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JP7534919B2 - Amusement Park Systems - Google Patents

Amusement Park Systems Download PDF

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JP7534919B2
JP7534919B2 JP2020180522A JP2020180522A JP7534919B2 JP 7534919 B2 JP7534919 B2 JP 7534919B2 JP 2020180522 A JP2020180522 A JP 2020180522A JP 2020180522 A JP2020180522 A JP 2020180522A JP 7534919 B2 JP7534919 B2 JP 7534919B2
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JP2022071512A (en
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康晴 飯田
暁美 村瀬
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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。 The present invention relates to a system for amusement parks.

従来、遊技機を評価する場合、例えば特許文献1に示されるように、玉粗利や出率といった遊技機における使用遊技価値の大きさを示すアウトに対する粗利や付与価値の大きさを示すセーフ等の割合を示す遊技情報(所謂玉粗利や出率等)を用いて評価していた。 Conventionally, when evaluating gaming machines, as shown in Patent Document 1, for example, gaming information (so-called gross profit on balls and payout rate, etc.) that indicates the ratio of gross profit to out, which indicates the size of the gaming value used in the gaming machine, and safe, which indicates the size of the awarded value, etc., is used for evaluation.

特開2016-202806号公報JP 2016-202806 A

さて、特にパチンコ遊技機に大きく傾向が見受けられるが、例えば所謂リーチのような演出(以下、リーチ)が行われている間は、その行方を見守ったり、所謂保留数が上限に達したりしないように、遊技中、遊技価値の使用を一時中断する遊技者も少なくない。 Now, this tendency is especially prevalent in pachinko gaming machines, but for example, when a so-called reach-like effect (hereafter referred to as reach) is occurring, many players temporarily suspend the use of gaming value while playing in order to keep an eye on the outcome or to prevent the so-called reserved number from reaching the upper limit.

このような傾向によると、例えアウトが同じでも、リーチが長い遊技機は遊技時間が長くなる一方、リーチが短い遊技機は遊技時間が短くなり、アウトが遊技時間に比例するとは一概には言い切れず、同じ玉粗利や粗利であっても、前者の遊技機ではより長く遊技を楽しんでいるが、後者の遊技機では前者程、遊技を楽しめていないと捉えて遊技機を評価する必要がある。これは、リーチが長い遊技機は、アウトが減る分、単位時間当りの収益力は下がり、逆にリーチが短い遊技機は、アウトが増える分、単位時間当りの収益力が上がることを意味している。即ち、玉粗利が収益に比例するといった甘辛の基準とも一概に言い切れないこととなる。 According to this trend, even if the outs are the same, machines with longer reach have longer play times, while machines with shorter reach have shorter play times, so it cannot be said that outs are proportional to play time, and even if the gross profit and gross margin are the same, the former machine allows players to enjoy playing for longer, while the latter machine does not allow players to enjoy playing as much as the former. This means that machines with longer reach have lower profitability per unit time as the outs decrease, and conversely, machines with shorter reach have higher profitability per unit time as the outs increase. In other words, it cannot be said that gross profit and gross margin are proportional to revenue as a strict standard.

本発明は、上記した事情に鑑みてなされたものであり、その目的は、遊技機の特性に応じて遊技機を適切に評価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 arcade system that can appropriately evaluate gaming machines according to their characteristics.

請求項1に記載した発明によれば、消費期間情報を機種又は遊技機単位で特定可能な期間情報を管理し、理論消費損益情報を機種又は遊技機単位で特定可能な損益情報を管理し、消費期間情報と理論消費損益情報との対応関係を示す単位期間当りの理論損益情報である理論期間損益情報を、機種又は遊技機単位で管理するようにしたので、遊技機の特性に応じて遊技機を適切に評価可能となる。 According to the invention described in claim 1, the consumption period information is managed as period information that can be specified on a per-machine basis, the theoretical consumption profit and loss information is managed as profit and loss information that can be specified on a per-machine basis, and the theoretical period profit and loss information, which is theoretical profit and loss information per unit period that shows the correspondence between the consumption period information and the theoretical consumption profit and loss information, is managed on a per-machine basis, so that the gaming machine can be appropriately evaluated according to its characteristics.

本発明の一実施形態を示す全体構成図Overall configuration diagram showing one embodiment of the present invention 素データ一覧(機種PA)を示す図A diagram showing the basic data list (model PA) 遊技情報集計(機種PA)を示す図A diagram showing game information compilation (machine PA) 基情報(機種PA)を示す図A diagram showing basic information (model PA) 理論情報(機種PA)を示す図Diagram showing theoretical information (model PA) 機種別遊技情報集計を示す図A diagram showing game information by machine type 従来のPPM帳票(パチンコ遊技機)を示す図A diagram showing a conventional PPM form (pachinko machine) 従来のPPM帳票(スロットマシン)を示す図A diagram showing a conventional PPM form (slot machine) PPM帳票(時間基準)を示す図Figure showing PPM report (time-based) PPM帳票(アウト基準)を示す図Figure showing PPM report (out standard)

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は、遊技場用システムの全体構成を示す概略図である。遊技場内には多数の遊技機1が設置されており、各遊技機1に対応して遊技機装置2が設置されている。これら遊技機1及び遊技機装置2は2台ずつ中継装置3に接続されており、中継装置3はLAN4を介して管理装置5(遊技情報特定手段、期間情報管理手段、損益情報管理手段、期間損益情報管理手段、区分手段、抽出手段、アウト情報管理手段に相当する)と接続されている。又、遊技場内にはPOSや残高精算機(何れも図示せず)も設置されており、これらPOSや残高精算機もLAN4を介して管理装置5と接続されている。尚、図1では図示を省略したが、実際には例えば数百台の遊技機1が管理装置5の管理対象となっている。管理装置5は、遊技場内の例えば事務室等に設置されており、遊技場の管理者が操作するキーボード6、モニタ7(出力手段に相当する)、プリンタ(図示しないが出力手段に相当する)等が接続されている。管理装置5は、遊技機側(遊技機1、遊技機装置2等)から出力される遊技信号を入力することで、遊技機1毎の遊技データ、会員登録された会員毎の個人データ、遊技機1や遊技機装置2等の稼動状態等を管理する。 An embodiment of the present invention will be described below with reference to the drawings. FIG. 1 is a schematic diagram showing the overall configuration of an amusement arcade system. A large number of gaming machines 1 are installed in the amusement arcade, and a gaming machine device 2 is installed corresponding to each gaming machine 1. These gaming machines 1 and gaming machine devices 2 are connected to a relay device 3 in pairs, and the relay device 3 is connected to a management device 5 (corresponding to a gaming information identification means, a period information management means, a profit and loss information management means, a period profit and loss information management means, a classification means, an extraction means, and an out information management means) via a LAN 4. In addition, a POS and a balance settlement machine (neither shown) are also installed in the amusement arcade, and these POS and balance settlement machines are also connected to the management device 5 via the LAN 4. Although not shown in FIG. 1, in reality, for example, several hundred gaming machines 1 are managed by the management device 5. The management device 5 is installed in, for example, an office in the amusement facility, and is connected to a keyboard 6 operated by the manager of the amusement facility, a monitor 7 (corresponding to an output means), a printer (not shown but corresponding to an output means), etc. The management device 5 inputs game signals output from the gaming machines (gaming machine 1, gaming machine device 2, etc.) to manage the game data for each gaming machine 1, the personal data of each registered member, the operating status of gaming machine 1, gaming machine device 2, etc.

遊技機1は、CR(カードリーダ)パチンコ遊技機であり、盤面8に玉を発射する発射装置を構成する操作ハンドル9、上部受皿10、下部受皿11を有すると共に、盤面8に、液晶表示部12、普図入賞口13、第1始動口14、第2始動口15、大入賞口16を有する。 The gaming machine 1 is a CR (card reader) pachinko gaming machine, and has an operating handle 9, an upper tray 10, and a lower tray 11 that constitute a launching device that launches balls onto the board 8, and also has an LCD display 12, a regular prize opening 13, a first start opening 14, a second start opening 15, and a big prize opening 16 on the board 8.

遊技機1は以下に示すように動作する。
(1)第1始動口14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15は入賞率が変動する入賞口(所謂電チュー)である。
(2)第1始動口14又は第2始動口15への入賞(始動入賞)に応じて大当り抽選を行い、抽選結果を液晶表示部12において行う図柄変動にて報知し、その変動結果に応じて大当りとなる。
The gaming machine 1 operates as follows.
(1) The first starting hole 14 is a winning hole whose winning rate does not fluctuate (a so-called center winning hole), and the second starting hole 15 is a winning hole whose winning rate fluctuates (a so-called electric chute).
(2) A jackpot lottery is held in response to a winning entry (start winning) into the first start hole 14 or the second start hole 15, and the lottery result is announced by a pattern change on the liquid crystal display unit 12, and a jackpot is awarded depending on the result of the change.

(3)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。 (3) 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 of 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.

(4)大当り抽選の当選確率(大当り確率)は1/200で、大当りがその後確変状態(確変)となる大当り(確変大当り)となる割合である確変率はヘソ入賞では50%であるのに対して電チューでは70%である。大当りが発生すると振分けられたラウンド(R)分だけ大入賞口16を開放する。ここでRはヘソ入賞では全てが4Rに振分けられる一方、電チューでは10Rに50%、4Rに50%振分けられる。尚、1Rの上限入賞数は10個、上限開放時間は30秒であり、上限入賞数又は上限開放時間の何れかが満たされた場合に1Rを終了する。 (4) The probability of winning the jackpot lottery (jackpot probability) is 1/200, and the probability rate, which is the percentage of jackpots that subsequently enter a probability state (probability rate), is 50% for center hole wins and 70% for the electric chute. When a jackpot occurs, the large prize opening 16 is opened for the allocated number of rounds (R). Here, with center hole wins, all Rs are allocated to 4R, while with the electric chute, 50% are allocated to 10R and 50% are allocated to 4R. The upper limit for the number of wins in 1R is 10, and the upper limit opening time is 30 seconds, and 1R ends when either the upper limit for the number of wins or the upper limit opening time is met.

(5)確変中は大当り確率が1/50に向上すると共に各始動口14,15への入賞率が高くなる時短状態(時短)になる複合時短となり、大当り発生まで継続する。一方で、確変とならない通常大当りが発生した場合、100回の図柄変動が行われるまで継続する確変ではない時短(単独時短)となり、大当りが発生しなければ通常状態に戻る。 (5) During the special probability period, the probability of winning increases to 1/50 and the winning rate for each starting port 14, 15 increases, resulting in a combined time-saving state (time-saving), which continues until a jackpot occurs. On the other hand, if a normal jackpot occurs that does not result in a special probability period, the time-saving state (single time-saving state) continues until 100 pattern changes have occurred, and if no jackpot occurs, the state returns to normal.

(6)第2始動口15は普図入賞口13への入賞に応じて変動する普通図柄(普図)が当りとなった場合に入賞率の高い開放状態となる。この場合、普図1回の変動時間は通常状態では30秒であり時短状態では3秒となる。又、開放時間は通常状態では0.3秒であり時短状態では5秒となる。即ち、時短状態では通常状態と比較して普図変動時間が短くなる一方、開放時間は長くなることで第2始動口15の入賞率が高くなる。 (6) The second starting port 15 opens with a high winning rate when the normal pattern (normal pattern) that changes in response to the winning of the normal pattern winning port 13 becomes a winning pattern. In this case, the time for one normal pattern to change is 30 seconds in the normal state and 3 seconds in the time-saving state. Also, the opening time is 0.3 seconds in the normal state and 5 seconds in the time-saving state. In other words, in the time-saving state, the normal pattern change time is shorter compared to the normal state, while the opening time is longer, resulting in a higher winning rate of the second starting port 15.

(7)このような遊技機以外に、所謂天井機能が設けられる遊技機、或いは大当り確率が複数設けられ、設定により変更可能な遊技機といった例示した遊技機以外の遊技機を管理対象としても良い。又、以上は、例えば機種PAについて例示したが、例えば機種PB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る。 (7) In addition to these gaming machines, gaming machines other than the exemplified gaming machines, such as gaming machines with a so-called ceiling function or gaming machines with multiple jackpot probabilities that can be changed by settings, may also be managed. Also, while the above is an example of a PA model, for example, the allocation of rounds for a PB model may differ, and the values may vary depending on the model.

遊技機1及び当該遊技機1に付設された周辺機器は、遊技者による玉の打ち込みや各始動口14,15への始動入賞等の遊技の進行に伴って、以下に示す遊技信号を出力する。
アウト信号=消費玉を回収するアウトBOXから出力される消費価値(アウト)を特定可能な信号(稼動信号)である。消費(使用、打込、回収)玉10玉に対して1パルスが出力されるので、「アウト信号数×10」をアウトとして特定する。尚、遊技機から出力される信号でも良い。
セーフ信号=遊技機から出力される入賞付与価値(セーフ)を特定可能な信号である。入賞に応じた払出10玉に対して1パルスが出力されるので、「セーフ信号数×10」をセーフとして特定する。尚、補給装置から出力される補給信号をセーフ信号としても良い。又、玉を実際に払出した際に出力される実セーフ信号と、入賞に応じて払出が予約された場合に出力される入賞セーフ信号とがあるが、入賞から出力までのタイムラグを極力省くため後者を採用することが望ましい。
The gaming machine 1 and the peripheral devices attached to the gaming machine 1 output the following game signals as the game progresses, such as when the player shoots balls and when starting winnings occur in the starting holes 14, 15.
Out signal = a signal (operation signal) capable of identifying the consumption value (out) output from the out box that collects consumed balls. Since one pulse is output for every 10 balls consumed (used, inserted, collected), "the number of out signals x 10" is identified as out. Note that it may also be a signal output from the gaming machine.
Safe signal = a signal that can identify the winning value (safe) output from the gaming machine. Since one pulse is output for every 10 balls paid out in response to a win, "number of safe signals x 10" is identified as safe. The resupply signal output from a resupply device may also be used as the safe signal. There are actual safe signals that are output when balls are actually paid out, and winning safe signals that are output when a payout is reserved in response to a win, but it is preferable to use the latter in order to minimize the time lag between winning and output.

スタート信号=遊技機から出力される始動入賞(S入賞)により変動(作動)する液晶表示部(役物)におけるスタート処理(図柄変動、役物作動、単位遊技)、及びスタート(スタート処理数)を特定可能な信号である。図柄変動確定時に出力されるので、信号入力に応じてスタート処理を特定する。尚、始動入賞時に出力されるS入賞信号にて代用しても良い。
大当り信号=遊技機から出力される大当り期間を特定可能な信号である。大当り中にレベル出力される状態信号なので、大当り信号入力中を大当り中として特定する。
Start signal = a signal that can specify the start process (pattern change, device operation, unit game) and start (number of start processes) in the liquid crystal display unit (gimmick) that changes (operates) due to the start winning (S winning) output from the gaming machine. Since it is output when the pattern change is confirmed, the start process is specified according to the signal input. Note that it may be substituted with the S winning signal output at the time of the start winning.
The jackpot signal is a signal that can identify the jackpot period output from the gaming machine. Since it is a status signal whose level is output during a jackpot, the input of the jackpot signal is identified as the jackpot period.

特別状態信号=遊技機から出力される特別状態(甘中)を特定可能な信号である。第2始動口15の入賞率が向上する特別状態中(時短中(複合時短含む))にレベル出力される状態信号なので、特別状態信号入力中を特別状態中として特定する。尚、大当り確率が向上する確変中にレベル出力される状態信号(確変信号)であっても良い。又、大当り信号と特別状態信号の何れも入力していない期間を通常状態として特定する。" Special state signal = a signal that can identify a special state (sweet state) output from the gaming machine. Since it is a state signal whose level is output during a special state (during time reduction (including combined time reduction)) in which the winning rate of the second starting port 15 increases, the special state is identified as being in progress when the special state signal is being input. It may also be a state signal (probability bonus signal) whose level is output during a probability bonus in which the probability of a jackpot increases. In addition, the period in which neither a jackpot signal nor a special state signal is input is identified as being in a normal state. "

遊技機装置2は、所謂各台計数機能付の貸出機であり、遊技機1の遊技状態を示す状態表示灯17、貨幣(貨幣価値、有価価値)が投入される貨幣投入口18、遊技者からの操作入力を受け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)や大当た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19、持玉(会員であれば貯玉も含む、獲得価値、有価価値)を払い出すための払出釦20、払い出された玉が通過する払出ノズル21、一般カードや会員カードが挿入されるカード挿入口22、遊技機1の下部受皿11の下方に位置する着脱可能な計数受皿23等を有する。 The gaming machine device 2 is a rental machine with a so-called counting function for each machine, and has a status indicator light 17 that shows the game status of the gaming machine 1, a coin insertion slot 18 into which coins (monetary value, valuable value) are inserted, a touch panel type liquid crystal display unit 19 that accepts operation inputs from the player and displays game data such as the number of pattern changes (number of starts) and the probability of a jackpot as the game progresses, a payout button 20 for paying out held balls (including saved balls if the player is a member, acquired value, valuable value), a payout nozzle 21 through which the paid out balls pass, a card insertion slot 22 into which a general card or a membership card is inserted, and a removable counting tray 23 located below the lower tray 11 of the gaming machine 1.

遊技機装置2は、以下に示すように動作する。
(1)貨幣を受付ける(貨幣受付処理)と、遊技機1と遊技機装置2の双方に入金額が表示されると共に貸出1単位(例えば500円)分の貸出玉(対価付与価値)が遊技機1から払出され(対価付与処理)、その対価付与処理に応じて入金額の表示が貸出玉の対価を除いた残高の表示となる。貨幣は複数回分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)。残高がある状態で遊技機1の貸出釦を押下(貸出操作、付与操作)すると、貸出1単位分の貸出玉が遊技機から払出され、その対価分を残高から引落とす。又、所謂各台計数機能も備えており、遊技者が獲得した獲得玉を計数し、その計数した獲得玉を対価として再度玉を払戻すことも可能で、その払戻し分の対価を除いた玉数を持玉として特定可能である。
The gaming machine device 2 operates as follows.
(1) When currency is accepted (currency acceptance process), the amount of the deposit is displayed on both the gaming machine 1 and the gaming machine device 2, and one unit of loaned balls (value of loaned balls) (e.g., 500 yen) is paid out from the gaming machine 1 (value giving process), and the display of the amount of the deposit becomes the balance excluding the value of the loaned balls according to the value giving process. Currency can be accepted in an amount corresponding to multiple value giving processes (e.g., up to 10,000 yen). When the loan button of the gaming machine 1 is pressed with a balance (loan operation, grant operation), one unit of loaned balls is paid out from the gaming machine, and the value is deducted from the balance. In addition, the machine is also equipped with a so-called counting function for each machine, which counts the balls acquired by the player and can pay out the balls again using the counted balls as value, and the number of balls excluding the value of the payout can be specified as the balls held.

(2)残高や持玉が残存する状態で遊技機1の返却釦を押下(発行操作を受付)すると、残玉や持玉を特定可能な一般カードが発行される。尚、残高や持玉の一部を発行対象とする分割発行は説明の簡略化のため不可としたが、可能としても良い。 (2) When the return button on gaming machine 1 is pressed (the issuance operation is accepted) while there is remaining balance or balls in hand, a general card that can identify the remaining balls or balls in hand is issued. Note that for the sake of simplicity, partial issuance of a card that is the target of issuance of a portion of the balance or balls in hand is not permitted, but may be possible.

(3)中継装置3とのシリアル通信(売上信号の受信)により貨幣受付処理や対価付与処理、残高や貸出玉数、入金額や貸出玉数や貸出玉の対価となる売上額、計数玉、持玉、払戻玉、及び一般カードの受付や発行処理を特定可能であるが、これらはパルス信号(例えば入金1000円毎に1パルス、売上100円毎に1パルス等)でも特定可能である。 (3) Serial communication with relay device 3 (receiving sales signals) can identify the currency acceptance process, the value granting process, the balance and number of balls lent, the amount deposited, the number of balls lent, the sales amount in exchange for the lent balls, the counted balls, the balls in hand, the refunded balls, and the acceptance and issuance process of general cards. These can also be identified by pulse signals (for example, one pulse for every 1,000 yen deposited, one pulse for every 100 yen sold, etc.).

管理装置5は、周知の通り、台番と機種とを対応付ける機種設定等の設定を行うと共に、図2及び図3に示すように遊技情報を管理し、図4及び図5に示すようにスペック情報を設定した上で理論情報を特定可能とし、更に図6に示すように図2から図5にて特定した遊技情報や理論情報に基づいて図6に示すように遊技情報を機種単位で集計する。図2から図5は機種PAを対象とした遊技情報の一例であり、「平均」は機種PAを対象とした遊技機平均であり、「合計」の対応値である。 As is well known, the management device 5 performs settings such as model settings that associate machine numbers with machine types, manages game information as shown in Figures 2 and 3, sets spec information as shown in Figures 4 and 5, and makes it possible to identify theoretical information. Furthermore, as shown in Figure 6, it aggregates game information by machine type based on the game information and theoretical information identified in Figures 2 to 5. Figures 2 to 5 are an example of game information for machine type PA, and "average" is the average for gaming machines for machine type PA, and corresponds to "total."

管理装置5は、図2に示す素データ一覧(機種PA)を機種単位で集計する。図2に示す項目は以下の通りである。
アウト=アウト信号により特定される遊技機1にて消費された遊技価値である。
遊技時間=アウト信号の入力により所定期間(例えば60秒)作動する稼動タイマの作動期間である。
セーフ=セーフ信号により特定される遊技機1への入賞に応じて付与された遊技価値である。
The management device 5 tally up the raw data list (model PA) shown in Fig. 2 for each model. The items shown in Fig. 2 are as follows.
OUT=the gaming value consumed in the gaming machine 1 identified by the OUT signal.
Game time=the operating period of an operating timer which operates for a predetermined period (for example, 60 seconds) upon input of an OUT signal.
Safe=the gaming value awarded in response to a winning on the gaming machine 1 identified by the safe signal.

スタート=スタート信号により特定される遊技機1における役物の作動回数である。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=売上信号により特定される対応する遊技機装置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)である。
Start = the number of times the accessory is activated in the gaming machine 1, as specified by the start signal. Incidentally, in the following, "sweet" refers to game information corresponding to a special state period such as time reduction.
Sales balls = gaming value (number of loaned balls, value of consideration) given in exchange for monetary value in the corresponding gaming machine device 2 identified by the sales signal.

大当り数=大当り信号により特定される大当り数である。「通常」は「特定」以外の大当り数で所謂「初当り」数であり、「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800~)内のT1Yとなった)大当りである特定大当りの発生回数である。 Number of jackpots = The number of jackpots specified by the jackpot signal. "Normal" is the number of jackpots other than "specific", that is, the number of so-called "first hits", and "specific" is the number of occurrences of specific jackpots that satisfy specific conditions (for example, T1Y within a standard range (for example, 800 or more) set for T1Y).

Tアウト=T中(大当り中及び甘中)のアウトである。
Tセーフ=T中(大当り中及び甘中)のセーフである。
T1アウト=T1中(大当り中)のアウトである。
T1セーフ=T1中(大当り中)のセーフである。
特T1アウト=特定大当りのみを対象としたT1中のアウトである。
特T1セーフ=特定大当りのみを対象としたT1中のセーフである。
T out = out during T (during a jackpot or sweet hit).
T Safe = Safe during T (during jackpot and sweet hit).
T1 out = out during T1 (during a jackpot).
T1 safe = safe during T1 (during jackpot).
Special T1 Out = An out during T1 that only applies to specific jackpots.
Special T1 Safe = Safe during T1 that only applies to specific jackpots.

尚、本実施形態では説明の都合上、所謂貯玉に基づく再プレイシステムのない遊技場を前提としているが、再プレイシステムのある遊技場であれば、売上玉に再プレイ玉を含めて演算することが望ましい。尚、図1に示す払出しノズル22の再プレイ用とは遊技者が当該営業日に獲得した獲得玉を払戻す再プレイを指し、この再プレイ玉は売上玉に含める必要はない。 For convenience of explanation, this embodiment is based on the premise that the arcade does not have a replay system based on so-called saved balls. However, if the arcade has a replay system, it is desirable to include replay balls in the sales balls in the calculation. Note that the replay of the payout nozzle 22 shown in FIG. 1 refers to the replay where the player pays back the balls that he or she has won on that business day, and these replay balls do not need to be included in the sales balls.

又、管路装置5は、図3に示す遊技情報集計(機種PA)を機種単位で集計する。図3に示す項目は以下の通りである。
ベース=状態(通常時、甘中)別の出率であり、「通常」はBセーフ÷BOにて特定し、「甘中」はBセーフA÷BOAにて特定する。以下も含め、通常中のアウトであるBOはBO=アウト-Tアウトにて特定し、通常中のセーフであるBセーフはBセーフ=セーフ-Tセーフ、甘中のアウトであるBOAはBOA=Tアウト-T1アウト、甘中のセーフであるBセーフAはBセーフA=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を素データとして特定しても良い。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。
The pipeline device 5 also compiles the game information compilation (machine type PA) shown in Fig. 3 for each machine type. The items shown in Fig. 3 are as follows.
Base = payout rate by state (normal, sweet), where "normal" is specified by B safe ÷ BO, and "sweet" is specified by B safe A ÷ BOA. Including the following, BO, which is out during normal times, is specified by BO = out - T out, B safe, which is safe during normal times, is specified by B safe = safe - T safe, BOA, which is out during sweet times, is specified by BOA = T out - T1 out, and B safe A, which is safe during sweet times, is specified by B safe A = T safe - T1 safe, but BO, B safe, BOA, and B safe A may be specified as raw data. Note that, below, the base during normal times will be simply called the base, and the base during sweet times will be called BA.

平均S=状態別のアウトに対する図柄変動数の割合であり、平均S=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SAAとも言う。
時間アウト(消費期間情報に相当する)=単位遊技時間(例えば1時間)当りのアウトであり、時間アウト=アウト÷遊技時間にて特定する。
Average S = ratio of the number of symbol changes to outs by state, and is determined by Average S = normal (sweet) start ÷ BO (BOA). Note that, hereinafter, the average S during normal play is also called S, and the average S during sweet play is also called SAA.
Time out (corresponding to consumption period information) is the out per unit of play time (for example, one hour), and is specified by out/play time.

T1Y、T1O=T1Yは平均大当り中出玉数であり、T1Y=(T1セーフ-T1アウト)÷合計大当り数にて特定する。T1Oは平均大当り中アウトであり、T1O=T1アウト÷合計大当り数にて特定する。尚、合計大当り数=通常大当り数+特定大当り数である。 T1Y, T1O = T1Y is the average number of balls dispensed during a jackpot, and is determined by T1Y = (T1 safe - T1 out) ÷ total number of jackpots. T1O is the average out during a jackpot, and is determined by T1O = T1 out ÷ total number of jackpots. Note that total number of jackpots = number of regular jackpots + number of specific jackpots.

特T1Y、特T1O=特T1Yは特定大当りを対象としたT1Yであり、特T1Y=(特T1セーフ-特T1アウト)÷特定大当り数にて特定する。特T1Oは特定大当りを対象としたT1Oであり、特T1O=特T1アウト÷特定大当り数にて特定する。 Special T1Y, Special T1O = Special T1Y is a T1Y targeted at specific jackpots, and is determined by Special T1Y = (Special T1 Safe - Special T1 Out) ÷ number of specific jackpots. Special T1O is a T1O targeted at specific jackpots, and is determined by Special T1O = Special T1 Out ÷ number of specific jackpots.

出率、Bサ、客滞率=出率はアウトに対するセーフの割合(払出率、付与率)であり、出率=セーフ÷アウトにて特定する。Bサは通常時の差玉数であり、Bサ=BO-Bセーフにて特定する。客滞率は売上玉に対するBサの割合であり、客滞率=Bサ÷売上玉にて特定する。 Payout rate, B-SA, customer retention rate = Payout rate is the ratio of safe to out (payout rate, award rate), and is determined by Payout rate = Safe / Out. B-SA is the difference in number of balls under normal circumstances, and is determined by B-SA = BO - B-Safe. Customer retention rate is the ratio of B-SA to sales balls, and is determined by Customer retention rate = B-SA / sales balls.

粗利=遊技に応じた遊技場側の営業利益であり、粗利=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)=売上玉+セーフ-アウト、売上額=売上玉×貸単価、貸単価=4円、原価率=90.9%にて演算する。 Gross profit = the operating profit of the amusement facility based on the amount of play, and is determined as follows: gross profit = sales amount - balls acquired x rental cost x cost rate. Note that the calculations are as follows: acquired balls (acquired value) = balls sold + safe - out, sales amount = balls sold x rental cost, rental cost = 4 yen, and cost rate = 90.9%.

玉単価、玉粗利=玉単価はアウト1当りの売上額であり、玉単価=売上額÷アウトにて特定する。玉粗利はアウト1当りの粗利であり、玉粗利=粗利÷アウトにて特定する。 Price per ball, gross profit per ball = Price per ball is the sales amount per out, and is determined by: Price per ball = sales amount ÷ out. Gross profit per ball is the gross profit per out, and is determined by: Gross profit per ball = gross profit ÷ out.

時間セーフ、時間売上、時間粗利=時間セーフは単位遊技時間当りのセーフであり、時間セーフ=出率×時間アウトにて特定する。時間売上は単位遊技時間当りの売上額であり、時間売上=玉単価×時間アウトにて特定する。時間粗利は単位遊技時間当りの粗利であり、時間粗利=玉粗利×時間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)の割合であり、営業割数=獲得玉÷売上玉にて特定する。
Time safe, time sales, time gross profit = Time safe is the safe per unit of play time, and is determined by Time safe = Payout rate x Time out. Time sales is the amount of sales per unit of play time, and is determined by Time sales = Ball price x Time out. Time gross profit is the gross profit per unit of play time, and is determined by Time gross profit = Ball gross profit x Time out.
The operating share is 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.

又、管理装置5は、図4に示す基情報(機種PA)及び図5に示す理論情報(機種PA)を特定する。理論情報は、遊技機1のスペック等を示すスペックデータ、図3のような実データ、スペックデータと実データといった図4に示す基情報により特定される大当り抽選のような抽選の偏りが生じずに大当りや確変といった有利状態が発生した場合における出率のような理論値の一例、及びその定義や演算式を示している。尚、ラウンド係数や特T1Y等を採用せず、実データとして平均T1Yを採用する等、例示した以外の演算方法を採用しても勿論良い。粗利の理論値を示す理論粗利は理論損益情報、図5に示す玉粗利の理論値を示す理論玉粗利は理論消費損益情報、時間粗利の理論値を示す理論時間粗利は理論期間損益情報に相当する。 The management device 5 also specifies the basic information (model PA) shown in FIG. 4 and the theoretical information (model PA) shown in FIG. 5. The theoretical information shows an example of a theoretical value such as a payout rate when a favorable state such as a jackpot or a probability change occurs without a bias in the lottery such as the jackpot lottery specified by the basic information shown in FIG. 4, such as the specification data indicating the specifications of the gaming machine 1, the actual data as shown in FIG. 3, and the specification data and the actual data, as well as its definition and calculation formula. Of course, calculation methods other than those shown as examples may be adopted, such as adopting the average T1Y as actual data without adopting the round coefficient or special T1Y. The theoretical gross profit indicating the theoretical value of the gross profit corresponds to theoretical profit and loss information, the theoretical ball gross profit indicating the theoretical value of the ball gross profit shown in FIG. 5 corresponds to theoretical consumption profit and loss information, and the theoretical hourly gross profit indicating the theoretical value of the hourly gross profit corresponds to theoretical period profit and loss information.

図6は、機種PAについて図2から図5のように集計したのと同様に複数の機種を対象として遊技情報を集計し、機種単位で纏めた一例を示す。尚、出率や時間セーフ等について実績は図3に対応し、理論値は図5に対応する。ここで、スロットマシンは図5に基づき特定しても良いが、モードにより出率を調整することから遊技機メーカから提供されるモード別の理論値や、モード別の集計情報を理論値として設定したモードとアウトとにより、例えば同一のモードを設定した遊技機1のアウトをモード単位で合計して出率や玉単価を乗じてセーフや売上額を特定し、その特定したセーフや売上額を全モードを対象として合計する一方、アウトも同様に合計し、そのアウトとセーフや売上額により、出率や玉粗利等を特定するといった周知の演算方法を利用して特定しても良い。 Figure 6 shows an example of aggregating game information for multiple machines, similar to the aggregation of machine type PA shown in Figures 2 to 5, and summarizing it by machine type. Note that the actual results for payout rate and time safe, etc. correspond to Figure 3, and the theoretical values correspond to Figure 5. Here, the slot machine may be specified based on Figure 5, but since the payout rate is adjusted depending on the mode, theoretical values for each mode provided by the gaming machine manufacturer, or the aggregated information for each mode is set as the theoretical value, and the mode and out are set as the theoretical value. For example, the outs of gaming machines 1 set to the same mode are totaled by mode, and the safe and sales amount are determined by multiplying them by the payout rate and ball price, and the determined safe and sales amount are totaled for all modes, while the outs are also totaled in the same way, and the payout rate and ball gross profit, etc. are determined based on the outs, safes, and sales amount.

図6ではPA等の「機種P~」の機種をパチンコ遊技機、SA等の「機種S~」の機種をスロットマシンとして想定している。補正アウトは、パチンコ遊技機とスロットマシン(貸単価(遊技価値1当りの対価額)がパチンコ遊技機では4円だが、スロットマシンでは20円と異なり、両者はアウトの対価額が異なる複数種類の遊技機に相当する)とで単位時間当りの遊技価値の消費スピードが異なることから、アウトを同一の基準として遊技情報を比較すべく、スロットマシンを対象としてアウトに補正係数(例えば「2.5」、係数に相当する)を乗じた値を示している。例えば機種SAでは、アウト「8900」に「2.5」を乗じて補正アウト「22250」を特定している。又、パチンコ遊技機を対象として補正アウトを特定しても良い。更に、例えば4円と1円といった貸単価が異なるパチンコ遊技機をアウトの対価額が異なる複数種類の遊技機としても良い。 In FIG. 6, the "Model P~" models such as PA are assumed to be pachinko machines, and the "Model S~" models such as SA are assumed to be slot machines. The corrected out is a value obtained by multiplying the out by a correction coefficient (e.g., "2.5", which corresponds to a coefficient) for slot machines in order to compare game information using the same out as the standard, since the consumption speed of game value per unit time differs between pachinko machines and slot machines (the unit loan price (amount per game value) is 4 yen for pachinko machines but 20 yen for slot machines, and both correspond to multiple types of game machines with different out amounts) for the slot machines. For example, for model SA, the corrected out is determined to be "22250" by multiplying the out "8900" by "2.5". The corrected out may also be determined for pachinko machines. Furthermore, pachinko gaming machines with different unit rental prices, such as 4 yen and 1 yen, may be used as multiple types of gaming machines with different out prices.

遊技時間は、図3のように機種単位で特定した時間アウトにより特定した遊技時間である。時間セーフ、時間売上、時間粗利は、それぞれ出率、玉単価、玉粗利に時間アウトを乗じた値を示す単位時間(例えば1時間)当りのセーフ、売上、粗利を示す遊技情報である。 The game time is the game time determined by the time out determined for each machine type as shown in Figure 3. The safe time, sales per hour, and gross profit per hour are game information indicating the safe, sales, and gross profit per unit time (e.g., 1 hour) that respectively indicate the payout rate, ball price, and ball gross profit multiplied by the time out.

図6では玉粗利(同値のアウトの期待値を基準とする遊技情報に相当する)を対象として、アウトの代わりに補正アウト1当りの粗利を示す値を補正値として特定しているが、出率や玉単価等についても同様にアウトの代わりに補正アウト1当りの遊技情報を示す値を補正値として特定しても良い。 In Figure 6, the ball gross profit (corresponding to gaming information based on the expected value of an out of the same value) is targeted, and a value indicating the gross profit per corrected out instead of an out is specified as the correction value, but similarly for payout rate, ball price, etc., a value indicating the gaming information per corrected out instead of an out may also be specified as the correction value.

図7及び図8は、従来の手法により遊技機1を評価するPPM帳票を示している。従来では、貸単価や単位時間当りの使用可能数がパチンコ遊技機とスロットマシンとで異なることから、例えば図7ではパチンコ遊技機、図8ではスロットマシンとで区別して帳票を出力していた。図7や後述する図9及び図10にて示す例えば「PA,31,190,0.24」は、「機種PA」について、横軸(アウト、遊技時間や補正アウト等の他の情報でも良い)の値が「31190」であり、縦軸(理論玉粗利、出率や理論時間粗利等の他の情報でも良い)の値が「0.24」であることを例示し、他も同様である。 Figures 7 and 8 show PPM reports for evaluating gaming machine 1 using a conventional method. Conventionally, because the unit loan price and the number of balls available per unit time are different between pachinko gaming machines and slot machines, reports were output separately for pachinko gaming machines in Figure 7 and slot machines in Figure 8. For example, "PA, 31, 190, 0.24" shown in Figure 7 and Figures 9 and 10 described below shows that for "model PA", the horizontal axis (which may be other information such as outs, game time, or corrected outs) has a value of "31190" and the vertical axis (which may be other information such as theoretical ball gross profit, payout rate, or theoretical hourly gross profit) has a value of "0.24", and the same is true for others.

図7及び図8は、図6のように機種単位で集計したアウト(稼動情報)と、玉粗利(理論値、調整情報)とを抽出し、玉粗利の理論値を示す理論玉粗利を縦軸とすると共にアウトを横軸とし、機種単位でどの位置に配置(区分)されるかを示した図である。尚、アウトに代えて遊技時間を横軸としても良い。ここで、配置される位置には図8に示すように周知の所謂PPM帳票のような名称が対応付けられており、区分毎に緑や橙等の着色により識別出力される(図8は遊技情報に対応した名称割付であり、周知のPPM分析とは多少名称割付方法が異なる)。 Figures 7 and 8 are diagrams in which the OUT (operation information) and ball gross profit (theoretical value, adjustment information) aggregated by machine type as in Figure 6 are extracted, and the theoretical ball gross profit, which indicates the theoretical value of the ball gross profit, is plotted on the vertical axis, and the OUT on the horizontal axis, and show in which position (division) each machine type is placed. Note that instead of the OUT, the playing time may be plotted on the horizontal axis. Here, as shown in Figure 8, the positions are associated with names like the well-known so-called PPM ledger, and each division is colored green, orange, etc. to distinguish and output (Figure 8 shows name allocation corresponding to the game information, and the name allocation method is slightly different from that of well-known PPM analysis).

図8のように配置箇所を「金のなる木」、「花形」、「負け犬」、「問題児」といったように区分し、「花形」のみ「超・花形」と「準・花形」とに区分しているが、他の区分も同様に区分しても良い。区分するための基準値は本実施形態では抽出した機種の内、最大値と最小値の中間、例えば図7のアウトであれば、最大値は「機種PC」の「43000」であり、最小値は「機種PE」の「19000」であるので、「43000」と「19000」との中間値である「31000」を基準値としてアウトを区分し、理論玉粗利も同様に、最大値は「機種PC」の「0.32」であり、最小値は「機種PB」の「0.13」であるので、「0.32」と「0.13」との中間値である「0.22」を基準値として理論玉粗利を区分している。又、花形のような詳細区分は基準値と最小値との中間値や基準値から例えば「0.1」のような規定値分低い値としても良い。尚、基準値としては他に抽出された機種の平均値や遊技場全体の平均値等を採用しても良く、抽出対象となる機種は、例えば図6のような機種単位の遊技情報を並列出力して遊技情報を参照しながら選択可能とすることが望ましい。 As shown in FIG. 8, the placement locations are classified as "Money Tree", "Star", "Loser", and "Problem Child", and only "Star" is classified as "Super Star" and "Semi-Star", but other classifications may be classified in the same way. In this embodiment, the reference value for classification is the middle of the maximum and minimum values of the extracted models. For example, in the case of the out in FIG. 7, the maximum value is "43000" for "Model PC" and the minimum value is "19000" for "Model PE", so the out is classified using the reference value "31000", which is the middle value between "43000" and "19000". Similarly, the theoretical gross profit is classified using the reference value "0.22", which is the middle value between "0.32" and "0.13", because the maximum value is "43000" for "Model PC" and the minimum value is "19000" for "Model PE". Also, detailed classifications such as the star shape may be set to an intermediate value between the reference value and the minimum value, or a value lower than the reference value by a specified value such as "0.1". The reference value may be the average value of other extracted models or the average value of the entire gaming facility, and it is desirable to output the game information for each model in parallel, for example as shown in Figure 6, so that the model to be extracted can be selected while referring to the game information.

各区分について説明する。「金のなる木」は、粗利を多くとるような比較的辛い調整を行っても稼動を得られるような機種、「花形」は、粗利を多く取らないような甘い調整を行って稼動を得る機種、「負け犬」は、稼動を多く望むことは難しいので比較的辛い調整を行う機種、「問題児」は、甘い調整を行っても稼動を望めない機種が属することになる。主に「金のなる木」は、新台や特に人気の高いような機種、「花形」は、新台として導入してから期間が経つが遊技場が大切に扱いたい機種として比較的甘い調整を行って稼動を維持するような機種、「負け犬」は、稼動を多く見込めないことから稼動が落ち切る前に比較的辛い調整を行う機種、「問題児」は、撤去対象となるような機種が該当する。 Let's explain each category. "Money Tree" is a machine that can be operated even with relatively strict adjustments to get a large gross profit, "Star" is a machine that can be operated with lenient adjustments to not get a large gross profit, "Loser" is a machine that is relatively strict because it is difficult to expect a large operation, and "Problem Child" is a machine that cannot be expected to be operated even with lenient adjustments. "Money Tree" mainly includes new machines and especially popular machines, "Star" is a machine that has been introduced as a new machine for a while but is adjusted relatively leniently as a machine that arcades want to take good care of, and maintains operation, "Loser" is a machine that is not expected to be used much and so is adjusted relatively leniently before operation drops off, and "Problem Child" is a machine that is subject to removal.

つまり、新台の時は「金のなる木」となり、そこから稼動を維持可能であるか否かや遊技場の意向により「花形」又は「負け犬」に分岐し、「花形」も稼動が陰り始めたら「負け犬」に分岐し、「負け犬」からどうにもならなくなると「問題児」となり、撤去を検討するというのが主な傾向となる。 In other words, when a machine is new it becomes a "money tree", then depending on whether it can be kept in operation and the intentions of the arcade it can branch out into either a "star" or a "loser", and once a "star" starts to decline it becomes a "loser", and once it goes from being a "loser" to being out of control it becomes a "problem child" and removal is considered.

ここで、「超・花形」と「準・花形」とに区分しているが、花形であってもある程度の粗利を確保する必要があり、「超・花形」を設けるよりも「準・花形」を多く設けた方が良いと考えられる。つまり、「超・花形」は必要以上に甘い調整となり、甘い調整を行うのであれば「超・花形」を設けるのではなく、その分を「準・花形」に回して多くの機種が花形に配置されるような調整を行うことが望ましいとの技術思想に基づき花形を2つに区分している。 Here, they are divided into "super star" and "semi-star", but even star models need to secure a certain amount of gross profit, so it is thought that it is better to have more "semi-star" models than "super star". In other words, "super star" models will be overly lenient, and if lenient adjustments are to be made, rather than having "super star" models, it is preferable to allocate that amount to "semi-star" models and make adjustments so that many models are placed in star models. Based on this technical idea, the stars are divided into two categories.

図9及び図10は、本実施形態の手法により遊技機1を評価するPPM帳票を示している。図9は、理論時間粗利を縦軸(第1軸)とすると共に遊技時間を横軸(第2軸)とし、図10は、理論玉粗利を縦軸とすると共に補正アウトを横軸とし、機種単位でどの位置に配置(区分)されるかを示した図である。尚、遊技時間に代えてアウトを横軸としても良い。図9に示すPPM帳票は第1態様に相当し、図10に示すPPM帳票は第2態様に相当する。 Figures 9 and 10 show PPM reports for evaluating the gaming machine 1 using the method of this embodiment. Figure 9 shows the theoretical gross profit per hour on the vertical axis (first axis) and the playing time on the horizontal axis (second axis), while Figure 10 shows the theoretical gross profit per ball on the vertical axis and the corrected out on the horizontal axis, showing where the machines are placed (classified). Note that outs may be used on the horizontal axis instead of playing time. The PPM report shown in Figure 9 corresponds to the first mode, and the PPM report shown in Figure 10 corresponds to the second mode.

先に、図10について説明する。図10は、パチンコ遊技機については従来と同様で図7と変わりはないが、スロットマシンについては補正アウトを用いたことでパチンコ遊技機と同じ基準にすることができ、同一帳票上にプロットし、適宜、パチンコ遊技機も含めて比較することが可能となっている。 First, let us explain Figure 10. Figure 10 is the same as Figure 7 for pachinko machines, as it is conventional, but for slot machines, the use of correction outs allows the same standard as for pachinko machines, and they can be plotted on the same form, making it possible to compare them with pachinko machines as appropriate.

さて、図10のパチンコ遊技機については従来の図7と同様であるので、図9について従来同様の図10と比較しながら説明する。図9では、従来のアウトと理論玉粗利とに代えて遊技時間と理論時間粗利とを採用しているので、従来のアウトによる遊技機1の稼動を基準とした指標ではなく、遊技者が遊技を楽しんだ遊技時間(理論時間粗利)を基準とした指標となる。 Now, the pachinko gaming machine in FIG. 10 is the same as the conventional one in FIG. 7, so FIG. 9 will be explained in comparison with the conventional one in FIG. 10. In FIG. 9, playing time and theoretical hourly gross profit are used instead of the conventional out and theoretical ball gross profit, so it is not an index based on the operation of the gaming machine 1 based on the conventional out, but an index based on the playing time (theoretical hourly gross profit) that the player enjoys playing.

ここで、「機種PA」は従来では「金のなる木」であったが、遊技時間でみれば「負け犬」に、「機種PB」は従来では「問題児」であったが、遊技時間でみれば「超・花形」に分類されることを把握可能となる。つまり、「機種PA」は、遊技時間を基準とすれば「負け犬」となり、遊技者の感覚としては少し飽きられて来ており、楽観視できないこと、「機種PB」は、遊技時間を基準とすれば「超・花形」となり、遊技者の感覚としては「花形」に分類され、撤去対象にすべきでないことを考慮する必要があることを把握可能となる。尚、図9及び図10では相互で異なる分類となる場合に、他方の分類に応じて着色により識別出力しており、識別出力することにより、相互で異なる分類である旨を容易に把握可能となる。例えば「機種PA」であれば、図9では「負け犬」に区分されるものの、図10の「金のなる木」に合わせて「緑」、逆に図10では「金のなる木」に区分されるものの、図9の「負け犬」に合わせて「橙」といったように識別出力している。一方、「機種PC」のように相互で同じ分類の場合であれば、識別出力しないことで、相互で同じ分類である旨を容易に把握可能となる。尚、図9及び図10にて示す例えば「(緑)機種名~」は機種名等を緑の着色により識別表示する旨を示しており、「(緑)PA」は「機種PA」の理論時間粗利や遊技時間の値を「緑」の着色により識別表示する旨を示しており、他の着色による識別表示も同様である。 Here, it can be understood that "Model PA" was previously a "money tree" but is now classified as a "loser" in terms of play time, and "Model PB" was previously a "problem child" but is now classified as a "super star" in terms of play time. In other words, it can be understood that "Model PA" is now a "loser" based on play time, players are getting a little tired of it, and it is not something to be optimistic about, and that "Model PB" is now a "super star" based on play time, and players are now classified as a "star," so it is necessary to consider not removing it. In addition, in Figures 9 and 10, when the machines are classified differently from each other, they are colored to distinguish them according to the other's classification, and by making the distinguishing output, it is easy to understand that they are classified differently from each other. For example, in the case of "Model PA," although it is classified as a "Loser" in FIG. 9, it is output as "green" to match the "Money Tree" in FIG. 10, and conversely, although it is classified as a "Money Tree" in FIG. 10, it is output as "orange" to match the "Loser" in FIG. 9. On the other hand, in the case of mutually identical classifications such as "Model PC," it is easy to understand that they are mutually identical classifications by not outputting the classification. For example, "(Green) Model Name..." shown in FIG. 9 and FIG. 10 indicates that the model name, etc., is displayed with a green color, and "(Green) PA" indicates that the theoretical hourly gross profit and game time values of "Model PA" are displayed with a green color, and the same applies to other color-based identification displays.

「機種PD」と「機種PE」とは、図10と図9とで互いの分類が入替わっている。つまり、図10では、「機種PD」が「問題児」に区分され、「機種PE」が「負け犬」に区分されている一方、図9では、「機種PD」が「負け犬」に区分され、「機種PE」が「問題児」に区分されており、従来によるアウトを基準とすれば問題児である「機種PD」を撤去対象にすべきと考えられていたが、本実施形態による遊技時間を基準とすれば「機種PE」の方を撤去対象にすべきと考えることも可能となる。 The classifications of "Model PD" and "Model PE" are switched between FIG. 10 and FIG. 9. In other words, in FIG. 10, "Model PD" is classified as a "problem child" and "Model PE" is classified as a "loser," while in FIG. 9, "Model PD" is classified as a "loser" and "Model PE" is classified as a "problem child." If the conventional outs were used as the standard, it would be thought that the problem child "Model PD" should be removed, but if the playing time according to this embodiment is used as the standard, it is also possible to think that "Model PE" should be removed.

「機種PF」と「機種PG」とは、ほぼ同じアウトの値であり、従来であれば「機種PF」は超・花形、「機種PG」は準・花形に区分されていたが、遊技時間でみれば「機種PG」は超・花形、「機種PF」は問題児に区分されている。つまり、上述したように従来で超・花形である「機種PF」は、準・花形にすべく辛い調整とするのは問題児に発展する可能性があり危険であること、従来で準・花形である「機種PG」は、もう少し辛くしても遊技者に受け入れられる可能性が高いと考えることも可能となる。 "Model PF" and "Model PG" have almost the same out value, and traditionally "Model PF" would have been classified as the super star, and "Model PG" as the semi-star, but looking at play time, "Model PG" is classified as the super star, and "Model PF" as the problem child. In other words, as mentioned above, it is dangerous to make harsh adjustments to "Model PF", which was traditionally a super star, to make it a semi-star, as there is a possibility that it could develop into a problem child, and it is possible to think that "Model PG", which was traditionally a semi-star, has a high possibility of being accepted by players even if it is made a little harsher.

以上に説明したように本実施形態によれば、次に示す効果を得ることができる。
遊技場用システムにおいて、機種や遊技機単位で特定した時間アウトと理論玉粗利とを管理し、時間アウトと理論玉粗利とにより特定可能な機種単位の理論時間粗利を管理するようにしたので、例えばリーチが長い、或いは始動入賞し易く保留が溜り易いといった遊技機1の特性を考慮した上での理論時間粗利により、遊技機1の特性に応じて遊技機1を適切に評価可能となる。又、実際の時間粗利ではなく理論値としての時間粗利を対象とするようにしたので、遊技機1で多く大当りが発生するといった抽選の偏りに関わりなく遊技機1を適切に評価可能となる。
As described above, according to this embodiment, the following effects can be obtained.
In the game center system, the time out and theoretical gross ball profit specified for each model or gaming machine are managed, and the theoretical gross ball profit for each model that can be specified by the time out and the theoretical gross ball profit is managed, so that the gaming machine 1 can be appropriately evaluated according to the characteristics of the gaming machine 1 by the theoretical gross profit for each model, for example, a long reach, or an easy start win and easy accumulation of reserved balls. Also, since the target is the theoretical gross profit for each model, not the actual gross profit for each game, the gaming machine 1 can be appropriately evaluated regardless of the bias of the lottery, such as the occurrence of many jackpots on the gaming machine 1.

理論時間粗利を縦軸とすると共に遊技時間を横軸としたPPM帳票を管理するようにしたので、遊技機1の特性に応じた評価がPPM帳票を利用して容易に可能となる。又、従来の理論玉粗利を縦軸とすると共にアウトを横軸としたPPM帳票と、理論時間粗利を縦軸とすると共に遊技時間を横軸としたPPM帳票とを比較可能に出力するので、前者のPPM帳票により従来同様に遊技機1の稼動に応じた評価を、後者のPPM帳票により遊技者が遊技を楽しんだ時間に基づく評価が可能となり、両者を比較検討した上で遊技機1を適切に評価可能となる。 Since the PPM ledger is managed with the theoretical gross profit per hour on the vertical axis and the playing time on the horizontal axis, it is easy to use the PPM ledger to evaluate the gaming machine 1 according to its characteristics. In addition, a conventional PPM ledger with the theoretical gross profit per hour on the vertical axis and outs on the horizontal axis and a PPM ledger with the theoretical gross profit per hour on the vertical axis and playing time on the horizontal axis are output in a comparable manner, so that the former PPM ledger can be used to evaluate the gaming machine 1 according to its operation as in the past, and the latter PPM ledger can be used to evaluate the gaming machine 1 based on the amount of time the player has enjoyed playing, and the gaming machine 1 can be appropriately evaluated by comparing and considering the two.

従来の理論玉粗利とアウトとによる区分と、理論時間粗利と稼動時間とによる区分とで異なる区分となる機種や遊技機を抽出するようにしたので、前者の区分による従来同様の遊技機1の稼動に応じた評価と、後者の区分による遊技者が遊技を楽しんだ時間に基づく評価とを融合させた上で遊技機1を適切に評価可能となる。 By extracting models and gaming machines that fall into different categories based on the traditional classification of theoretical gross profit per ball and outs and the traditional classification of theoretical gross profit per hour and operating time, it becomes possible to appropriately evaluate the gaming machine 1 by combining an evaluation based on the operation of the gaming machine 1 in the traditional manner based on the former classification and an evaluation based on the time the player enjoys playing based on the latter classification.

パチンコ遊技機とスロットマシンのような時間当りのアウトの期待値が異なる遊技機1を対象として、少なくとも一方のアウトを係数に基づき補正した同じアウト基準の遊技情報を管理するようにしたので、従来、同一基準で比較することが難しかった異なる種別の評価を容易に可能となる。 For gaming machines 1 with different expected values for outs per time, such as pachinko machines and slot machines, the system is designed to manage gaming information based on the same out standard, with at least one of the outs corrected based on a coefficient, making it easy to evaluate different types of machines, which was previously difficult to compare based on the same standard.

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することができる。
PPM帳票の例示としてアウト基準と遊技時間基準との双方を同時に出力することを例示したが、両者を切替えて表示するといったように必ずしも同時に出力することなく比較可能に管理しても良い。又、図9のような遊技時間基準のみを出力対象としても良い。
The present invention is not limited to the above-described embodiment, but can be modified or expanded as follows.
Although the example of the PPM report shows both the out standard and the game time standard being output at the same time, they may be managed for comparison without necessarily being output at the same time, for example by switching between the two for display. Also, only the game time standard as shown in FIG. 9 may be output.

図10のような補正アウトと理論玉粗利とによる区分と、図9のような遊技時間と理論時間粗利とによる区分とで異なる区分を抽出する例として、図9及び図10のようなPPM帳票上に抽出結果を示すことを例示したが、基準値を特定すれば図7から図10のような分布グラフを出力せずとも区分自体は可能であるので、異なる区分となった場合に例えば図6にその旨や異なる区分を出力することで図7から図10のような分布グラフを出力することなく、その旨を示すといったように遊技機1を評価するための情報としては分布グラフに限らず図6のような帳票であっても良い。 As an example of extracting different classifications based on the correction out and theoretical ball gross profit as in FIG. 10 and the playing time and theoretical time gross profit as in FIG. 9, the extraction results are shown on the PPM ledger as in FIG. 9 and FIG. 10. However, if a reference value is specified, the classification itself is possible without outputting the distribution graphs as in FIG. 7 to FIG. 10. Therefore, when a different classification is obtained, for example, a different classification can be output in FIG. 6 to indicate that fact, without outputting the distribution graphs as in FIG. 7 to FIG. 10. In this way, the information for evaluating the gaming machine 1 is not limited to the distribution graph, and a ledger as in FIG. 6 may be used.

図7から図10では、理論玉粗利や理論時間粗利のような損益情報を縦軸とすると共にアウトや遊技時間のような稼動情報を横軸とすることを例示したが、縦軸と横軸とを入れ替え、稼動情報を縦軸とすると共に損益情報を横軸としても良い。又、損益情報としては粗利以外に、例えばセーフ、出率、営業割数等、遊技場の損益を示せばどのような遊技情報を採用しても良い。稼動情報も同様に、アウトや稼動時間以外に、例えば遊技者を撮像して遊技している状態を特定し、その特定した期間や累計のスタート等、稼動状況を推定的であっても示せばどのような遊技情報を採用しても良い。 In Figures 7 to 10, profit and loss information such as theoretical ball gross profit and theoretical time gross profit are shown on the vertical axis, and operation information such as outs and playing time are shown on the horizontal axis, but the vertical and horizontal axes may be interchanged, with operation information on the vertical axis and profit and loss information on the horizontal axis. Furthermore, as profit and loss information, any gaming information other than gross profit may be used as long as it shows the profit and loss of the gaming facility, such as safe, payout rate, operating percentage, etc. Similarly, as operation information, other than outs and operating time, any gaming information may be used as long as it shows the operating status, even if speculatively, such as the specified period or the start of the cumulative total, by taking an image of the player.

機種単位で時間アウトを特定し、遊技機1を機種単位で評価することを例示したが、図3や図4のように時間アウトや理論値は遊技機単位で特定可能であるので、遊技機単位でそれらを特定して評価を行っても良い。又、期間情報として消費期間情報である時間アウト、損益情報として理論消費損益情報である玉粗利を管理することを例示したが、アウトと遊技時間とを期間情報として、若しくはアウトやセーフや売上等を損益情報として管理するといったように消費期間情報や理論消費損益情報を必ずしも直接的に管理しなくとも良い。 Although the example has been given of specifying the time out on a machine-by-machine basis and evaluating the gaming machine 1 on a machine-by-machine basis, as shown in Figures 3 and 4, the time out and theoretical value can be specified on a machine-by-machine basis, so they may be specified and evaluated. Also, the example has been given of managing the time out, which is consumption period information, as period information, and the gross profit on balls, which is theoretical consumption profit and loss information, as profit and loss information, but it is not necessary to directly manage the consumption period information or the theoretical consumption profit and loss information; for example, outs and playing time may be managed as period information, or outs, safes, sales, etc. may be managed as profit and loss information.

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5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。同様に遊技信号により特定される遊技情報として例示したアウトやセーフ等を操作入力により特定可能に設定しても良い。 Each setting value may be set by an administrator through operational input, may be set in advance by the manufacturer of the management device 5, 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 operational input on the server. Past game information may of course also be set as a reference value. Similarly, out, safe, and the like, given as examples of game information identified by game signals, may be set so as to be identifiable through operational input.

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。尚、例示した演算式は単なる例示であり、どのような演算式を採用しても良い。又、遊技信号としてパルス信号を例示したがシリアル通信等による信号入力としても良い。 All of the game information shown as examples may be determined directly by the input signal or indirectly by using an arithmetic formula. Note that the arithmetic formulas shown as examples are merely examples, and any arithmetic formula may be used. Also, while a pulse signal is shown as an example of the game signal, a signal input via serial communication or the like may also be used.

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」又は「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あり、「達していない」等の表現は「以下となった」又は「未満となった」の何れにも対応する表現となる。 Either "above or beyond" or "exceeds" can be used, with expressions such as "reached" corresponding to either "became above" or "exceeded." The same goes for "below or below," with expressions such as "did not reach" corresponding to either "became below" or "below."

対象となる遊技機1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パチンコ遊技機やスロットマシン等も採用することができる。尚、所謂封入式のように遊技媒体を払い出さない遊技機を考慮して遊技媒体は必要に応じて遊技価値と表現する。 The target gaming machine 1 may be a pachinko gaming machine other than the exemplified pachinko gaming machine, such as a so-called sealed type in which the gaming medium is managed only by data, or a slot machine. Note that, taking into consideration gaming machines that do not pay out gaming media, such as the so-called sealed type, the gaming medium will be expressed as gaming value as necessary.

管理装置5が行う処理の一部を中継装置3、遊技機装置2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。 Part of the processing performed by the management device 5 may be performed by the relay device 3, the gaming machine device 2, etc., and any other configuration may be used. Furthermore, the exemplary configurations may be combined in any way, including modified examples, and configurations that are not adopted may be provided as appropriate.

図面中、1は遊技機、5は管理装置(遊技情報特定手段、期間情報管理手段、損益情報管理手段、期間損益情報管理手段、区分手段、抽出手段、アウト情報管理手段)、7はモニタ(出力手段)である。 In the drawing, 1 is a gaming machine, 5 is a management device (game information identification means, period information management means, profit and loss information management means, period profit and loss information management means, classification means, extraction means, out information management means), and 7 is a monitor (output means).

Claims (5)

遊技機側から出力される遊技信号、及び操作入力の内、少なくとも一方によって、機種又は遊技機単位で遊技情報を特定可能な遊技情報特定手段と、
前記遊技情報特定手段により特定される遊技情報によって、遊技機にて消費される遊技価値を示すアウトと遊技期間との対応関係を示す消費期間情報を機種又は遊技機単位で特定可能な期間情報を管理する期間情報管理手段と、
前記遊技情報特定手段により特定される遊技情報によって、遊技機が遊技されることにより生ずる理論上の遊技場の損益を示す理論損益情報と前記アウトとの対応関係を示す理論消費損益情報を機種又は遊技機単位で特定可能な損益情報を管理する損益情報管理手段と、
前記消費期間情報と前記理論消費損益情報との対応関係を示す単位期間当りの前記理論損益情報である理論期間損益情報を、機種又は遊技機単位で管理する期間損益情報管理手段と、
前記理論消費損益情報と前記理論期間損益情報とを比較可能に出力する出力手段と、を備える遊技場用システム。
a game information specifying means for specifying game information for each type or each gaming machine by at least one of a game signal output from the gaming machine and an operation input;
A period information management means for managing consumption period information that can specify, by the game information specified by the game information specifying means, period information that indicates a correspondence between an out that indicates a game value consumed in a game machine and a game period, on a model or game machine basis;
a profit and loss information management means for managing profit and loss information that can specify theoretical profit and loss information showing a theoretical profit and loss of the gaming facility caused by playing the gaming machine and theoretical consumption profit and loss information showing a correspondence relationship with the out by machine type or gaming machine by the gaming information specified by the gaming information specifying means;
a period profit and loss information management means for managing theoretical period profit and loss information, which is the theoretical profit and loss information per unit period indicating a correspondence relationship between the consumption period information and the theoretical consumption profit and loss information, for each type or gaming machine;
An amusement arcade system comprising: an output means for outputting the theoretical consumption profit and loss information and the theoretical period profit and loss information in a manner that allows them to be compared.
前記出力手段は、前記理論期間損益情報を第1軸とすると共に前記アウト或いは遊技期間を第2軸とする第1態様により機種又は遊技機単位で遊技機を評価するための情報を出力する請求項1に記載した遊技場用システム。 The amusement park system of claim 1 , wherein the output means outputs information for evaluating gaming machines on a model or gaming machine basis in a first aspect in which the theoretical period profit and loss information is used as a first axis and the out or playing period is used as a second axis. 前記出力手段は、前記理論消費損益情報を第1軸とすると共に前記アウト或いは遊技期間を第2軸とする第2態様により機種又は遊技機単位で遊技機を評価するための情報を出力可能であり、前記第1態様と前記第2態様とを比較可能に出力する請求項2に記載した遊技場用システム。 The output means is capable of outputting information for evaluating gaming machines on a model or machine basis in a second aspect in which the theoretical consumption profit and loss information is used as a first axis and the out or playing period is used as a second axis, and outputs the first aspect and the second aspect in a manner that allows comparison. The system for an amusement facility described in claim 2. 前記理論期間損益情報と前記理論消費損益情報とを、それぞれに対して予め設定される基準情報と比較することで、機種又は遊技機を前記理論期間損益情報と前記理論消費損益情報とに基づきそれぞれ区分する区分手段と、
前記理論期間損益情報に基づく区分と前記理論消費損益情報に基づく区分とが異なる機種又は遊技機を抽出する抽出手段と、を備える請求項1から3の何れか一項に記載した遊技場用システム。
A classification means for classifying types or gaming machines based on the theoretical period profit and loss information and the theoretical consumption profit and loss information by comparing the theoretical period profit and loss information and the theoretical consumption profit and loss information with reference information that is preset for each of the theoretical period profit and loss information and the theoretical consumption profit and loss information;
4. An amusement facility system as claimed in any one of claims 1 to 3, further comprising an extraction means for extracting models or gaming machines whose classification based on the theoretical period profit and loss information and whose classification based on the theoretical consumption profit and loss information are different.
前記アウトの対価額が異なる複数種類の遊技機を対象とし、少なくとも何れか一方の前記アウトを係数に基づいて補正し、同値のアウトの期待値を基準とする遊技情報を管理するアウト情報管理手段を備えた請求項1から4の何れか一項に記載した遊技場用システム。
An amusement arcade system as described in any one of claims 1 to 4, comprising an out information management means for targeting multiple types of gaming machines having different values for the out, correcting at least one of the outs based on a coefficient, and managing game information based on the expected value of an out of the same value.
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Citations (3)

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JP2011110194A (en) 2009-11-26 2011-06-09 Daikoku Denki Co Ltd Game parlor system
JP2017080002A (en) 2015-10-27 2017-05-18 ダイコク電機株式会社 System for game hall
JP2020146369A (en) 2019-03-15 2020-09-17 ダイコク電機株式会社 Game parlor system

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2011110194A (en) 2009-11-26 2011-06-09 Daikoku Denki Co Ltd Game parlor system
JP2017080002A (en) 2015-10-27 2017-05-18 ダイコク電機株式会社 System for game hall
JP2020146369A (en) 2019-03-15 2020-09-17 ダイコク電機株式会社 Game parlor system

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