target devices such as gaming machines and gaming devices, it is possible to reduce the possibility that processing will be concentrated on one institution or device such as a center server.

一実施形態の遊技場用システムの全体構成を示す概略図A schematic diagram showing the overall configuration of a system for an amusement park according to an embodiment 管理遊技機及び遊技装置の正面図Front view of managed gaming machine and gaming device ユニットストッカの斜視図Perspective view of unit stocker 時限管理を示すタイムチャートTime chart showing time management 時限管理の内容を示す図Diagram showing the contents of time limit management 機器別状態一覧を示す図Diagram showing a list of device status

以下、本発明の一実施形態について図面を参照して説明する。図1に示すように、遊技場用システム1において、遊技場内には、管理遊技機2、メダルレス遊技機3、管理遊技機2やメダルレス遊技機3と1対1に接続されている遊技装置4,5、遊技装置4,5に接続されている通信パルス変換器6,7、複数の遊技装置4,5を管理する台コンピュータ8、複数の台コンピュータ8を管理する島コンピュータ9、複数の島コンピュータ9を管理する台情報管理装置10、場内管理装置11等が設置されている。管理遊技機2及びメダルレス遊技機3のような遊技機は、対象装置及び第1装置に相当する。遊技装置4,5は、対象装置、第1装置、認証手段、第2通知手段及びモード切替手段に相当する。通信パルス変換器6,7は、対象装置、周辺機器及び第2装置に相当する。場内管理装置11は、管理手段、第1通知手段及び報知手段に相当する。 Hereinafter, one embodiment of the present invention will be described with reference to the drawings. As shown in FIG. 1, in a game hall system 1, a managed game machine 2, a medalless game machine 3, and a game machine 4 connected one-to-one with the managed game machine 2 and the medalless game machine 3. , 5, communication pulse converters 6, 7 connected to the gaming machines 4, 5, a computer 8 for managing the plurality of gaming machines 4, 5, an island computer 9 for managing the plurality of computers 8, a plurality of islands A machine information management device 10 for managing the computer 9, an on-site management device 11, and the like are installed. Gaming machines such as the managed gaming machine 2 and the medalless gaming machine 3 correspond to the target device and the first device. The gaming devices 4 and 5 correspond to a target device, a first device, an authentication device, a second notification device, and a mode switching device. The communication pulse converters 6 and 7 correspond to a target device, a peripheral device, and a second device. The venue management device 11 corresponds to a management means, a first notification means, and a notification means.

島コンピュータ9は台コンピュータ8の上位に位置し、台情報管理装置10は島コンピュータ9の上位に位置する。遊技場外には、場内管理装置11との間でインターネット12を介して通信可能な場外管理装置13、場外管理装置13と通信可能なセンタサーバ14等が設置されている。場外管理装置13及びセンタサーバ14は、場外認証手段に相当する。 The island computer 9 is located above the stand computer 8, and the stand information management device 10 is located above the island computer 9. Outside the gaming hall, an off-field management device 13 capable of communicating with the on-field management device 11 via the Internet 12, a center server 14 capable of communicating with the off-field management device 13, and the like are installed. The off-site management device 13 and the center server 14 correspond to off-site authentication means.

管理遊技機2は、遊技装置4と対応して動作可能な封入式の遊技機であり、持玉払出操作や貸出操作が行われると、遊技者から受付けた貨幣価値を対価として遊技価値である遊技玉が遊技装置4からデータ上供給され、その遊技玉数がデジタル表示される。管理遊技機2は、遊技玉数が1玉以上であれば遊技玉の発射が可能である一方、遊技玉数が0玉であれば遊技玉の発射が不可となる。遊技玉は、管理遊技機2の計数ボタンの押下による計数操作が行われると、遊技装置4にて持玉として計数される。メダルレス遊技機3は、遊技装置5と対応して動作可能な封入式の遊技機であり、玉がメダルであるといった周知の遊技機上の相違点を除いて上記した管理遊技機2と同様である。 The managed gaming machine 2 is an enclosed gaming machine that can operate in correspondence with the gaming device 4, and when a payout operation or lending operation is performed, the monetary value accepted from the player is the gaming value. Game balls are supplied as data from the gaming device 4, and the number of game balls is digitally displayed. The managed gaming machine 2 can shoot game balls if the number of game balls is one or more, but cannot shoot game balls if the number of game balls is 0. When a counting operation is performed by pressing a counting button on the managed gaming machine 2, the gaming balls are counted as balls in the gaming machine 4. The medalless gaming machine 3 is an enclosed gaming machine that can operate in correspondence with the gaming device 5, and is similar to the managed gaming machine 2 described above except for the well-known difference in gaming machines such that the balls are medals. be.

遊技装置4,5は、セキュリティ基板を搭載し、場外管理装置13との間で認証を行うことで管理遊技機2やメダルレス遊技機3と接続して動作可能となる。管理遊技機2やメダルレス遊技機3は、セキュリティ基板との間で専用PIF通信を行い、その専用PIF通信により通信内容が隠蔽されている。管理遊技機2の台データは遊技装置4を経由して上位装置へ送信され、メダルレス遊技機3の台データは遊技装置5を経由して上位装置へ送信される。 The gaming machines 4 and 5 are equipped with a security board and can operate by connecting with the managed gaming machine 2 and the medalless gaming machine 3 by performing authentication with the off-site management device 13. The managed gaming machine 2 and the medalless gaming machine 3 perform dedicated PIF communication with the security board, and the content of the communication is hidden by the dedicated PIF communication. The machine data of the managed gaming machine 2 is transmitted to the higher-level device via the gaming device 4, and the machine data of the medalless gaming machine 3 is transmitted to the higher-level device via the gaming device 5.

通信パルス変換器6,7は、それぞれ遊技装置4,5と接続されており、遊技装置4,5から電文入力された遊技情報をパルスに変換して出力するための装置であり、パルス信号にて遊技情報を特定するために設けられる装置である。遊技装置4,5と、遊技情報を管理する台コンピュータ8、島コンピュータ9、台情報管理装置10等とが同一メーカであるといったように遊技装置4の電文情報を台情報管理装置10側で対応可能な場合には、通信パルス変換器6,7は不必要であるが、それらが異なるメーカであるといったように遊技装置4の電文情報を台情報管理装置10側で対応不可な場合には、通信パルス変換器6,7は必要になる。本実施形態では、通信パルス変換器6,7は不必要だが、遊技装置4,5と通信パルス変換機6,7との接続が確認できないと、遊技装置4,5からの情報として0データしか送信できないといったように遊技装置4,5における機能が抑制されるため、通信パルス変換機6,7とも接続されるものの、管理遊技機2やメダルレス遊技機3から通知される台データ、遊技装置4,5にて発生した売上データ等の遊技情報は台コンピュータ8のような上位装置へ通信パルス変換機6,7を介さず送信されることを例示するが、そのような対応が不能な場合には、通信パルス変換器6,7にてパルスに変換されて上位装置へ送信される。 The communication pulse converters 6 and 7 are connected to the gaming devices 4 and 5, respectively, and are devices for converting the gaming information inputted as a message from the gaming devices 4 and 5 into pulses and outputting the pulse signals. This is a device provided for specifying gaming information. The machine information management device 10 side handles the message information of the gaming device 4 such that the gaming devices 4 and 5 and the machine computer 8, island computer 9, machine information management device 10, etc. that manage gaming information are from the same manufacturer. If possible, the communication pulse converters 6 and 7 are unnecessary, but if the machine information management device 10 cannot handle the electronic message information of the gaming device 4, such as if they are from different manufacturers, Communication pulse converters 6 and 7 are required. In this embodiment, the communication pulse converters 6 and 7 are unnecessary, but if the connection between the gaming machines 4 and 5 and the communication pulse converters 6 and 7 cannot be confirmed, only 0 data will be sent as information from the gaming machines 4 and 5. Since the functions of the gaming machines 4 and 5 are suppressed, such as not being able to send data, although they are also connected to the communication pulse converters 6 and 7, machine data notified from the managed gaming machine 2 and the medalless gaming machine 3, and the gaming machine 4 , 5, the gaming information such as sales data generated in the computer 8 is transmitted to a host device such as the computer 8 without going through the communication pulse converters 6 and 7. However, if such a response is not possible, is converted into pulses by the communication pulse converters 6 and 7 and transmitted to the host device.

各装置間で通信されるデータは以下の通りである。
(ア)管理遊技機2から遊技装置4へ送信されるデータ
=台データ、遊技玉情報、照合情報(シリアル通信)
(イ)メダルレス遊技機3から遊技装置5へ送信されるデータ
=台データ、遊技玉情報、照合情報(シリアル通信)
(ウ)遊技装置4,5から通信パルス変換器6,7へ送信されるデータ
=台データ、遊技玉情報、接続状況の問合せを示す接続問合せ(シリアル通信)
(エ)通信パルス変換器6,7から遊技装置4,5へ送信されるデータ
=接続状況の応答結果を示す接続応答結果(シリアル通信)
(オ)遊技装置4,5から台コンピュータ8へ送信されるデータ
=遊技玉情報、台情報管理装置10向け情報(CAN、イーサネット通信)
(カ)台コンピュータ8から島コンピュータ9を介して台情報管理装置10へ送信されるデータ
=遊技玉情報(島コンピュータ9まで)、台情報管理装置10向け情報(CAN、イーサネット通信)
(キ)遊技装置4,5から場内管理装置11を介して場外管理装置13へ送信されるデータ
=売上データ、鍵データ、照合情報や接続応答結果等を含むセキュリティ情報(イーサネット通信)
(ク)場外管理装置13からセンタサーバ14へ送信されるデータ
=鍵データ、照合情報、照合情報を含むセキュリティ情報(イーサネット通信)
尚、総払出数や総投入数といった性能情報を遊技機照合情報に追加、或いは変えてセンタサーバ14との通信対象としても良い。又、場外管理装置13とセンタサーバ14とがインターネット12を介して接続される場合もある。
The data communicated between each device is as follows.
(A) Data sent from managed gaming machine 2 to gaming device 4 = machine data, game ball information, verification information (serial communication)
(b) Data sent from medalless gaming machine 3 to gaming device 5 = Machine data, gaming ball information, verification information (serial communication)
(c) Data sent from the gaming machines 4 and 5 to the communication pulse converters 6 and 7 = connection inquiry indicating machine data, game ball information, and connection status inquiries (serial communication)
(d) Data sent from the communication pulse converters 6 and 7 to the gaming machines 4 and 5 = connection response result indicating the connection status response result (serial communication)
(E) Data sent from gaming machines 4 and 5 to machine computer 8 = Game ball information, information for machine information management device 10 (CAN, Ethernet communication)
(F) Data sent from the machine computer 8 to the machine information management device 10 via the island computer 9 = Game ball information (up to the island computer 9), information for the machine information management device 10 (CAN, Ethernet communication)
(G) Data sent from the gaming machines 4 and 5 to the outside management device 13 via the inside management device 11 = Security information including sales data, key data, verification information, connection response results, etc. (Ethernet communication)
(H) Data sent from the off-site management device 13 to the center server 14 = Security information including key data, verification information, and verification information (Ethernet communication)
Note that performance information such as the total number of payouts and the total number of inputs may be added to or changed from the gaming machine verification information to be communicated with the center server 14. Further, the off-site management device 13 and the center server 14 may be connected via the Internet 12.

次に、管理遊技機2及び遊技装置4について説明する。これ以降、管理遊技機2及び遊技装置4について説明するが、メダルレス遊技機3及び遊技装置5についても同様である。
管理遊技機2は、遊技者が所有する残金や持玉や貯玉を変換した遊技玉数を記憶しており、その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パチンコ玉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獲得玉(獲得価値)として加算する。
Next, the managed gaming machine 2 and gaming device 4 will be explained. From now on, the managed gaming machine 2 and the gaming machine 4 will be explained, but the same applies to the medalless gaming machine 3 and the gaming machine 5.
The managed game machine 2 stores the balance of money owned by the player, the number of game balls that have been converted from the number of balls held, and the number of game balls that have been saved. Pachinko balls are supplied to a firing device and fired onto a board, and when a player wins a prize and obtains a game ball, the game ball is added as an acquired ball (acquired value) on the data without being paid out.

図2に示すように、管理遊技機2は、パチンコ玉が発射される盤面15、発射装置を構成する操作ハンドル16、残高を遊技玉に変換するための貸出ボタン17、カード(一般カードや会員カード、記録媒体)を発行するための返却ボタン18、残高を表示する残高表示部19、遊技玉を持玉に変換するための計数ボタン20、遊技玉数を表示する遊技玉表示部21を有する。盤面15には、普図表示部22、普図保留表示部23、特図表示部24、普図入賞口25、一般入賞口26,27、第1保留数表示部28、第2保留数表示部29、第1始動口30、第2始動口31、大入賞口32を有する。又、計数ボタン20及び遊技玉表示部21の下方に、装飾用パネル33を有する。 As shown in FIG. 2, the managed game machine 2 includes a board 15 from which pachinko balls are fired, an operation handle 16 that constitutes a firing device, a lending button 17 for converting the balance into game balls, and cards (general cards, membership cards, etc.). It has a return button 18 for issuing a card (card, recording medium), a balance display section 19 for displaying the balance, a counting button 20 for converting game balls into owned balls, and a game ball display section 21 for displaying the number of game balls. . On the board surface 15, there is a general drawing display section 22, a general drawing reservation display section 23, a special drawing display section 24, a general drawing opening 25, general winning openings 26, 27, a first reservation number display section 28, and a second reservation number display. portion 29, a first starting port 30, a second starting port 31, and a big winning port 32. Further, a decorative panel 33 is provided below the counting button 20 and the game ball display section 21.

管理遊技機2は以下のように動作する。
(1)第1始動口30は入賞率が変動しない入賞口(所謂ヘソ入賞口)であり、第2始動口31は入賞率が変動する入賞口(所謂電チュー)である。各始動口26,27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24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。
The managed gaming machine 2 operates as follows.
(1) The first starting opening 30 is a winning opening where the winning rate does not change (so-called navel winning opening), and the second starting opening 31 is a winning opening where the winning rate changes (so-called electric chew). A jackpot lottery is performed according to winnings in each starting hole 26 and 27 (starting prize), and the lottery results are notified by symbol fluctuation (unit game) performed on the special pattern display section 24, and a jackpot is drawn according to the fluctuation result. becomes.

(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、このモードにより、大当り抽選の当選確率(大当り確率)を通常遊技状態(通常)と確変状態(確変)とを対象として調整可能となっている。又、大当り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66%で全モード共通)も定められる。大当り確率をモードにより不変とする一方、確変率を調整可能とするように、通常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 with this mode, the probability of winning the jackpot lottery (jackpot probability) can be adjusted between the normal gaming state (normal) and the probability variable state (probability variation). It has become. Further, a probability change rate (for example, 66%, common to all modes) is determined, which is the rate at which a jackpot becomes a probability variable jackpot after a jackpot (probability variable jackpot). If at least one of the normal and variable jackpot probabilities, the probability variation rate, and the round distribution rate described below can be adjusted depending on the mode, so that the jackpot probability is unchanged depending on the mode, but the probability variation rate is adjustable. good.

(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32を開放する。1Rの上限入賞数は10個であり、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30に入賞した場合は、2Rが10%であり、4Rが50%であり、8Rが40%であるが、第2始動口31に入賞した場合は、4Rが10%であり、8Rが90%であり、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30よりも第2始動口31の方が高く設定される。 (4) When a jackpot occurs, the jackpot 32 is opened for the corresponding round (R). The maximum number of winnings for 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 rounds are also drawn in the same way as the jackpot lottery, and the distribution ratio is 10% for 2R, 50% for 4R, and 40% for 8R if you win in the first starting slot 30. , if a prize is won at the second starting port 31, 4R is 10% and 8R is 90%, and the pending consumption priority of symbol fluctuation according to the winning is higher at the second starting port 31 than at the first starting port 30. is set higher.

(5)確変中は大当り確率が向上すると共に、第2始動口31の入賞率が高くなる時短状態(時短)になる。又、確変大当りでない大当り(通常大当り)が発生した場合は大当り後に確変でない時短(単独時短)となり、所定の時短回数(例えば100回)分の図柄変動を行うか大当りが発生するまで時短を継続し、大当りが発生せずに時短回数分の図柄変動を行うと通常状態に戻る。 (5) During the probability change, the jackpot probability improves and the winning rate of the second starting opening 31 becomes high, resulting in a time-saving state (time-saving). Also, if a jackpot (normal jackpot) that is not a fixed variable jackpot occurs, the time shortening that is not fixed variable (single time shortening) occurs after the jackpot, and the time shortening continues until the symbol changes for a predetermined number of times (for example, 100 times) or a jackpot occurs. However, if the symbols change for the number of time reductions without a jackpot, the system returns to the normal state.

(6)第2始動口31は普図入賞口25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、時短状態では3秒である。又、開放期間は通常状態では0.3秒であり、時短では5秒である。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、開放期間が長くなることで第2始動口31の入賞率が高くなる。 (6) The second starting hole 31 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 25 becomes a hit. In this case, the period of fluctuation for one common map is 30 seconds in the normal state, and 3 seconds in the time saving state. Further, the open period is 0.3 seconds in the normal state, and 5 seconds in the shortened state. That is, when the time is shortened, the regular pattern fluctuation period is shortened compared to the normal state, while the opening period is lengthened, so that the winning rate of the second starting opening 31 is increased.

(7)大入賞口32や第2始動口31が盤面15の右側にあることから時短中や大当り中には盤面15の右側を狙って打つ所謂右打ちが行われる。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。 (7) Since the big winning opening 32 and the second starting opening 31 are on the right side of the board 15, so-called right-handed hitting is performed, in which players aim for the right side of the board 15 during time saving or jackpot. 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.

管理遊技機2及び当該管理遊技機2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26,27への始動入賞等の遊技の進行に伴って、所定周期(例えば200ミリ秒周期)で前回送信からの差分を送信対象とし、以下に示す遊技情報を出力する。
アウト情報=消費価値(アウト)を特定可能な情報である。消費(使用、打込、回収)玉単位にて送信され、管理遊技機2からは1玉単位にて送信され、通信パルス変換器6からは10玉単位にて送信される。
セーフ情報=入賞付与価値(セーフ)を特定可能な情報である。入賞に応じた玉単位にて送信され、管理遊技機2からは1玉単位にて送信され、通信パルス変換器6からは10玉単位にて送信される。
状態情報=通常状態や大当り状態等の情報送信時の状態を示す情報である。
The managed game machine 2 and the peripheral devices attached to the managed game machine 2 operate at a predetermined period (for example, 200 mm) as the game progresses, such as when the player hits a ball or starts winning a prize in each of the starting holes 26 and 27. The difference from the previous transmission is targeted for transmission at intervals of seconds), and the game information shown below is output.
Out information = information that allows consumption value (out) to be specified. It is transmitted in units of consumed (used, hit, collected) balls, from the managed gaming machine 2 in units of 1 ball, and from the communication pulse converter 6 in units of 10 balls.
Safe information = information that can identify the winning value (safe). It is transmitted in units of balls according to winnings, from the managed gaming machine 2 in units of 1 ball, and from the communication pulse converter 6 in units of 10 balls.
Status information = information indicating the status at the time of information transmission, such as a normal status or a jackpot status.

遊技装置4は、管理遊技機2の遊技状態や遊技装置4の状態を示す状態表示灯34、貨幣(貨幣価値、有価価値)が投入される貨幣投入口35、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36、持玉(会員であれば貯玉も含む)を払出すための遊技ボタン37、カードが挿入されるカード挿入口38、遊技者の顔を含む上半身を撮影するカメラ39(図2では保護カバーのみを図示)等を有する。 The gaming machine 4 includes a status indicator light 34 that indicates the gaming status of the managed gaming machine 2 and the status of the gaming machine 4, a money slot 35 into which money (money value, valuable value) is inserted, and accepts operation input from the player. There is also a touch-panel liquid crystal display section 36 that displays game data such as the number of symbol changes (number of starts) and jackpot probability as the game progresses, and a game button for paying out the balls you have (including stored balls if you are a member). 37, a card insertion slot 38 into which a card is inserted, a camera 39 (only a protective cover is shown in FIG. 2) that photographs the player's upper body including the face, and the like.

遊技装置4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)、管理遊技機2と遊技装置4との双方に入金額を残高に加算して表示し、残高がある状態で管理遊技機2の貸出ボタン17を押下すると(貸出操作、付与操作)、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、詳細は後述する)に変換し(貸出処理、対価付与処理)、遊技レート(以下、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 4 operates as follows.
(1) When money is accepted (money acceptance process), the deposited amount is added to the balance on both the managed gaming machine 2 and the gaming device 4 and displayed, and when there is a balance, the lending button 17 of the managed gaming machine 2 is pressed. When pressed (rental operation, granting operation), one unit of rental (for example, 125 balls) is converted into gaming balls (remuneration value, details will be described later) as rental balls (rental processing, consideration granting processing), and the game rate ( The consideration amount corresponding to the rate (hereinafter referred to as rate) will be debited from the 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)管理遊技機2では遊技玉を管理しており、盤面15への玉の打出し(使用)に応じて遊技玉を減算し、入賞に応じて遊技玉を加算する(入賞付与処理)。遊技装置4は持玉(発行対象価値)を管理し、持玉は直接的には遊技に使用できないが、遊技ボタン32の押下に応じて貸出1単位分の持玉を変換玉として遊技玉に変換する変換処理を行う(遊技変換処理、対価付与処理)。この場合、変換率を別途設けている(以下の計数処理についても同様)。 (2) The managed gaming machine 2 manages the game balls, and subtracts the game balls according to the ball launch (use) onto the board 15, and adds the game balls according to the winnings (winning award processing). . The gaming device 4 manages the balls it owns (value to be issued), and although the balls cannot be directly used for games, in response to pressing the game button 32, the balls worth one loan unit are converted into game balls as conversion balls. Perform conversion processing to convert (game conversion processing, compensation provision processing). In this case, a conversion rate is provided separately (the same applies to the counting process below).

(3)遊技に応じて管理遊技機2の遊技玉が増加した場合、管理遊技機2の計数ボタン20の押下に応じて遊技玉を計数玉として持玉に変換する計数処理を行う(発行変換処理)。この場合、1回の押下に応じて1玉を変換対象とするが、押下した状態を継続させると連続的、且つ加速的に変換可能となる。このようにして遊技玉と持玉とを更新し、遊技装置4では残高や持玉が残存する状態で管理遊技機2の返却ボタン18を押下する等の発行操作を行うと、遊技装置4にストックされていた持玉券に残高や持玉を対応付けて発行する(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 managed gaming machine 2 increases according to the game, a counting process is performed to convert the game balls into balls in hand according to the press of the counting button 20 on the managed gaming machine 2 (issuance conversion process). In this case, one ball is converted in response to one press, but if the pressed state is continued, conversion can be performed continuously and at an accelerated rate. In this way, if you update the game balls and the balls you have, and if you perform an issuance operation such as pressing the return button 18 of the managed gaming machine 2 with the balance or balls remaining in the gaming machine 4, the gaming machine 4 Issue the stocked ball tickets by associating them with the balance and the number of balls they have (issuance process). In addition, split issuance is also possible where only a part of the balls held or the balance is to be issued.

(4)発行処理には管理遊技機2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、管理遊技機2と一定間隔(例えば200ミリ秒毎に)で通信(アウト情報等も含む)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、その旨が通知され、発行条件が成立すると発行処理を許容する。管理遊技機2から遊技玉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) In the issuing process, issuing conditions are set according to the number of game balls in the managed gaming machine 2, and in this embodiment, when the number of game balls becomes less than or equal to a predetermined number (“0”), the issuing condition is met and the issuing process is performed. becomes possible. Therefore, communication (including out information, etc.) is performed with the managed game machine 2 at regular intervals (for example, every 200 milliseconds), and when the number of game balls becomes 0 due to use in a game or counting process, etc. When the issuance conditions are met, the issuance process is permitted. It is sufficient to update the game balls by receiving a game ball signal that can identify the game balls from the managed gaming machine 2 and specify that the issuance condition has been met, but it is also possible to specify that the issuing conditions have been met. Other identification methods such as separately receiving a signal may also be used.

(5)発行された持玉券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(残貨幣価値)は残高精算機にて貨幣(貨幣価値)に精算可能とされる。尚、遊技装置4が受付ける貨幣を含め、貨幣価値としては現金を例示することができるが、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、持玉や残高を持玉券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) Balls that can be identified by issued ball tickets can be exchanged for prizes at POS, and the balance (remaining monetary value) can be settled into money (monetary value) using a balance adjustment machine. . Incidentally, the monetary value including the currency accepted by the gaming device 4 can be exemplified by cash, but monetary values other than cash, such as electronic money or credit card payments, may be accepted or settled. Furthermore, although the example is given in which the issuing process is performed by associating the balls and balance with the playing ticket, it is of course also possible to perform the issuing process by associating them with other recording media such as a membership card or a player's mobile phone. good.

(6)中継装置とのシリアル通信により台情報管理装置10にて貨幣受付処理や対価付与処理、残高や持玉、貸出玉数、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、管理遊技機2との通信は、中継装置を介さずに直接通信しても良いし、中継装置を介して通信しても良い。 (6) Through serial communication with the relay device, the machine information management device 10 performs money reception processing, consideration giving processing, balance, number of balls held, number of rental balls, number of converted balls, deposit amount, number of counted balls, number of rental balls, and lending. It is possible to specify various information such as the sales amount that is the price of the ball and the reception and issuance process of the ball 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 . Note that communication with the managed gaming machine 2 may be performed directly without using a relay device, or may be communicated via a relay device.

遊技場内には、図3に示すように、ユニットストッカ(以下、単にストッカと称する)40が設置されており、その収納部41には複数台の遊技装置4が予備機として収納されており、故障のようなトラブルが生じた場合の端末交換に備えている。 As shown in FIG. 3, a unit stocker (hereinafter simply referred to as stocker) 40 is installed in the gaming hall, and a plurality of gaming machines 4 are stored as spare machines in a storage section 41 of the unit stocker 40. This is in preparation for replacing the device in the event of a problem such as a breakdown.

遊技場用システム1では、前述した[発明が解決しようとする課題]で説明した通り、センタサーバ14が主導で時限管理を行うと複数の遊技場の管理遊技機2や遊技装置4を管理対象とするセンタサーバ14の処理負担が大きくなる虞がある。この点に関し、本実施形態では以下に示す構成を採用している。 In the game hall system 1, as explained in the above-mentioned [Problems to be Solved by the Invention], when the center server 14 takes the lead in time-limited management, the managed game machines 2 and game machines 4 of a plurality of game halls are managed. There is a possibility that the processing load on the center server 14 will increase. Regarding this point, this embodiment employs the configuration shown below.

管理遊技機2及び遊技装置4は、場内管理装置11及び場外管理装置13を介してセンタサーバ14との間で後述する時限中1、時限中2及び時限中3といった注意時限状態(特定の時限状態)となった場合に1時間毎にID照合のような認証処理を行う。尚、管理遊技機2及び遊技装置4は、認証切れ(後述する未認証の時限状態)となった場合には1時間毎に認証処理を行っても良いが、随時又は認証操作に応じて適宜認証処理を行う。又、認証が不要な管理遊技機2もあるので、認証処理や後述する時限管理を設定により要不要を選択可能とする。この場合、1時間毎とは、毎時分0分といった時刻情報であっても良いが、本実施形態では、電源がオンされている等の通信可能な期間が1時間経過する毎としているため、遊技装置4では、電源がオンされている期間で時限管理される一方、管理遊技機2は、遊技装置4と通信可能な期間が対象となるので、端末単位で異なって時限管理される。又、通信パルス変換器6は、遊技情報の処理に不必要であっても遊技装置4と接続する必要があるので、その接続状況が時限管理され、遊技装置4と接続されているだけの管理となるので、随時(例えば1分単位で)接続状況が確認される。 The managed gaming machines 2 and the gaming devices 4 communicate with the center server 14 via the on-premises management device 11 and the off-premises management device 13 in a caution timed state (specific timed status), authentication processing such as ID verification is performed every hour. The managed gaming machine 2 and the gaming device 4 may perform authentication processing every hour when the authentication has expired (unauthenticated time limit state described below), but may perform authentication processing at any time or as appropriate depending on the authentication operation. Perform authentication processing. In addition, since there are managed gaming machines 2 that do not require authentication, it is possible to select whether or not authentication processing or time limit management, which will be described later, is required by setting. In this case, "every hour" may be time information such as 0 minutes of every hour, but in this embodiment, it is defined as every hour when the period during which communication is possible, such as when the power is turned on, has elapsed. In the gaming machine 4, time-limited management is performed during the period in which the power is on, while in the managed gaming machine 2, the time-limited management is performed differently for each terminal because the period in which it can communicate with the gaming machine 4 is targeted. In addition, since the communication pulse converter 6 needs to be connected to the gaming device 4 even if it is not necessary for processing game information, the connection status is time-limited and management is performed only when it is connected to the gaming device 4. Therefore, the connection status is checked at any time (for example, every minute).

遊技装置4、管理遊技機2及び通信パルス変換器6は、各々時限管理されており、認証切れとなった場合には以下の抑制処理の対象となる。ここで、遊技装置4では、貸出処理、入金処理及び発行処理が抑制処理の対象となり、管理遊技機2では、遊技が抑制処理の対象となり、通信パルス変換器6では、遊技装置4からのデータ出力が全て0データ出力となる処理が抑制処理となる。抑制処理とは、具体的には禁止することであるが、何らかの制限付きで処理可能としても良い。 The gaming machine 4, the managed gaming machine 2, and the communication pulse converter 6 are each controlled by a time limit, and when the authentication expires, they are subject to the following suppression process. Here, in the gaming machine 4, lending processing, deposit processing, and issuing processing are subject to suppression processing, in the managed gaming machine 2, games are subject to suppression processing, and in communication pulse converter 6, data from gaming machine 4 is subject to suppression processing. A process in which all outputs are 0 data output is a suppression process. Suppression processing specifically means prohibition, but it may also be possible to process with some restrictions.

場内管理装置11は、図4及び図5に示す異常報知のタイミングにしたがって異常報知としての未認証警告のイベント通知及び未認証異常のイベント通知を行う。場内管理装置11は、遊技装置4については、認証済=500時間、時限中1=150時間(報知タイミングは時限中1の残り100時間)、時限中2=15時間、時限中3=15時間を設定し、時限中1になってから50時間が経過したことによる時限中1の残り100時間を検知したタイミング、時限中1から時限中2へ切替わったことによる時限中2を新規に検知したタイミング、時限中2から時限中3へ切替わったことによる時限中3を新規に検知したタイミングで未認証警告のイベント通知を行い、時限中3から未認証へ切替わったことによる未認証を新規に検知したタイミングで未認証異常のイベント通知を行う。即ち、場内管理装置11は、時限中1(第1区分)の残り100時間を検知したタイミングで新規検知とは異なる所定条件が成立したとして報知処理を行う一方、時限中2、時限中3、未認証(何れも第2区分)の何れかを新規に検知したタイミングで所定条件が成立したとして報知処理を行う。又、これらの所定条件は、営業中においても成立可能な第1報知条件に相当する。 The venue management device 11 performs an event notification of an unauthenticated warning and an event notification of an unauthenticated abnormality as an abnormality notification in accordance with the abnormality notification timing shown in FIGS. 4 and 5. The venue management device 11 determines that for the gaming machine 4, authenticated = 500 hours, time limit 1 = 150 hours (notification timing is 100 hours remaining in time limit 1), time limit 2 = 15 hours, time limit 3 = 15 hours The timing when 100 hours remaining in time limit 1 is detected because 50 hours have passed since time limit 1 was set, and time limit 2 is newly detected due to switching from time limit 1 to time limit 2. At the same time as when the time limit 3 is newly detected due to the change from the time limit 2 to the time limit 3, an unauthentication warning event is notified. Event notification of unauthenticated abnormality is performed at the timing of new detection. That is, the venue management device 11 performs a notification process at the timing when it detects 100 hours remaining in time limit 1 (first division), assuming that a predetermined condition different from new detection has been established, and at the same time performs a notification process when time limit 2, time limit 3, Notification processing is performed on the assumption that a predetermined condition has been established at the timing when any of the unauthenticated items (all in the second category) is newly detected. Moreover, these predetermined conditions correspond to the first notification condition that can be satisfied even during business hours.

場内管理装置11は、管理遊技機2については、認証済=150時間、時限中1=100時間(報知タイミングは時限中1の残り50時間)、時限中2=15時間、時限中3=15時間を設定し、時限中1になってから50時間が経過したことによる時限中1の残り50時間を検知したタイミング、時限中1から時限中2へ切替わったことによる時限中2を新規に検知したタイミング、時限中2から時限中3へ切替わったことによる時限中3を新規に検知したタイミングで未認証警告のイベント通知を行い、時限中3から未認証へ切替わったことによる未認証を新規に検知したタイミングで未認証異常のイベント通知を行う。即ち、場内管理装置11は、時限中1(第1区分)の残り50時間を検知したタイミングで新規検知とは異なる所定条件が成立したとして報知処理を行う一方、時限中2、時限中3、未認証(何れも第2区分)の何れかを新規に検知したタイミングで所定条件が成立したとして報知処理を行う。又、これらの所定条件は、営業中においても成立可能な第1報知条件に相当する。 The hall management device 11 determines that for the managed gaming machines 2, authenticated = 150 hours, time limit 1 = 100 hours (the notification timing is 50 hours remaining in time limit 1), time limit 2 = 15 hours, time limit 3 = 15 hours. The timing of detecting the remaining 50 hours of time limit 1 due to the fact that 50 hours have passed since time limit 1 was set, and the new time limit 2 due to switching from time limit 1 to time limit 2. An unauthenticated warning event is notified at the timing when a new time limit 3 is detected due to a change from time limit 2 to time limit 3. An event notification of an unauthenticated abnormality is performed when a newly detected error is detected. That is, the venue management device 11 performs notification processing at the timing when it detects the remaining 50 hours of time limit 1 (first division), assuming that a predetermined condition different from the new detection has been established, and at the same time performs notification processing when time limit 2, time limit 3, Notification processing is performed on the assumption that a predetermined condition has been established at the timing when any of the unauthenticated items (all in the second category) is newly detected. Moreover, these predetermined conditions correspond to the first notification condition that can be satisfied even during business hours.

場内管理装置11は、通信パルス変換器6については、時限中1=3日、時限中2=2日を設定し、時限中1の3日目の台閉店を検知したタイミング、時限中2の台開店を検知したタイミング、時限中2の台閉店を検知したタイミングで未認証警告のイベント通知を行い、時限中2から未認証へ切替わったことによる未認証を新規に検知したタイミングで未認証異常のイベント通知を行う。即ち、場内管理装置11は、時限中1(第1区分)の3日目の台閉店を検知したタイミング、時限中2(第1区分)の台開店を検知したタイミング、時限中2の台閉店を検知したタイミングで新規検知とは異なる所定条件が成立したとして報知処理を行う一方、未認証(第2区分)を新規に検知したタイミングで所定条件が成立したとして報知処理を行う。又、これらの所定条件は、開店処理及び閉店処理に応じた第2報知条件の成立である。尚、以上に説明した場内管理装置11にて行われる未認証警告のイベント通知や未認証異常のイベント通知は、後述するように場内管理装置11にて行うだけでなく図示しないPOSのような場内管理装置11以外の端末にて行っても良い。 For the communication pulse converter 6, the venue management device 11 sets the time limit 1 = 3 days and the time limit 2 = 2 days, and sets the timing when the closing of the machine is detected on the third day of the time limit 1 and the timing of the detection of the closing of the machine on the third day of the time limit 2. An unauthenticated warning event will be sent at the timing when a machine opening is detected and when a machine is closed during the 2nd time period, and an unauthenticated event is notified when a new unauthenticated case is detected due to switching from 2nd time period to unauthenticated. Notify abnormal events. That is, the on-site management device 11 detects the timing when it detects the closing of a car on the third day of the first period (first division), the timing when it detects the opening of a car on the second day of the period (first division), and the timing when it detects the opening of a car on the second day of the period. Notification processing is performed on the assumption that a predetermined condition different from the new detection has been established at the timing of detection of , while notification processing is performed on the assumption that the predetermined condition has been established at the timing of new detection of unauthenticated (second category). Moreover, these predetermined conditions are the fulfillment of the second notification condition according to the opening process and the closing process. Incidentally, event notifications of unauthenticated warnings and unauthenticated abnormalities performed by the on-site management device 11 described above are not only performed by the on-site management device 11 as described later, but also via an on-site system such as a POS (not shown). This may be done using a terminal other than the management device 11.

場内管理装置11は、図6に示すように、機器別状態一覧を生成して表示する。遊技装置4については、認証状態、時限状態、時限残時間、鍵更新待ち状況、鍵更新待ち(日時)、鍵更新日時を項目とする。この場合、認証状態はセンタサーバ14との通信状況に応じた認証用の鍵の状態を示すが、例えば機器番号「1」のように「出荷」であればオレンジ色で表示し、例えば機器番号「4」のように「初期」であれば黄色で表示し、例えば機器番号「7」のように「初期(試験)」であれば赤色で表示する等して識別表示し、時限状態について、「正常」以外(「時限中1」、「時限中2」、「時限中3」及び「未認証」の何れか)であれば赤色で表示する等して識別表示する。 As shown in FIG. 6, the venue management device 11 generates and displays a status list for each device. Regarding the gaming device 4, the items include authentication status, time limit status, time remaining, key update waiting status, key update wait (date and time), and key update date and time. In this case, the authentication status indicates the status of the authentication key according to the communication status with the center server 14. For example, if the device number is "1" and is "shipped", it is displayed in orange; If it is "initial" like "4", it will be displayed in yellow, and if it is "initial (test)" like equipment number "7", it will be displayed in red, etc. to identify the time limit status. If it is other than "normal" (any of "during time limit 1", "during time limit 2", "during time limit 3", and "unauthenticated"), it is displayed in red for identification.

管理遊技機2については、接続状態、時限状態、時限残時間、(主)認証更新日時、(枠)認証更新日時を項目とする。この場合も遊技装置4と同様に、時限状態について、「正常」以外(「時限中1」、「時限中2」、「時限中3」及び「未認証」の何れか)であれば赤色で表示する等して識別表示する。 Regarding the managed gaming machine 2, the items include connection status, time limit status, remaining time, (main) authentication update date and time, and (frame) authentication update date and time. In this case, as well as the gaming device 4, if the time limit status is other than "normal" (any of "time limit 1", "time limit 2", "time limit 3", or "unauthenticated"), it will be displayed in red. Identify and display the information by displaying, etc.

通信パルス変換器6については、接続状態、時限状態、有効期限、認証更新日時を項目とする。遊技装置4及び管理遊技機2とは異なり、時限状態について、「時限中1」以外(「時限中2」及び「未認証」の何れか)であれば赤色で表示する等して識別表示する。尚、図6では、識別表示の箇所を太線で囲って示している。又、何れも新たな報知状態となった場合に図示しないポップアップ表示や報知履歴等の報知を行っても良い。 Regarding the communication pulse converter 6, the items include connection status, time limit status, expiration date, and certification update date and time. Unlike the gaming machine 4 and the managed gaming machine 2, if the time limit status is other than "Time limit 1" (either "Time limit 2" or "unauthenticated"), it is distinguished by displaying it in red, etc. . In addition, in FIG. 6, the portion of the identification display is shown surrounded by a thick line. Further, when a new notification state occurs, a pop-up display or notification history (not shown) may be displayed or notifications may be made.

場内管理装置11は、このようにして生成した機器別状態一覧を、インターネット12を介して場外管理装置13やセンタサーバ14等へ送信する。場内管理装置11から場外管理装置13やセンタサーバ14等へ送信される機器別状態一覧は、認証処理に応じた時限状況を取り纏めた取り纏め結果に相当する。 The on-site management device 11 transmits the device status list generated in this way to the off-site management device 13, center server 14, etc. via the Internet 12. The device status list transmitted from the on-site management device 11 to the off-site management device 13, center server 14, etc. corresponds to a summary of time limit situations according to authentication processing.

未認証警告のイベント通知や未認証異常のイベント通知の報知を受けた管理者は、以下に示す手順の対応を行う。手順1、手順2及び手順3は確認していく順番となり、数字が大きいほどより詳細な調査や対応となる。手順1では、遊技装置4、管理遊技機2、通信パルス変換器6を図6にて特定し、台情報管理装置10や遊技装置4との接続状態を確認し、電源切入しても復旧しなければ、遊技装置4、通信パルス変換器6の予備品があれば交換し、一旦時限状態を延命させて運用に支障がないようにする。手順2では、場内管理装置11と場外管理装置13との間の通信状況を確認し、場内管理装置11と場外管理装置13との間の通信状況にて店舗内と店舗外の切り分けを行い、不具合があれば復旧手段を実施する。手順3では、場外管理装置13とセンタサーバ14との間の通信状況を確認し、場外管理装置13とセンタサーバ14との間の通信状況にて切り分けを行い、不具合があれば復旧手段を実施する An administrator who receives an event notification of an unauthenticated warning or an unauthenticated abnormality takes the following steps. Steps 1, 2, and 3 are the order of confirmation, and the larger the number, the more detailed the investigation and response. In step 1, identify the gaming machine 4, managed gaming machine 2, and communication pulse converter 6 in FIG. If not, replace the spare parts of the gaming machine 4 and the communication pulse converter 6 if available, and temporarily extend the life of the timed state so that there is no problem in operation. In step 2, the communication status between the inside management device 11 and the outside management device 13 is confirmed, and the inside of the store and the outside of the store are separated based on the communication status between the inside management device 11 and the outside management device 13. If there is a problem, implement recovery measures. In step 3, the communication status between the off-site management device 13 and the center server 14 is checked, the communication status between the off-site management device 13 and the center server 14 is determined, and if there is a problem, recovery measures are implemented. do

遊技装置4は、前述したように故障のようなトラブルが生じた場合の端末交換に備えてストッカ40に予備機として収納可能となっており、ストッカ40に収納されている状態であっても場内管理装置11と通信可能であり、その状態管理や設定情報の送受信等を可能として時限が更新される。 As mentioned above, the gaming machine 4 can be stored in the stocker 40 as a spare machine in preparation for replacing the terminal in the event of a problem such as a breakdown, and even when it is stored in the stocker 40, it can be stored within the venue. It can communicate with the management device 11, and its status can be managed, setting information can be sent and received, and the time limit can be updated.

遊技装置4は、ストッカ40に収納されて当該ストッカ40と接続状態になると、貸出処理が可能であり時限更新の対象となる通常モードから、当該通常モードより貸出処理を抑制した時限更新の対象とならない検査モードにモードを切替える。通常モードは第1モードに相当し、検査モードは第2モードに相当する。即ち、遊技装置4は、通常モードから検査モードに切替わることで時限更新が行われなくなる。検査モードとは、通信を検査するためのモードであり、出荷時に通信可能であるか否かを検査するだけのモードであるので、仮に管理遊技機2に接続させた場合に検査モードとした場合には、例えば貸出処理を禁止したり、貸出処理により付与する遊技価値の上限や貸出処理の処理速度を低減したりするといったように本来の機能は抑制される。 When the game device 4 is stored in the stocker 40 and connected to the stocker 40, it changes from the normal mode in which lending processing is possible and is subject to timed update, to the timed updating subject in which lending processing is suppressed from the normal mode. Switch the mode to an inspection mode that does not occur. The normal mode corresponds to the first mode, and the inspection mode corresponds to the second mode. That is, when the gaming machine 4 switches from the normal mode to the inspection mode, timed updates are no longer performed. The inspection mode is a mode for inspecting communication, and is only a mode for inspecting whether or not communication is possible at the time of shipment, so if it is set to inspection mode when connected to the managed gaming machine 2. In this case, the original functions are suppressed, such as prohibiting the lending process, reducing the upper limit of the gaming value given by the lending process, and reducing the processing speed of the lending process.

遊技装置4がストッカ40に収納されている場合には、管理遊技機2と接続されている場合の認証処理と同様の認証処理を行う。遊技装置4がストッカ40に収納されている場合に行う認証処理は特殊認証処理に相当する。即ち、注意時限状態であれば1時間に1回認証処理を行い、注意認証状態となっていなければ注意認証状態となるまで認証処理は行わない。又、認証切れであれば上記した通りに認証処理を行い、その他のエラーであればそのエラーを解除する。認証切れのようなエラーとなっていない場合には検査モードに移行させて時限が更新されないようにする。 When the gaming machine 4 is stored in the stocker 40, authentication processing similar to the authentication processing when the gaming machine 4 is connected to the managed gaming machine 2 is performed. The authentication processing performed when the gaming device 4 is stored in the stocker 40 corresponds to special authentication processing. That is, if the device is in the caution time limit state, the authentication process is performed once an hour, and if it is not in the caution authentication state, the authentication process is not performed until the caution authentication state is reached. Further, if the authentication has expired, the authentication process is performed as described above, and if there is another error, the error is canceled. If there is no error such as authentication expiration, the mode is shifted to inspection mode and the time limit is not updated.

認証切れでない場合にそのまま検査モードにしても良いが、残時間が(基準時間よりも)短くなっている場合に注意時限状態となり、認証処理が行われる迄、通常モードを維持し、認証処理後に検査モードに移行させても良い。時限中1であれば認証処理を行わずに検査モードとするが、時限中2であれば認証処理を行うといったように検査モードとする注意状態を予め定めても良い。 If the authentication has not expired, you can switch to the inspection mode as is, but if the remaining time is shorter (than the reference time), the warning time limit will be activated, and the normal mode will be maintained until the authentication process is performed. It is also possible to shift to inspection mode. If the time limit is 1, the authentication process is not performed and the mode is set to the inspection mode, but if the time limit is 2, the authentication process is performed, and so on.

遊技装置4がストッカ40に収納されている状態では遊技装置4の認証のみを行い、管理遊技機2と遊技装置4とが接続されていないので、管理遊技機2の認証処理は行えないが、通常モードであれば管理遊技機2の時限も更新されてしまう。よって、管理遊技機2の認証処理については、遊技装置4のストッカ収納時には上記したような時限管理の報知対象から除外している。併せて遊技装置4の時限も緊急性が低いため報知対象から除外しても良いが、ハードウェアの故障やネットワーク関連の異常等を考慮し、本実施形態では時限も含めて異常報知の対象としている。 When the gaming machine 4 is stored in the stocker 40, only the authentication of the gaming machine 4 is performed, and since the managed gaming machine 2 and the gaming machine 4 are not connected, the authentication process of the managed gaming machine 2 cannot be performed. In the normal mode, the time limit of the managed gaming machine 2 is also updated. Therefore, regarding the authentication processing of the managed gaming machine 2, when the gaming machine 4 is stored in the stocker, it is excluded from the notification target of the above-mentioned time limit management. In addition, the time limit of the gaming device 4 may also be excluded from the notification target because it is less urgent, but in consideration of hardware failures, network-related abnormalities, etc., in this embodiment, the time limit is also included as a target for abnormality notification. There is.

ストッカ収納時に管理遊技機2の認証処理の時限も更新されるが、管理遊技機2と接続される場合に前回接続されていた管理遊技機2と同じ管理遊技機2であれば時限を継承するが、異なる管理遊技機2と接続する場合には時限が初期化され、認証済み(残り500時間)の状態となる。 The time limit for authentication processing of the managed game machine 2 is also updated when the managed game machine 2 is stored in the stocker, but when connected to the managed game machine 2, if the managed game machine 2 is the same as the previously connected managed game machine 2, the time limit will be inherited. However, when connecting with a different managed gaming machine 2, the time limit is initialized and the state becomes authenticated (500 hours remaining).

以上に説明したように本実施形態によれば、次に示す作用効果を得ることができる。
遊技場用システム1において、時限管理の対象となる遊技装置4、管理遊技機2、通信パルス変換器6と場外管理装置13との認証処理に応じた時限状況を場内管理装置11にて取り纏め、その取り纏め結果を場外管理装置13へ通知するので、管理遊技機2や遊技装置4のような対象装置の認証処理の時限管理を行う場合にセンタサーバのような1つの機関や装置に処理が集中する虞を低減可能となる。
As explained above, according to this embodiment, the following effects can be obtained.
In the gaming hall system 1, the on-site management device 11 compiles the time limit status according to the authentication processing of the gaming machines 4, managed gaming machines 2, communication pulse converters 6, and off-premises management device 13 that are subject to time limit management; The results of the compilation are notified to the off-site management device 13, so when managing time limits for authentication processing of target devices such as managed gaming machines 2 and gaming devices 4, the processing is concentrated on one institution or device such as a center server. This makes it possible to reduce the risk of this happening.

時限状況を時限中1、時限中2及び時限中3の複数種類に区別して通知するが、注意報知を時限中1では新規検知ではなく時限中1中の期間における所定条件成立時に行う一方、時限中2及び時限中3では新規検知を条件として行うので、例えば区分自体はセンタサーバ14に対応した区分として照合する際に管理を容易化した場合に、当該区分が長すぎるといった扱い難い区分であっても扱い易い通知タイミングで通知を受けることが可能となる。 The time limit situation is notified by distinguishing it into several types: during time limit 1, time limit 2, and time limit 3. However, in time limit 1, the warning is not issued when a new detection is detected, but when a predetermined condition is met during time limit 1, while Since new detection is performed as a condition for 2nd year junior high school students and 3rd year junior high school students, for example, if the classification itself is made easier to manage when collating as a classification corresponding to the center server 14, it may be difficult to handle because the classification is too long. It is now possible to receive notifications at convenient notification timings.

時限管理の対象となる対象装置には、遊技装置4、管理遊技機2及び通信パルス変換器6といった時限管理の対象期間が異なる複数種類の装置が含まれ、対象装置の種類別に異なる時限状況管理を行うので、対象期間が異なる複数種類の対象装置の時限管理を行う場合であっても適切な管理が可能となる。 Target devices subject to time limit management include multiple types of devices such as gaming machines 4, managed game machines 2, and communication pulse converters 6, which have different target periods for time limit management, and time limit situation management differs depending on the type of target device. Therefore, even when time-limited management is performed for multiple types of target devices with different target periods, appropriate management is possible.

対象装置には、時限管理が1時間単位である遊技装置4や管理遊技機2と、営業期間単位である通信パルス変換器6とが含まれ、注意報知を遊技装置4や管理遊技機2では営業中においても成立可能な第1報知条件の成立に応じて行うが、通信パルス変換器6では開店処理や閉店処理に応じた第2報知条件の成立に応じて行うので、例えば遊技装置4や管理遊技機2において営業中に成立し得る場合であっても営業中に適切な処理が可能となる一方、通信パルス変換器6において時限管理が例えば真夜中であるような報知されても対応し難い時間帯に更新されるような場合であっても、開店時や閉店時に報知することから適切に対応することが可能となる。 The target devices include the gaming machines 4 and managed gaming machines 2 whose time limit management is in units of one hour, and the communication pulse converter 6 which is managed in units of business periods. The communication pulse converter 6 performs the notification in response to the establishment of the first notification condition that can be established even during business hours, but the communication pulse converter 6 performs the notification in response to the establishment of the second notification condition corresponding to opening processing or closing processing. Even if the managed game machine 2 is able to handle the situation during business hours, it is possible to perform appropriate processing during business hours, but it is difficult to respond even if the communication pulse converter 6 is notified that time limit management is in the middle of the night, for example. Even if updates are made at certain times of the day, it is possible to respond appropriately by notifying the store when it opens or closes.

場内管理装置11を介して対象装置である遊技装置4や管理遊技機2や通信パルス変換器6と場外管理装置13との認証を行うが、認証処理後に対象装置から処理状況を場内管理装置11へ通知するので、認証の際の場内管理装置11における処理負担を軽減することで迅速に場内管理装置11を介した認証処理が可能となる一方、その処理状況を場内管理装置11にて管理可能となる。 Authentication is performed between the gaming machines 4, managed game machines 2, and communication pulse converters 6, which are target devices, and the outside management device 13 via the on-site management device 11, but after the authentication process, the processing status is transmitted from the target device to the on-site management device 11. Since the processing load on the on-site management device 11 at the time of authentication is reduced, the authentication process can be quickly performed via the on-site management device 11, and the processing status can be managed on the on-site management device 11. becomes.

本発明は、上記した実施形態にのみ限定されるものではなく、以下のように変形又は拡張したり、各変形例を上記した実施形態と組み合わせたり各変形例を組み合わせたりし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。
センタサーバ14が認証処理を行い、認証手段に相当することを例示したが、センタサーバ14に代えて、或いは加えて場外管理装置13が認証処理を行っても良く、センタサーバ14と場外管理装置13との少なくとも一方を認証手段に相当する構成としても良い。
上記した各数値は例示であり、どのような数値を採用しても良い。
各設定値は、管理者が任意に操作入力により設定しても良いし、予め管理装置の製造メーカにて設定しても良いし、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。又、過去の遊技情報を基準値として設定しても勿論良い。
The present invention is not limited only to the embodiments described above, but may be modified or expanded as follows, or combined with each modification with the embodiment described above, or combined in any way. Alternatively, a configuration may be provided where it is not adopted as appropriate.
Although the center server 14 performs the authentication process and corresponds to the authentication means, the off-site management device 13 may perform the authentication process instead of or in addition to the center server 14, and the center server 14 and the off-site management device 13 may be configured to correspond to the authentication means.
Each of the above-mentioned numerical values is an example, and any numerical value may be adopted.
Each setting value may be set arbitrarily by the administrator through operation input, or may be set in advance by the manufacturer of the management device, or setting information may be downloaded from an external server (for example, a chain store headquarters). You can also set it by Of course, past game information may also be set 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。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。
通常モードで特殊認証処理を行う場合を例示したが、検査モードであっても特殊認証処理を行っても良い。
All of the illustrated gaming information may be specified directly by input signals or indirectly by using arithmetic expressions. Numerical values, numbers of digits, items, etc. are just examples, and any numerical value may be used, or items may be omitted as appropriate.
Although the special authentication process is performed in the normal mode, the special authentication process may also be performed in the inspection mode.

図面中、1は遊技場用システム、2は管理遊技機(対象装置、第1装置)、3はメダルレス遊技機(対象装置、第1装置)、4,5は遊技装置(対象装置、第1装置、認証手段、第2通知手段、モード切替手段)、6は通信パルス変換器(対象装置、周辺機器、第2装置)、11は場内管理装置(管理手段、第1通知手段、報知手段)、13は場外管理装置(場外認証手段)、14はセンタサーバ(場外認証手段)である。 In the drawings, 1 is a game parlor system, 2 is a managed gaming machine (target device, first device), 3 is a medalless gaming machine (target device, first device), and 4 and 5 are gaming machines (target device, first device). 6 is a communication pulse converter (target device, peripheral device, second device), 11 is an on-site management device (management means, first notification means, notification means) , 13 is an off-site management device (off-site authentication means), and 14 is a center server (off-site authentication means).

Claims (5)

複数の遊技場を管理対象とした場外管理装置と通信可能であって遊技場内に設けられる場内管理装置、及び遊技機単位で設けられる遊技装置を備える遊技場用システムにおいて、
前記遊技装置は、
当該遊技装置、当該遊技装置とは別に遊技機単位で設けられる周辺機器、及び遊技機の内、少なくとも何れかである時限管理の対象となる対象装置の認証処理を行う認証手段を備え、
前記場内管理装置は、
前記認証処理による認証が不成立である認証切れとなるまでの期間に対応した時限状況を取り纏めて管理する管理手段と、
前記管理手段による取り纏め結果を前記場外管理装置へ通知する第1通知手段と、を備える遊技場用システム。
In a system for a game hall that includes an on-site management device that is capable of communicating with an off-site management device that manages a plurality of game halls and that is installed within the game hall, and a gaming device that is installed on a game machine basis,
The gaming device includes:
comprising an authentication means for performing authentication processing of a target device that is subject to time-limited management, which is at least one of the gaming device, a peripheral device provided for each gaming machine separately from the gaming device, and the gaming machine;
The venue management device includes:
A management means for collectively managing a time limit situation corresponding to a period until authentication expires when authentication by the authentication process is unsuccessful ;
A system for an amusement park, comprising: first notification means for notifying the off-site management device of the results compiled by the management means.
前記場内管理装置は、前記時限状況に関する第1報知処理を行う報知手段を備え、
前記管理手段は、所定の期間を経過した注意状況を示す時限状況として少なくとも連続的な時間経過を区分するための第1区分と第2区分とを含む複数種類に区別して管理し、
前記報知手段は、前記第1区分については当該第1区分の開始を検知した新規検知とは異なる当該第1区分中の期間における所定条件の成立を条件として前記第1報知処理を行う一方、前記第2区分については当該第2区分の開始を検知した新規検知を条件として前記第1報知処理を行う請求項1に記載した遊技場用システム。
The venue management device includes a notification unit that performs a first notification process regarding the time limit situation,
The management means distinguishes and manages multiple types of time-limited situations indicating attention situations in which a predetermined period has elapsed , including at least a first category and a second category for classifying a continuous passage of time ;
Regarding the first division, the notification means performs the first notification process on the condition that a predetermined condition is satisfied during a period in the first division that is different from the new detection in which the start of the first division is detected ; 2. The game parlor system according to claim 1, wherein the first notification process for the second division is performed on the condition that a new detection is performed that detects the start of the second division .
前記対象装置には、時限管理の対象期間が異なる複数種類の装置が含まれ、
前記管理手段は、前記対象装置の種類別に異なる時限状況を管理する請求項1又は2に記載した遊技場用システム。
The target devices include multiple types of devices with different target periods for time limit management,
3. The game parlor system according to claim 1, wherein the management means manages different time limit situations depending on the type of the target device.
前記対象装置には、時限管理が第1期間単位である第1装置と、第2期間単位である第2装置とが含まれ、
前記場内管理装置は、前記時限状況に関する第1報知処理と第2報知処理とを行う報知手段を備え、
前記報知手段は、前記第1装置については営業中においても成立可能な第1報知条件の成立に応じて前記第1報知処理を行う一方、前記第2装置については遊技場の開店に伴う開店処理及び閉店に伴う閉店処理の内、少なくとも一方に応じた第2報知条件の成立に応じて前記第2報知処理を行う請求項1から3の何れか一項に記載した遊技場用システム。
The target devices include a first device in which time limit management is performed in units of a first period, and a second device in which time limit management is performed in units of a second period,
The venue management device includes notification means that performs a first notification process and a second notification process regarding the time limit situation,
The notification means performs the first notification process for the first device in response to the establishment of a first notification condition that can be satisfied even during business hours, while the notification unit performs the first notification process for the second device in accordance with the opening of the gaming hall. 4. The game hall system according to claim 1, wherein the second notification process is performed in response to establishment of a second notification condition corresponding to at least one of the closing process associated with the closing process.
前記遊技装置は、前記認証処理の処理状況を前記場内管理装置へ通知する第2通知手段を備え、
前記認証手段は、前記場内管理装置を介して遊技場外に設けられる場外認証手段との認証処理を行い、
前記第2通知手段は、前記認証処理後に当該認証処理の処理状況を前記場内管理装置へ通知する請求項1から4何れか一項に記載した遊技場用システム。
The gaming device includes a second notification unit that notifies the venue management device of the processing status of the authentication process ,
The authentication means performs an authentication process with an outside authentication means provided outside the gaming hall via the inside management device,
5. The game hall system according to claim 1, wherein the second notification means notifies the hall management device of the processing status of the authentication process after the authentication process.
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