Gaming system, payment machine, and method for notifying the loss of a prize.

The gaming system addresses the issue of forgotten coins by using detection sensors to notify users and employees, ensuring players retrieve their coins, thereby reducing losses and improving operational efficiency.

JP7888443B2Active Publication Date: 2026-07-13GLORY LTD
View PDF 8 Cites 0 Cited by

Patent Information

Application Number
JP2022186390
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-11-22
Publication Date
2026-07-13
Estimated Expiration
2042-11-22

Smart Images

  • Figure 0007888443000001
    Figure 0007888443000001
  • Figure 0007888443000002
    Figure 0007888443000002
  • Figure 0007888443000003
    Figure 0007888443000003
Patent Text Reader

Abstract

To efficiently prevent forgetfulness of taking of money.SOLUTION: A settlement machine 70 detects whether or not dispensed money is forgotten to be taken by a bill detection sensor 72 and a coin detection sensor 73. When it is detected that taking of money is forgotten, the fact is informed by voice and a lamp, and informed to an intercom 90 worn by an employee. For example, if no bills are left behind and coins are left behind, "Please take coins" is notified by voice, and a coin remaining lamp 75 blinks. In this case, a bill remaining lamp 74 is not operated. In addition, the intercom 90 worn by the employee is informed that coins have been left behind.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a gaming system, a redemption machine, and a forgetting notification method that can efficiently prevent forgetting of money.

Background Art

[0002] Conventionally, in gaming parlors such as pachinko parlors, there are redemption machines that redeem prepaid value associated with a storage medium such as a card and dispense money. For example, Patent Document 1 discloses a redemption machine that redeems prepaid value associated with a storage medium.

[0003] Such a redemption machine is configured to dispense money (coins and banknotes) corresponding to the prepaid value associated with the storage medium. At this time, in order to detect forgetting of banknotes, a banknote detection sensor may be provided at the banknote payout opening, and a mechanism for preventing forgetting of banknotes may be provided.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, since conventional redemption machines can notice the dispensing of coins by the sound of the coins falling into the coin payout opening, etc., no coin detection sensor for detecting forgetting of coins is provided.

[0006] Recently, with the self-operation of prize exchanges, the installation of prize storage machines that dispense prizes and redemption machines in the vicinity has been increasing. In such a case, since game players have a large movement distance and line of sight movement, there is an increased possibility of taking out only banknotes and moving on to prize exchanges. As a result, there is a possibility of forgetting coins.

[0007] The present invention has been made to solve the problems of the prior art described above, and aims to provide a gaming system, a cashier, and a method for notifying users of forgotten coins that can efficiently prevent them from forgetting to take their coins. [Means for solving the problem]

[0008] To solve the above problems, the present invention provides a settlement machine that settles the monetary value associated with a storage medium and dispenses money, and a prize management device that performs prize exchange processing for the number of game media associated with the storage medium. The system includes a management device that is communicatively connected to the payment machine and the prize management device. A gaming system, wherein the payment machine includes a banknote detection sensor for detecting banknotes that have been left behind, a coin detection sensor for detecting coins that have been left behind, and notification means for notifying the banknotes and / or coins that have been left behind when the banknote detection sensor and / or the coin detection sensor detect that banknotes and / or coins have been left behind. The management device comprises a management means for managing the number of game media and their value stored in the storage medium, and a setting instruction means for instructing the settlement machine on the conditions for notifying the loss of money as a setting related to the notification. It is characterized by having the following features.

[0010] Furthermore, the present invention is characterized in that, in the above invention, if the banknote detection sensor and / or the coin detection sensor detects that the banknotes and / or coins have been left behind, the notification means notifies the user of the forgotten banknotes and / or coins for a predetermined time, regardless of the setting instructions from the management device.

[0011] Furthermore, the present invention is characterized in that, in the above invention, the notification means outputs an audio message indicating that the banknotes and / or coins have been forgotten.

[0012] Furthermore, the present invention further comprises, in the above invention, a notification means for notifying the management device of the forgotten banknotes and / or coins when the banknote detection sensor and / or coin detection sensor detect that the banknotes and / or coins have been forgotten, and when the management device receives a notification of forgotten banknotes and / or coins from the payment machine, it notifies the terminal device held by the employee of the amusement parlor of the forgotten banknotes and / or coins.

[0013] Furthermore, in the above invention, the prize management device, upon receiving the storage medium, includes a settlement instruction means that instructs the settlement machine to settle the value of the prize management device, and the settlement machine settles the value of the prize management device. settlement The system is characterized by comprising prize exchange processing means that performs prize exchange processing for the number of game media after processing.

[0014] Furthermore, the present invention is characterized in that, in the above invention, when the payment machine detects that the banknotes and / or coins have been left behind by the banknote detection sensor and / or the coin detection sensor, it notifies the prize management device of the forgotten banknotes and / or coins, and when the prize management device receives notification of the forgotten banknotes and / or coins from the payment machine, it notifies the device of the forgotten banknotes and / or coins.

[0016] Furthermore, the present invention includes a settlement machine that settles the monetary value associated with a storage medium and dispenses money, and a prize management device that performs prize exchange processing for the number of game media associated with the storage medium. The system includes a management device that is communicatively connected to the payment machine and the prize management device. A method for notifying a player of forgotten items in a gaming system, comprising: a first detection step in which the payment machine detects a forgotten banknote using a banknote detection sensor; a second detection step in which the payment machine detects a forgotten coin using a coin detection sensor; and a notification step in which the payment machine notifies the player of the forgotten banknote and / or coin when the banknote detection sensor and / or the coin detection sensor detect the forgotten banknote and / or coin. The management device includes a management step of managing the number of game media and their value stored in the storage medium, and a setting instruction step of the management device instructing the settlement machine on the conditions for notifying the loss of money as a setting related to the notification. It is characterized by including. [Effects of the Invention]

[0017] According to the present invention, it is possible to efficiently prevent people from forgetting to take their coins. [Brief explanation of the drawing]

[0018] [Figure 1] Figure 1 is an explanatory diagram illustrating the overview of the gaming system according to Embodiment 1. [Figure 2] FIG. 2 is a diagram showing the system configuration of the gaming system according to Embodiment 1. [Figure 3] FIG. 3 is a diagram showing the external configuration of the inter-table card processor and the gaming machine shown in FIG. 2. [Figure 4] FIG. 4 is a functional block diagram showing the configuration of the inter-table card processor shown in FIG. 2. [Figure 5] FIG. 5 is a diagram showing an example of the self-device state data and card data shown in FIG. 4. [Figure 6] FIG. 13 is a functional block diagram showing the configuration of the gaming machine shown in FIG. 2. [Figure 7] FIG. 16 is a functional block diagram showing the configuration of the management device shown in FIG. 2. [Figure 8] FIG. 18 is a diagram showing an example of the card management data, device management data, member management data, and notification setting data shown in FIG. 16. [Figure 9] FIG. 22 is a functional block diagram showing the configuration of the prize management device shown in FIG. 2. [Figure 10] FIG. 25 is a diagram showing an example of the holding value data and prize inventory data shown in FIG. 22. [Figure 11] FIG. 28 is a functional block diagram showing the configuration of the calculator shown in FIG. 2. [Figure 12] FIG. 31 is a diagram showing an example of the notification setting data shown in FIG. 28. [Figure 13] FIG. 34 is a flowchart showing the processing procedure regarding forgetting to take money according to Embodiment 1. [Figure 14] FIG. 37 is an explanatory diagram of the outline of the gaming system according to Embodiment 2. [Figure 15] FIG. 40 is a functional block diagram showing the configuration of the prize management device shown in FIG. 37. [Figure 16] FIG. 43 is a diagram showing an example of the corresponding device data shown in FIG. 40. [Figure 17] FIG. 46 is a functional block diagram showing the configuration of the calculator shown in FIG. 37. [Figure 18]Figure 18 shows an example of the corresponding device data shown in Figure 17. [Figure 19] Figure 19 is a flowchart showing the processing procedure for forgotten currency according to Embodiment 2. [Figure 20] Figure 20 is an explanatory diagram illustrating the overview of the gaming system according to Embodiment 3. [Figure 21] Figure 21 is a flowchart showing the processing procedure in the payment machine according to Embodiment 3. [Figure 22] Figure 22 is an explanatory diagram (part 1) of the overview of the gaming system according to Embodiment 4. [Figure 23] Figure 23 is an explanatory diagram (part 2) of the overview of the gaming system according to Embodiment 4. [Figure 24] Figure 24 is an explanatory diagram illustrating the overview of the gaming system according to Embodiment 5. [Figure 25] Figure 25 is a flowchart showing the processing procedure in the payment machine according to Embodiment 5. [Modes for carrying out the invention]

[0019] [Embodiment 1] The following describes in detail, with reference to the drawings, embodiments of the gaming system, payment machine, and forgotten item notification method according to this first embodiment.

[0020] In this specification, "balls held" refers to data indicating the gaming media acquired by a player during gameplay, which can only be used again on the same day (before the arcade's closing time). "Number of balls held" refers to the number of gaming media acquired by a player through gameplay. "Stored balls" refers to data indicating gaming media deposited by a player with the arcade, which can be used again on subsequent days (after the arcade's closing time). "Number of stored balls" refers to the number of gaming media deposited by a player with the arcade. Balls held can be used by both general and member players, and are used when moving to a different gaming machine, etc. Stored balls can, in principle, only be used by member players, and are used when acquiring gaming media to play on a gaming machine on subsequent days. "Number of game balls" refers to the number of game balls available for a player to play.

[0021] <Overview of the gaming system according to Embodiment 1> First, an overview of the gaming system according to this first embodiment will be described. Figure 1 is an explanatory diagram illustrating the overview of the gaming system according to this first embodiment.

[0022] As shown in Figure 1, in the gaming system according to this embodiment 1, the payment machine 70 uses a banknote detection sensor 72 and a coin detection sensor 73 to detect whether any dispensed coins have been left behind. If a forgotten coin is detected, the machine notifies the employee of this fact with voice and lights, and also notifies the employee's intercom 90.

[0023] For example, if no banknotes are left behind but coins are detected as being left behind, an audible message saying "Please take your coins" will be played, and the coin retention lamp 75 will flash. In this case, the banknote retention lamp 74 will not activate. In addition, an alert will be sent to the employee's intercom 90 informing them that coins have been left behind.

[0024] Thus, in the gaming system according to this embodiment 1, it is possible to efficiently prevent players from forgetting to take their money by detecting and notifying players of the fact that they have forgotten to take their money at the payment machine.

[0025] <System Configuration> Next, the system configuration of the gaming system according to this embodiment 1 will be described. Figure 2 is a diagram showing the system configuration of the gaming system according to this embodiment 1. As shown in Figure 2, a gaming parlor is equipped with multiple gaming machines 20 and inter-machine card processing machines 10, each of which is provided in conjunction with a gaming machine 20.

[0026] The inter-machine card processing machine 10 is connected to the store's network, which is a communication line, via the island controller 30. The island controller 30, management device 50, prize management device 60, payment machine 70, and wireless router 100 are connected to the communication line.

[0027] The intercom 90 is connected to the wireless router 100 via wireless communication, and is connected to the management device 50 via the wireless router 100 so as to be able to communicate with it.

[0028] The gaming machine 20 is a device that allows players to play by launching game balls, which are sealed inside the device, onto the game board. These game balls are physical "balls" used in the game and are different from "game balls" that the gaming machine 20 treats as data. The game board of the gaming machine 20 is provided with multiple prize areas (prize slots), and a predetermined number of game balls are awarded as prizes based on when a game ball passes through these prize areas. The game board is also provided with a predetermined number of starting areas (start slots), and a predetermined lottery is conducted based on when a game ball passes through these starting areas. If the lottery is a jackpot, predetermined movable parts are activated to improve the probability of the game ball passing through the aforementioned prize areas or other starting areas, thereby providing an advantage in the game. There may also be areas that serve as both starting areas and prize areas.

[0029] The prize-winning areas are equipped with prize-winning sensors to detect when a game ball passes into them. The prize-winning sensors detect when a game ball is played into a prize-winning area (i.e., it wins a prize). The control unit of the gaming machine 20 also has a prize-winning ball memory that stores how many game balls are awarded as prizes for each prize-winning area, and a playable ball count memory that shows the number of game balls available. The control unit of the gaming machine 20 also periodically transmits the number of game balls to the inter-machine card processing machine 10.

[0030] When the inter-machine card processing machine 10 receives a deposit from a player, it associates the prepaid value corresponding to the deposit amount with a card ID stored inside the device. This prepaid value can be used to dispense game balls. The inter-machine card processing machine 10 can also accept the insertion of cards associated with prepaid value, held balls, stored balls, etc. At the end of the game, it ejects the card associated with the prepaid value, held balls, stored balls, etc., and returns it to the player. The inter-machine card processing machine 10 also transmits a history of operations such as deposits, card insertions, and card ejections to the management device 50.

[0031] The gaming machine 20 transmits out data to the inter-machine card processing unit 10 when a predetermined number of game balls have been launched onto the game board. The gaming machine 20 also transmits safe data to the inter-machine card processing unit 10 when a game ball passes through the winning area (so-called winning) and a predetermined number of prize balls have been added to the game balls. Furthermore, if a special state such as a jackpot occurs as a result of the game, the gaming machine 20 transmits special prize data indicating the occurrence of such a state to the inter-machine card processing unit 10.

[0032] Out data corresponds to the number of balls played by the player onto the game board. Safe data corresponds to the number of balls awarded for winning. Special prize data indicates the status of the game machine 20, such as a jackpot. Each piece of data is transmitted to the management device 50 via the inter-machine card processing machine 10, and the management device 50 can obtain a history of the game machine 20's operation by accumulating the out data, safe data, and special prize data as operational information.

[0033] The inter-machine card processing machine 10 accepts deposits, dispenses game balls, communicates with the management device 50, and communicates with the game machines 20. When the inter-machine card processing machine 10 receives banknotes inserted by a player, it sends a deposit notification including the deposit amount to the management device 50, adding the equivalent prepaid value to the prepaid value managed by the management device 50. Then, when a predetermined ball dispensing operation is performed, it sends a ball dispensing request to the management device 50, deducting the prepaid value managed by the management device 50, notifying the game machine 20 of the number corresponding to the deducted prepaid value, and adding it to the number of game balls.

[0034] When the inter-machine card processing machine 10 receives a card insertion notification, it sends a card insertion notification to the management device 50. Furthermore, when the inter-machine card processing machine 10 receives the balance of prepaid value, held balls, or stored balls from the management device 50, it stores the balance. If it receives and stores the balance of held balls, it sends a ball deduction request to the management device 50, thereby clearing the balance (number of balls) of held balls managed by the management device 50 to zero.

[0035] When the inter-machine card processing unit 10 receives a request to replay held balls, it subtracts a predetermined number of balls from the number of balls it manages, notifies the gaming machine 20 of the number of balls subtracted, and has it added to the number of game balls. Also, when the inter-machine card processing unit 10 receives a request to replay stored balls, it sends a request to the management device 50 to replay stored balls, causing the management device 50 to subtract a predetermined number of stored balls, notifies the gaming machine 20 of the number of balls subtracted, and has it added to the number of game balls.

[0036] When the inter-machine card processing machine 10 receives a card return operation, it sends a request to the management device 50 to add the number of balls held, and after the management device 50 adds the number of balls held, it sends a card ejection notification to the management device 50 and controls the ejection of the card. If a counting operation is received from the gaming machine 20 before the card return operation, the number of game balls is added to the number of balls held.

[0037] The inter-machine card processing unit 10 has the function of obtaining a game machine ID from the game machine 20 and authenticating the game machine 20 using the obtained game machine ID and the authentication key received from the management device 50. This authentication is performed during opening procedures, etc., and the game machine 20 becomes playable only if the authentication is successful.

[0038] The inter-machine card processing unit 10 performs various display controls based on the status of the gaming machine 20 and transmits the status of the gaming machine 20 to the management device 50. The inter-machine card processing unit 10 stores the number of game balls notified by the gaming machine 20 and periodically notifies the management device 50 of the number of game balls and the number of balls held.

[0039] The island controller 30 is a device that bundles a group of gaming machines 20 and inter-machine card processing machines 10 installed on a gaming island, and relays various information to the management device 50.

[0040] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it manages the card ID of the inserted card in association with the inter-machine card processing machine 10, and transmits the prepaid value and balance of tokens associated with the card ID to the inter-machine card processing machine 10. Furthermore, if the card ID indicated in the card insertion notification is the card ID of a member card, it transmits the token replay data to the inter-machine card processing machine 10.

[0041] Furthermore, when the management device 50 receives a request to deduct balls from the inter-machine card processing machine 10, it clears the balance of balls to zero, and when it receives a request to add balls from the inter-machine card processing machine 10, it adds the number of balls indicated in the ball addition request to the balance of balls.

[0042] Furthermore, when the management device 50 receives a ball dispensing request from the inter-machine card processing machine 10, it subtracts a predetermined value from the prepaid value associated with the card ID and transmits permission to dispense balls to the inter-machine card processing machine 10. When it receives a request to replay stored balls, it transmits stored ball replay data to the inter-machine card processing machine 10.

[0043] Furthermore, the management device 50 obtains the gaming machine ID from the inter-machine card processing machine 10 and manages the gaming machines 20 installed in its own store. It then obtains an authentication key for authenticating the gaming machines 20 set up in its own store from an authentication key management center (not shown) outside the gaming store and distributes it to the inter-machine card processing machine 10.

[0044] Furthermore, the management device 50 manages member management data of members registered with the amusement parlor. Specifically, it manages the number of tokens stored, points, PIN, and name, etc., in association with the card ID of the membership card issued to the member.

[0045] Furthermore, if the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it transmits stored ball replay data to the inter-machine card processing machine 10, including the balance of stored balls and the PIN corresponding to the card ID indicated in the card insertion notification. Also, if the management device 50 receives a stored ball replay request from the inter-machine card processing machine 10, it subtracts a predetermined number of stored balls associated with the card ID indicated in the stored ball replay request, and transmits stored ball replay data including the remaining stored ball balance to the inter-machine card processing machine 10.

[0046] Furthermore, if the management device 50 receives a notification setting, it stores this setting and notifies the payment machine 70. If the management device 50 receives a notification of remaining currency from the payment machine 70, it notifies the intercom 90 to announce that currency remains.

[0047] The prize management device 60 is a device that processes prize selection when exchanging prizes. When the prize management device 60 reads a card ID, it requests the management device 50 for the balance of prepaid value, the number of balls held, and the number of stored balls associated with the card ID. When the prize management device 60 receives the balance of prepaid value, the number of balls held, and the number of stored balls associated with the card ID from the management device 50, it stores this balance of prepaid value, the number of balls held, and the number of stored balls.

[0048] Furthermore, the prize management device 60 accepts the selection of prizes within the range of the balance of held and stored balls, and notifies a prize dispensing device (not shown) of the instruction to dispense the selected prize. The prize management device 60 prints the type and quantity of the selected prize, as well as the number of remaining balls, on the exchange receipt and issues it as an exchange receipt. It then notifies the management device 50 of the prepaid value associated with the card, the balance of held and stored balls.

[0049] The payment machine 70 is a device that settles the balance of the prepaid value associated with a card. When the payment machine 70 receives notification setting data from the management device 50, it stores this data. When the payment machine 70 receives a card ID, it notifies the management device 50 of the request for the prepaid value associated with this card ID. When the payment machine 70 receives the balance of the prepaid value associated with the card from the management device 50, it performs the settlement process.

[0050] Furthermore, once the payment processing is complete, the payment machine 70 returns the card and announces a voice prompting the user to remove the card. If the card is not removed after a predetermined time (for example, 5 seconds) has elapsed, the payment machine 70 announces a voice prompting the user to remove the card. This process is repeated until the card is removed. Once the card is removed, the payment machine 70 dispenses the payment amount in coins and announces a voice prompting the user to accept the coins.

[0051] Furthermore, if the payment machine 70 detects that a banknote has been left behind when the notification setting is set to "Notification" in the "Banknote" category of the notification setting data, and after the notification time specified in the notification setting data (for example, 4 seconds) has elapsed since the dispensing of the currency, it will flash the banknote retention lamp and announce audibly that a banknote has been left behind. It will then notify the management device 50 of the remaining currency. If a banknote is again detected after the notification time specified in the notification setting data has elapsed since the initial detection of a forgotten banknote, the above process will be repeated. In this case, a buzzer sound will also be emitted in addition to the audible announcement.

[0052] Furthermore, if the payment machine 70 detects that a banknote has been forgotten after a predetermined time (for example, 5 seconds) has elapsed since the dispensing of the currency, when the notification setting for the "banknote" category in the notification setting data is set to "no notification," it will flash the banknote retention lamp and announce audibly that a banknote has been forgotten. It will then notify the management device 50 of the remaining currency. If a banknote is again detected after a predetermined time has elapsed since the initial detection of the forgotten banknote, the above process will be repeated. In this case, a buzzer will also sound in addition to the audible announcement.

[0053] Furthermore, if the payment machine 70 detects that a coin has been left behind when the notification setting is set to "Notification" in the "Coin" category of the notification setting data, and the notification time (for example, 7 seconds) has elapsed since the dispensing of the coins, it will flash the coin retention lamp and announce audibly that a coin has been left behind. It will then notify the management device 50 of the remaining coins. If a coin is again detected after the notification time has elapsed since the initial detection of a forgotten coin, the above process will be repeated. In this case, a buzzer will also sound in addition to the audible announcement.

[0054] Furthermore, if the payment machine 70 detects that a coin has been left behind after a predetermined time (for example, 5 seconds) has elapsed since the dispensing of the coins, when the notification setting for the "coins" category in the notification setting data is set to "no notification," it will flash the coin retention lamp and announce audibly that a coin has been left behind. It will then notify the management device 50 of the remaining coins. If a coin is again detected after a predetermined time has elapsed since the initial detection of a forgotten coin, the above process will be repeated. In this case, a buzzer will also sound in addition to the audible announcement.

[0055] The wireless router 100 is a device that relays data communication between the management device 50 and the intercom 90. The wireless router 100 is connected to the intercom 90 via wireless communication.

[0056] The intercom 90 is a device worn by employees that provides various information via voice. The intercom 90 provides various information received from the management device 50 via voice.

[0057] Next, the ball dispensing process in the gaming system according to this embodiment 1 will be described. When a player performs a ball dispensing operation with the inter-machine card processing machine 10, the inter-machine card processing machine 10 sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted in the inter-machine card processing machine 10, an address or arbitrary identification information that identifies the inter-machine card processing machine 10 as the sender, and a ball dispensing request.

[0058] When the management device 50 receives a message containing a request to borrow balls, it updates the card management data by subtracting a predetermined value (for example, 500 units, representing 500 yen if 1 unit is 1 yen) from the prepaid value associated with the card ID in the message, and sends a ball lending permission to the inter-machine card processing machine 10 that sent the message. Upon receiving the ball lending permission, the inter-machine card processing machine 10 sends an addition signal to the gaming machine 20 requesting the addition of a number (for example, "125") corresponding to the subtracted prepaid value to the number of gaming balls.

[0059] Upon receiving the addition signal, the gaming machine 20 adds the number of game balls and transmits the added number of game balls to the inter-machine card processing machine 10. The inter-machine card processing machine 10 compares the sum of the number of game balls before addition and the number of balls dispensed with the added number of game balls to determine whether the addition of game balls was performed correctly.

[0060] Next, the process for replaying held tokens in the gaming system according to this embodiment 1 will be described. When the inter-machine card processing machine 10 receives the insertion of a general card or a member card, it sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or arbitrary identification information that identifies the inter-machine card processing machine 10 as the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.

[0061] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it notifies the inter-machine card processing machine 10 of the remaining balance of balls held at the rate specified in the message, from among the balls held that are associated with the card ID in the message.

[0062] The inter-machine card processing machine 10 stores the remaining balance of the player's balls received from the management device 50. It then sends a message to the management device 50 containing information identifying the card ID and rate, as well as a request to deduct the remaining balls. If the management device 50 receives a request to deduct the remaining balls, it clears the remaining balance of the balls identified by the card ID and rate to zero. Furthermore, if the inter-machine card processing machine 10 receives a request to replay the remaining balls, it deducts a certain number of balls from the remaining balance, notifies the gaming machine 20 of the corresponding number, and has it added to the number of game balls.

[0063] When the inter-machine card processing machine 10 receives a management transfer request from the gaming machine 20 to transfer the number of game balls in the gaming machine 20 to the inter-machine card processing machine 10's holdings, the inter-machine card processing machine 10 adds the number of game balls indicated in the management transfer request to its own holdings. Subsequently, upon receiving a card return operation, it sends a message to the management device 50 including a request to add to the holdings. This message includes the card ID of the card to be ejected, an address or arbitrary identification information that identifies the inter-machine card processing machine 10 as the sender, information to identify the rate of the inter-machine card processing machine 10, the remaining balance of the holdings, and the request to add to the holdings.

[0064] If the management device 50 receives a request to add to the number of balls held, it updates the balance (number of balls held) of the balls associated with the card ID in the message for the rate specified in the message with the received value. Subsequently, the inter-machine card processing machine 10 sends a card ejection notification to the management device 50 and controls the ejection of the card.

[0065] Next, the process for replaying stored tokens in the gaming system according to this embodiment 1 will be described. When the inter-machine card processing machine 10 receives a member card, or reads identification information corresponding to the card ID from a mobile terminal that can be used as a member card, it sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10 (or the identification information corresponding to the card ID read from the mobile terminal), an address or arbitrary identification information that identifies the inter-machine card processing machine 10 as the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.

[0066] The management device 50 transmits to the inter-machine card processing machine 10 stored ball replay data, which includes the PIN associated with the card ID in the message and the balance of stored balls at the rate specified in the message.

[0067] The inter-machine card processing machine 10 stores the received stored ball replay data, and if the balance of stored balls indicated in the stored ball replay data is equal to or greater than the number of game balls dispensed in stored ball replay (stored ball replay unit number; for example, "125 balls"), it accepts the stored ball replay operation.

[0068] After storing the stored ball replay data, the inter-machine card processing machine 10, upon receiving the first stored ball replay operation, prompts the player to enter a PIN and verifies whether the entered PIN matches the PIN shown in the stored ball replay data.

[0069] The inter-machine card processing machine 10 sends a message to the local address of the management device 50 when the PIN matches. This message includes the card ID of the card inserted in the inter-machine card processing machine 10, an address or arbitrary identification information that identifies the sending inter-machine card processing machine 10, information to identify the rate of the inter-machine card processing machine 10, and a request for replay of stored tokens.

[0070] The management device 50 subtracts a predetermined amount from the balance of stored balls associated with the card ID in the message, specifically those at the rate specified in the message, and transmits the stored ball replay data, including the remaining balance, to the inter-machine card processing machine 10.

[0071] The inter-machine card processing unit 10 receives the stored ball replay data, updates the stored ball balance, and notifies the gaming machine 20 of the number corresponding to the stored ball replay unit, adding it to the number of game balls. It also determines whether the updated stored ball balance is less than the number of stored ball replay units. If the updated stored ball data balance is equal to or greater than the number of stored ball replay units, it can accept another stored ball replay operation, and if it accepts the stored ball replay operation, it sends a stored ball replay request. For the second and subsequent stored ball replay operations, verification of the PIN is not required. If the updated stored ball data balance is less than the number of stored ball replay units, it will not accept a stored ball replay operation.

[0072] Next, we will explain the transfer from held balls to stored balls during the closing process. The management device 50 checks the balance of held balls in the card management data during the closing process, and if there are held balls with a balance greater than "0", it adds the balance of those held balls to the stored ball balance and updates it. After that, the management device 50 clears the balance of those held balls to zero.

[0073] <External configuration of the inter-machine card processing unit 10 and the gaming machine 20> Next, the external configuration of the inter-machine card processing machine 10 and gaming machine 20 shown in Figure 2 will be described. Figure 3 is a diagram showing the external configuration of the inter-machine card processing machine 10 and gaming machine 20 shown in Figure 2. The diagram shows an inter-machine card processing machine 10 that accepts only banknotes, but a unit that can accept electronic money can also be provided.

[0074] As shown in Figure 3, the inter-machine card processing machine 10 is equipped with a status display unit 11 that indicates the status of the inter-machine card processing machine 10 by the illumination or flashing of a lamp of a predetermined color, a banknote insertion slot 12a that accepts various banknotes, a display operation unit 13 such as a touch panel display, and a card insertion slot 14a that accepts cards associated with a card ID.

[0075] The gaming machine 20 is equipped with a game board, a handle 21 used to dispense the enclosed game balls onto the game board, and a counting button 22.

[0076] The counting button 22 is an operation button for transferring the management of the number of playable balls from the gaming machine 20 to the inter-machine card processing machine 10 by subtracting the number of playable balls from the gaming machine 20 and adding the corresponding number to the number of playable balls held by the inter-machine card processing machine 10. In the case of an open-type gaming machine 20 where physical playable balls are dispensed upon winning, this management transfer corresponds to the counting process in which the inter-machine card processing machine 10 counts the dispensed playable balls and adds them to the number of playable balls held.

[0077] <Configuration of the inter-unit card processing machine 10> Next, the configuration of the inter-machine card processing machine 10 shown in Figure 2 will be described. Figure 4 is a functional block diagram showing the configuration of the inter-machine card processing machine 10 shown in Figure 2. As shown in Figure 4, the inter-machine card processing machine 10 has a banknote transport unit 12, a display operation unit 13, a reader / writer 14, a communication unit 15, a storage unit 16, a control unit 17, and a game management unit 18.

[0078] The banknote transport unit 12 is a transport unit that transports banknotes inserted through the banknote insertion slot 12a to a banknote storage unit (not shown) while determining the denomination and authenticity of the banknotes. The display and operation unit 13 is an input / output device such as a touch panel display that displays various information such as monetary value and accepts various operations such as ball dispensing operations.

[0079] The reader / writer 14 is a reading unit that reads the card ID from the card inserted into the card slot 14a. The card inserted into the card slot 14a is then stored in a card storage unit (not shown) via the reader / writer 14. The communication unit 15 is an interface unit for data communication with the management device 50 via the island controller 30.

[0080] The storage unit 16 is a storage device consisting of a hard disk drive, non-volatile memory, etc. The storage unit 16 stores its own device status data 16a and card data 16b.

[0081] The self-device status data 16a is data indicating the status of the inter-machine card processing machine 10. This self-device status data 16a includes the inter-machine card processing machine ID, gaming machine ID, game type, etc. The inter-machine card processing machine ID is identification information for uniquely identifying the inter-machine card processing machine 10 within the gaming establishment. The game type is data indicating the rate set in the inter-machine card processing machine 10. When handling gaming balls of multiple rates within the gaming establishment, a game type name is set and managed for each rate, such as "Ball 1" for 4-yen rate gaming balls, "Ball 2" for 2-yen rate gaming balls, and "Ball 3" for 1-yen rate gaming balls. The inter-machine card processing machine 10 selects the rate to be used for the game from these game types and stores it as the game type. The game type may be fixed for each section in which the inter-machine card processing machine 10 is installed, or it may be changeable by the player.

[0082] Card data 16b is data relating to the card being used by the player. Card data 16b includes card ID, PIN, prepaid value, balls held, stored balls, etc. The card ID is the card ID read by the reader / writer 14. When a card is transported from a card storage unit (not shown) to the card slot 14a and then ejected, card data 16b is updated with the card ID read by the reader / writer 14 during this transport. Similarly, when a card is transported from the card slot 14a to a card storage unit (not shown), card data 16b is updated with the card ID read by the reader / writer 14 during this transport. Prepaid value indicates the remaining balance of prepaid value usable for ball dispensing, and balls held and stored balls indicate their respective balances.

[0083] The game management unit 18 is a processing unit that performs authentication and communication with the gaming machine 20. It is desirable that this game management unit 18 be formed on a different circuit board from the control unit 17. The game management unit 18 includes an authentication processing unit 18a, an authentication key management unit 18b, and a gaming machine state management unit 18c. In practice, these programs are loaded into the CPU (Central Processing Unit) and executed, causing the authentication processing unit 18a, the authentication key management unit 18b, and the gaming machine state management unit 18c to execute the processes corresponding to them, respectively.

[0084] The authentication processing unit 18a performs authentication of the gaming machine 20 using the authentication key received from the management device 50. If authentication is successful, the authentication processing unit 18a sends permission to operate to the gaming machine 20. If authentication fails, the authentication processing unit 18a prohibits the use of the gaming machine 20. However, even if authentication fails, the system may be configured to send permission to operate to the gaming machine 20 if it is within a predetermined period since the last successful authentication, and not send permission to operate to the gaming machine 20 after the predetermined period has elapsed since the last successful authentication, thereby prohibiting the use of the gaming machine 20.

[0085] The authentication key management unit 18b is a processing unit that manages authentication keys. Each authentication key has a set usage time, and when the cumulative operating time of the gaming machine 20 reaches the usage time of the authentication key, the authentication key becomes unusable. Specifically, the authentication key management unit 18b uses the power-on time of the circuit board on which the gaming management unit 18 is formed as the operating time of the gaming machine 20 and manages the usage time of the authentication key. If an authentication key becomes unusable, the authentication key management unit 18b obtains a new authentication key from an authentication key management center outside the store via the management device 50 and updates the authentication key.

[0086] The gaming machine status management unit 18c is a processing unit that communicates with the gaming machine 20 and manages the status of the gaming machine 20. Specifically, the gaming machine status management unit 18c obtains the gaming machine ID from the gaming machine 20, sends a request to add to the number of game balls when a ball is dispensed, sends a request to switch management from held balls to the number of game balls when a held ball is replayed, sends a request to add to the number of game balls when a stored ball is replayed, receives game results such as the number of balls played and the number of prize balls dispensed from the gaming machine 20, and receives a request to switch management from the number of game balls to held balls when counting. Communication between the inter-machine card processing unit 10 and the gaming machine 20 uses encrypted communication with a predetermined encryption method.

[0087] Furthermore, the gaming machine state management unit 18c acquires the current status of the gaming machine 20, such as the number of game balls, start status, jackpot status, jackpot type, and number of draws. It is desirable that the time interval at which the gaming machine state management unit 18c acquires the status of the gaming machine 20 be set shorter than the interval at which game balls are launched (used) in the gaming machine 20. Also, once the gaming machine state management unit 18c has acquired the number of game balls from the gaming machine 20, it hands over the number of game balls to the control unit 17.

[0088] Furthermore, the timing for the gaming machine status management unit 18c to acquire a new gaming machine ID from the gaming machine 20 is not limited to before opening. The gaming machine ID can be acquired or the determination of whether to replace the gaming machine 20 can be made when the inter-machine card processing unit 10 is powered on or off, during periodic communication, when processing related to the number of game balls (ball dispensing, replay, counting, etc.) is performed, or when the system returns from an offline state. These timings may also be used in combination.

[0089] The control unit 17 is a control unit that performs overall control of the inter-machine card processing machine 10. In practice, the process is executed by loading a program corresponding to the control unit 17 into the CPU and executing it. The data management unit 17a is a processing unit that manages the card data 16b.

[0090] Specifically, when a card is inserted, the data management unit 17a sends a card insertion notification to the management device 50, which includes the card ID and the inter-machine card processing machine ID. Furthermore, when the data management unit 17a receives data from the management device 50, including the value (at least one of prepaid value, held balls, and stored balls) and the PIN, it updates the card data 16b with the received value and PIN.

[0091] Furthermore, when a banknote is inserted into the banknote slot 12a, the data management unit 17a sends a deposit notification to the management device 50, which includes the amount of the inserted banknote, the card ID, and the inter-machine card processing machine ID.

[0092] Furthermore, when a player performs a ball dispensing operation, the data management unit 17a transmits a ball dispensing request, including the card ID and the inter-machine card processing machine ID, to the management device 50. Upon receiving permission to dispensing balls in response to this request, the data management unit 17a instructs the game management unit 18 to subtract the prepaid value of the card data 16b and add a predetermined number of balls to the number of game balls in the game machine 20.

[0093] Furthermore, if the data management unit 17a receives a request to replay the balls held, it instructs the game management unit 18 to subtract and update the number of balls held in the card data 16b, and to add the corresponding number of balls to the number of game balls in the game machine 20.

[0094] Furthermore, if the balance of stored balls shown in the card data 16b is equal to or greater than the number of stored ball replay units, the data management unit 17a displays a stored ball replay button on the display operation unit 13, making it possible to accept a stored ball replay operation. When a player performs a stored ball replay operation, the data management unit 17a transmits a stored ball replay request, including the card ID and the inter-machine card processing machine ID, to the management device 50. Upon receiving stored ball replay data in response to this stored ball replay request, the data management unit 17a updates the balance of stored balls in the card data 16b and instructs the game management unit 18 to add the number of balls corresponding to the number of stored ball replay units to the number of game balls in the game machine 20. Note that for the first stored ball replay operation, the player is required to enter a PIN, and the condition for transmitting the stored ball replay request is that the PIN matches the one shown in the card data 16b.

[0095] Furthermore, when the game management unit 18 receives a request from the game machine 20 to transfer game balls, the data management unit 17a adds the number of balls instructed by the game management unit 18 to the number of balls held in the card data 16b and updates it.

[0096] Furthermore, when the data management unit 17a receives a card return operation, it sends a request to the management device 50 to add to the remaining balls, including the card ID, the inter-machine card processing machine ID, and the remaining ball balance. After clearing the card data 16b, it sends a card ejection notification to the management device 50 and ejects the card.

[0097] Next, an example of data stored in the storage unit 16 of the inter-unit card processing machine 10 shown in Figure 4 will be described. Figure 5 shows an example of the self-device status data 16a and card data 16b shown in Figure 4.

[0098] The self-device status data 16a shown in Figure 5(a) indicates that the ID of the inter-machine card processing machine 10 is "A101", the game machine ID of the connected game machine 20 is "B201", and "Ball 1" is set as the game type for the inter-machine card processing machine 10.

[0099] The card data 16b shown in Figure 5(b) indicates that the ID of the card inserted into the inter-machine card processing machine 10 is "2015". Here, the first digit of the card ID indicates the type of card; a card with a first digit of "1" is a general card, and a card with a first digit of "2" is a membership card. The card data 16b also indicates that the PIN for replaying stored tokens is "1234" and the prepaid value is "0" units. Here, one unit of prepaid value is equivalent to 1 yen.

[0100] Furthermore, card data 16b indicates that, as for held balls, the balance of held balls for ball 1 is "990" balls, the balance of held balls for ball 2 is "0" balls, and the balance of held balls for ball 3 is "0" balls. As for stored balls, the balance of stored balls for ball 1 is "0" balls, the balance of stored balls for ball 2 is "0" balls, and the balance of stored balls for ball 3 is "0" balls.

[0101] <Configuration of the gaming machine 20> Next, the configuration of the gaming machine 20 shown in Figure 2 will be described. Figure 6 is a functional block diagram showing the configuration of the gaming machine 20 shown in Figure 2. As shown in Figure 6, the gaming machine 20 has a communication control unit 23, a performance control unit 24, a game control unit 25, and a game ball control unit 26. The communication control unit 23 is a control unit for controlling data communication with the inter-machine card processing machine 10. Communication with the inter-machine card processing machine 10 uses encrypted communication using a predetermined encryption method.

[0102] When the gaming machine 20 is started, the communication control unit 23 reads identification information from the control CPU provided in the gaming control unit 25 and / or the gaming ball control unit 26, checks whether the identification information is appropriate, and if it is appropriate, establishes communication with the inter-machine card processing unit 10 and enters a standby state. In the standby state, if it receives permission to operate from the inter-machine card processing unit 10, it starts the performance control unit 24, the gaming control unit 25 and the gaming ball control unit 26, making the machine ready for play.

[0103] The game control unit 25 is a control unit that controls the game played by the gaming machine 20. In practice, the process is executed by loading a program corresponding to the game control unit 25 into the CPU and executing it.

[0104] Specifically, the game control unit 25 controls the launch of game balls onto the game board based on handle operation detection, detects game balls that have entered the winning slots on the game board, acquires and draws random numbers (within a predetermined range of 0 to 65535, each number is assigned to a big win, small win, or loss) based on game balls that have entered the start slot (special symbols and regular symbols), controls movable members (such as tulips) on the game board, controls the display of special symbol display devices on the game board, and detects abnormalities that may indicate fraud (such as the front frame being open or vibration being detected) and notifies the higher-level device.

[0105] The game board is fitted with numerous obstacle pins, and when the game ball is launched onto the game board by operating the handle, it falls between the obstacle pins and either enters a prize entry hole or a start hole, or is ejected from the game board through an out hole without entering a prize. If the game ball enters the start hole, a lottery is held, and if a jackpot is won, a jackpot game is played in which the designated prize entry holes on the game board are controlled to open multiple times, making it easier for the game ball to enter these entry holes, and thus awarding prize balls to the player.

[0106] Furthermore, there are bonus jackpot games that grant players a predetermined bonus game after the jackpot game ends. Bonus jackpot games include probability variation jackpots and time-saving jackpots. Probability variation jackpots and time-saving jackpots grant probability variation games and time-saving games as bonus games after the jackpot, respectively. Time-saving games are bonus games that increase the number of draws per unit time and increase the probability of winning a jackpot per unit time by shortening the variation time (time from the start of the draw process to the display of the result) of the normal symbol draw (the draw for opening and closing the movable parts as described above) and / or special symbol draw (the draw for winning a jackpot by winning the game ball as described above). These bonus games may include normal symbol probability variation, which increases the probability of winning a normal symbol. Time-saving games due to time-saving jackpots end when the number of draws for special symbol draws has been performed a predetermined number of times after the jackpot. Probability-based games will be discussed later.

[0107] The game control unit 25 has a probability variation function. The probability variation function is a function that controls the random number range used for the next draw (generally by about 10 times) when the draw result falls within a particularly defined random number range for a jackpot. Probability variation game is a special symbol draw that uses this changed probability. Probability variation game continues until the next jackpot is won. In addition, probability variation game and time-saving game may be added at the same time. However, in order to prevent unforeseen losses to the amusement parlor, if the player acquires a certain amount of game media after the start of probability variation game or time-saving game, the game may be stopped (the card is ejected once, and the player is requested to exchange for a prize or move to another machine). In this case, the number of game media after entering the probability variation game state is counted by the game machine 20, and when this counted value reaches a predetermined value, game stop control is performed, such as stopping the launch of game balls.

[0108] The performance control unit 24 is a control unit that controls the performance during gameplay, and includes a performance symbol lottery unit 24a and a performance lottery unit 24b. In practice, by loading these programs into the CPU and executing them, the performance symbol lottery unit 24a and the performance lottery unit 24b are made to execute the processes corresponding to them, respectively.

[0109] The performance symbol lottery unit 24a performs a lottery for performance symbols (symbols to be displayed on the performance symbol display device, such as a display device on the game board) based on the special symbol lottery in the game control unit 25 (specifically, whether to stop the display at 7, 7, 7, etc.).

[0110] The performance lottery unit 24b performs a lottery to determine the type of performance to be performed before displaying the lottery result based on the performance symbols (such as a character appearing and a reach performance). The performances selected are set to differ depending on the main lottery result.

[0111] The performance control unit 24 stores performance data for each performance. Furthermore, the performance control unit 24 controls the display of the performance symbol display device, and when a performance is executed, it overlays the performance data on the background symbol data to display the performance. In addition, during probability fluctuations, it sets background color data different from the normal state.

[0112] The game ball control unit 26 is a control unit that controls the number of game balls. In practice, the process is executed by loading a program corresponding to the game ball control unit 26 into the CPU and executing it. The playable number management unit 26a is a management unit that manages the playable number, i.e., the number of game balls.

[0113] Specifically, the game ball control unit 26 stores the number of game balls in the playable number memory, deducts "1" from the number of game balls each time a game ball is launched, and adds the number of prize balls obtained through winning to the number of game balls. In addition, when the number of balls is notified by the inter-machine card processing machine 10, the notified number of balls is added to the number of game balls and a confirmation signal is sent to the inter-machine card processing machine 10 indicating that the number of balls has been added to the number of game balls. Furthermore, the game ball control unit 26 can also perform cleaning control of the game balls (circulating balls) sealed in the game machine 20.

[0114] Furthermore, the game ball control unit 26 periodically transmits the number of game balls stored in the playable number memory to the inter-machine card processing unit 10. In this case, the game ball control unit 26 transmits the number of game balls at the time of data acquisition to the inter-machine card processing unit 10 while continuing to update the number of game balls according to the game status, without resetting the contents of the playable number memory to zero.

[0115] Furthermore, the gaming machine 20 is equipped with a counting button 22, and a signal indicating that this counting button 22 has been pressed is input to the game ball control unit 26. The game ball control unit 26 detects the pressing operation of the counting button 22, and if the time from the rising edge to the falling edge of the detection signal is less than a certain period of time, it sends a management transfer request to the inter-machine card processing machine 10 along with data on the number of game balls in fixed increments (for example, 100 balls per operation). The number of balls that have been transferred to the management of the inter-machine card processing machine 10 is then subtracted (invalidated) from the game ball count. In addition, if the pressing operation of the counting button 22 is detected and no falling edge is detected for a predetermined time or longer after the detection signal rises, it sends a management transfer request to the inter-machine card processing machine 10 along with data on the number of game balls in fixed increments (for example, 200 balls every 5 seconds) for each period of time that the detection signal remains in a rising state. The number of balls that have been transferred to the management of the inter-machine card processing machine 10 is then subtracted (invalidated) from the game ball count. When subtracting from the number of game balls, possible methods include decrementing the value to be subtracted from a value of 1 stored in memory, or updating the value stored in memory with the value after the subtraction and deleting or logically deleting the value before the subtraction to invalidate it. However, there are no particular limitations as long as the value after the subtraction can be identified.

[0116] The game control unit 25 and the game ball control unit 26 are each configured on separate circuit boards. The game control board on which the game control unit 25 is configured and the game ball control board on which the game ball control unit 26 is configured each have a unique ID. The gaming machine 20 combines the ID of the game control board and the ID of the game ball control board and uses them as the gaming machine ID.

[0117] <Configuration of the control device 50> Next, the configuration of the management device 50 shown in Figure 2 will be described. Figure 7 is a functional block diagram showing the configuration of the management device 50 shown in Figure 2. As shown in Figure 7, the management device 50 is connected to a display unit 51 and an input unit 52, and has an external network communication unit 53, a store network communication unit 54, a storage unit 55, and a control unit 56.

[0118] The display unit 51 is a display device such as an LCD panel or display device. The input unit 52 is an input device such as a keyboard or mouse. The external network communication unit 53 is an interface unit for data communication with an authentication key management center (not shown) via an external network. The store network communication unit 54 is an interface unit for data communication with the island controller 30, prize management device 60, payment machine 70 and wireless router 100 via a communication line within the gaming store.

[0119] The storage unit 55 is a storage device such as a hard disk drive or non-volatile memory, and stores card management data 55a, device management data 55b, member management data 55c, and notification setting data 55d.

[0120] Card management data 55a is data that associates the card ID with the balance of prepaid value, the balance of held tokens, etc. Device management data 55b is data related to the devices installed in the amusement parlor. Member management data 55c is data that associates the card ID of the membership card issued to the member with the member's name, stored token information, etc.

[0121] The notification setting data 55d is data indicating the time and other details to be notified when the payment machine 70 detects that money has been left behind. The notification setting data 55d includes notification settings and notification times for each category of banknotes and coins.

[0122] The control unit 56 is a control unit that performs overall control of the management device 50 and includes a card management unit 56a, an equipment management unit 56b, a member management unit 56c, a setting management unit 56d, and a notification unit 56e. In practice, by loading these programs into the CPU and executing them, the card management unit 56a, the equipment management unit 56b, the member management unit 56c, the setting management unit 56d, and the notification unit 56e will each execute the corresponding processes.

[0123] The card management unit 56a is a processing unit that manages the card management data 55a. The card management unit 56a communicates with the inter-machine card processing machine 10, the prize management device 60, and the settlement machine 70 to update the prepaid value and balance of the player's tokens associated with the card ID.

[0124] Furthermore, when the card management unit 56a receives a card insertion notification from the inter-machine card processing machine 10 or a request for the value associated with a card from the prize management device 60, it notifies the card management unit of the value associated with the card and the balance of the player's tokens.

[0125] Furthermore, when the card management unit 56a receives a request for a value associated with a card from the payment machine 70, it notifies the customer of the balance of the value associated with the card.

[0126] The device management unit 56b is a processing unit that manages the device management data 55b. The device management unit 56b generates and updates the device management data 55b based on the inter-machine card processing unit ID, installation location, and gaming machine ID obtained from the inter-machine card processing unit 10.

[0127] The Member Management Unit 56c is a processing unit that manages the Member Management Data 55c. The Member Management Unit 56c communicates with the Inter-Machine Card Processing Machine 10 and the Prize Management Device 60 to update the balance of stored tokens associated with the card ID. In addition, when the Member Management Unit 56c receives a Member Registration Request, it updates the Member Management Data 55c to add the member.

[0128] Here, the processing of stored balls for replay by the member management unit 56c will be explained. When the member management unit 56c receives stored ball replay request data from the inter-machine card processing machine 10, it deducts the amount of stored balls associated with the card ID in the stored ball replay request data that matches the payout rate, and recalculates the number of available stored balls for replay. Then, it transmits stored ball replay data, including the balance after the deduction and the number of available stored balls for replay, to the inter-machine card processing machine 10.

[0129] The setting management unit 56d is a processing unit that manages the notification setting data 55d. When the setting management unit 56d receives a notification setting from the input unit 52, it stores this setting in the notification setting data 55d and notifies the payment machine 70. This notification setting includes the distinction between banknotes and coins, whether or not to make a notification, and, if a notification is to be made, the time from dispensing to making the notification.

[0130] The notification unit 56e is a processing unit that notifies the intercom 90 when it detects that there is remaining currency in the payment machine 70. When the notification unit 56e receives a notification of remaining currency from the payment machine 70, it notifies the intercom 90 to notify it that there is remaining currency.

[0131] Next, an example of data stored in the storage unit 55 of the management device 50 shown in Figure 7 will be described. Figure 8 shows an example of the card management data 55a, device management data 55b, member management data 55c, and notification setting data 55d shown in Figure 7.

[0132] In the card management data 55a shown in Figure 8(a), card ID "1001" is associated with a prepaid value of "0", a balance of "0" balls for each rate, and a usage ID of "A101". In other words, the card with card ID "1001" is inserted into the inter-machine card processing machine 10 with device ID "A101", and the management of the balls held has been transferred to the inter-machine card processing machine 10. Therefore, the balance of balls held for each rate is zero.

[0133] Furthermore, in the card management data 55a, the state where the prepaid value is "0" is associated with card ID "2015". In addition, the state where the balance of balls held is "990" for ball 1, "0" for ball 2, and "0" for ball 3 is associated with the balance of balls held. However, the destination ID is not associated. In other words, the card with card ID "2015" is not inserted into the inter-machine card processing machine 10, and the management of the balls held is performed by the management device 50.

[0134] The device management data 55b shown in Figure 8(b) associates the inter-machine card processing machine 10 with ID "A101" with the following conditions: its installation location is "Island 1-1", the ID of the connected gaming machine 20 is "B201", the machine number is "11", the game type is "Ball 1", the model of gaming machine 20 is "EV01", and the serial number is "a". It also indicates that this gaming machine 20 is in use.

[0135] Furthermore, the device management data 55b associates the inter-machine card processing machine 10 with ID "A201" with the following conditions: its installation location is "Island 2-1", the ID of the connected gaming machine 20 is "B506", the gaming machine number is "21", the game type is "Ball 3", the model of gaming machine 20 is "DX03", and the serial number is "g". It also indicates that this gaming machine 20 is in use.

[0136] The member management data 55c shown in Figure 8(c) indicates the name, stored balls, etc., associated with the card ID. Specifically, the member management data 55c associates the card ID "2015" with the name "Taro Toka", the stored ball balance for Ball 1 being "0", the stored ball balance for Ball 2 being "0", and the stored ball balance for Ball 3 being "0".

[0137] The notification setting data 55d shown in Figure 8(d) associates the category "banknotes" with a notification setting of "notification" and a notification time of "4 seconds," and associates the category "coins" with a notification setting of "notification" and a notification time of "7 seconds."

[0138] <Configuration of the prize management device 60> Next, the configuration of the prize management device 60 shown in Figure 2 will be described. Figure 9 is a functional block diagram showing the configuration of the prize management device 60 shown in Figure 2. As shown in Figure 9, the prize management device 60 is connected to a card reader / writer 61 and a receipt issuing unit 62, and has a display operation unit 64, a communication unit 65, a storage unit 66, and a control unit 67.

[0139] The card reader / writer 61 is a device that reads the card ID from the player's card and may also write some data to the card. The receipt issuing unit 62 is a device such as a thermal printer that issues various types of receipts, including receipts that print information identifying the selected prize.

[0140] The display operation unit 64 is an input / output device such as a liquid crystal touch panel. The communication unit 65 is an interface unit for the prize management device 60 to communicate with the management device 50 and a prize dispensing device (not shown) via a communication line.

[0141] The storage unit 66 is a storage device such as a hard disk drive or non-volatile memory, and stores the value data 66a and the prize inventory data 66b.

[0142] The value data 66a is data indicating the value associated with the card read by the card reader / writer 61. The prize inventory data 66b is data for managing the inventory of prizes in an adjacent prize dispensing device (not shown).

[0143] The control unit 67 is a control unit that controls the entire prize management device 60 and includes a value management unit 67a, a prize inventory management unit 67b, a prize selection control unit 67c, and a receipt issuance processing unit 67d. In practice, programs corresponding to these functional units are stored in non-volatile memory such as ROM (not shown), and by loading these programs into the CPU and executing them, the processes corresponding to the value management unit 67a, the prize inventory management unit 67b, the prize selection control unit 67c, and the receipt issuance processing unit 67d are made to execute, respectively.

[0144] The Value Management Unit 67a is a processing unit that manages the Value Management Unit 67a. When a card ID is read by the card reader / writer 61, the Value Management Unit 67a requests the management device 50 for the balance of prepaid value, the number of balls held, and the number of stored balls associated with the card ID. When the Value Management Unit 67a receives the balance of prepaid value, the number of balls held, and the number of stored balls associated with the card ID from the management device 50, it stores this balance of prepaid value, the number of balls held, and the number of stored balls in the Value Management Unit 66a.

[0145] The prize inventory management unit 67b is a processing unit that manages the prize inventory data 66b. When the prize inventory management unit 67b receives prize inventory data from a prize dispensing device (not shown), it stores the received data in the prize inventory data 66b.

[0146] The prize selection control unit 67c is a processing unit that selects the prizes to be exchanged. The prize selection control unit 67c accepts the selection of prizes based on the prize inventory data 66b, within the range of the balance of the player's held balls and stored balls.

[0147] Furthermore, if a prize is selected, the prize selection control unit 67c notifies a prize dispensing device (not shown) of a dispensing instruction including the prize code and quantity of the selected prize, and treats the remaining balance of the player's balls and stored balls as the number of leftover balls. It then passes the type and quantity of the dispensed prizes, as well as the number of leftover balls, to the receipt issuance processing unit 67d. Finally, it notifies the management device 50 of the prepaid value associated with the card, the balance of the player's balls and stored balls.

[0148] The receipt issuance processing unit 67d is a processing unit that issues exchange receipts. When the receipt issuance processing unit 67d receives the type and quantity of selected prizes, as well as the number of leftover balls, from the prize selection control unit 67c, it prints the received data on the exchange receipt and issues it as an exchange receipt.

[0149] Next, an example of data stored in the memory unit 66 of the prize management device 60 shown in Figure 9 will be described. Figure 10 shows an example of the holding value data 66a and prize inventory data 66b shown in Figure 9.

[0150] The holding value data 66a shown in Figure 10(a) is data that indicates the value associated with the read card, such as the number of balls held, the number of stored balls, and the prepaid value. The holding value data 66a shows a state where the number of balls held by ball 1 is "990", the number of balls held by ball 2 is "0", the number of balls held by ball 3 is "0", the number of stored balls by ball 1 is "0", the number of stored balls by ball 2 is "0", the number of stored balls by ball 3 is "0", and the prepaid value is "0".

[0151] The prize inventory data 66b shown in Figure 10(b) shows that the prize code "0001" is associated with the state where the prize name is "Grand Prize", the group code is "01", the number of items that can be stored is "100", and the number of items in stock is "20", the prize code "0002" is associated with the state where the prize name is "Medium Prize", the group code is "01", the number of items that can be stored is "300", and the number of items in stock is "150", and the prize code "0003" is associated with the state where the prize name is "Small Prize", the group code is "01", the number of items that can be stored is "500", and the number of items in stock is "230". <Configuration of the payment machine 70> Next, the payment machine 70 shown in Figure 2 will be described. Figure 11 is a functional block diagram showing the configuration of the payment machine 70 shown in Figure 2. As shown in Figure 11, the payment machine 70 includes a card reader 71, a banknote detection sensor 72, a coin detection sensor 73, a banknote remaining lamp 74, a coin remaining lamp 75, a speaker 76, a display operation unit 79, a communication unit 80, a storage unit 77, and a control unit 78.

[0152] The card reader 71 is a device that reads the card ID from the player's card. The banknote detection sensor 72 is a device that detects if a player has forgotten to take a dispensed banknote. The coin detection sensor 73 is a device that detects if a player has forgotten to take a dispensed coin.

[0153] The banknote retention lamp 74 is an output device using an LED or the like to notify the user if they have forgotten to take their banknotes. The coin retention lamp 75 is an output device using an LED or the like to notify the user if they have forgotten to take their coins. The speaker 76 is an output device to notify the user by voice if they have forgotten to take their coins.

[0154] The display operation unit 79 is an input / output device such as a liquid crystal touch panel. The communication unit 80 is an interface unit for communicating with the management device 50 via a communication line.

[0155] The storage unit 77 is a storage device such as a hard disk drive or non-volatile memory, and stores notification setting data 77a. The notification setting data 77a is data indicating the time to notify the user if it is detected that money has been left behind. The notification setting data 77a includes notification settings and notification times for each category of banknotes and coins.

[0156] The control unit 78 is a control unit that controls the entire payment machine 70 and includes a setting management unit 78a, a payment control unit 78b, a detection unit 78c, a determination unit 78d, and a notification unit 78e. In practice, programs corresponding to these functional units are stored in a non-volatile memory such as ROM (not shown), and these programs are loaded into the CPU and executed to cause the processes corresponding to the setting management unit 78a, the payment control unit 78b, the detection unit 78c, the determination unit 78d, and the notification unit 78e to be executed, respectively.

[0157] The setting management unit 78a is a processing unit that manages the notification setting data 77a. When the setting management unit 78a receives notification setting data from the management device 50, it stores this data in the notification setting data 77a.

[0158] The settlement control unit 78b is a processing unit that settles the prepaid value associated with the card. When the settlement control unit 78b receives a card ID from the card reader 71, it notifies the management device 50 of the request for the prepaid value associated with this card ID. When the settlement control unit 78b receives the balance of the prepaid value associated with the card from the management device 50, it performs the settlement process.

[0159] Furthermore, once the settlement control unit 78b has completed the settlement process, it returns the card and broadcasts a voice prompt from speaker 76 prompting the user to remove the card. For example, it might announce, "Please take your card. Banknotes and coins will be dispensed next." If only banknotes or only coins are dispensed, the voice message may be "Please take your card. Banknotes will be dispensed next" or "Please take your card. Coins will be dispensed next."

[0160] Furthermore, if a predetermined time (for example, 5 seconds) has elapsed without the card being removed during the card return process, the settlement control unit 78b will broadcast a voice prompt from speaker 76 to encourage the card to be removed. For example, it may announce, "Please take your card." This process is repeated until the card is removed.

[0161] Furthermore, when the card is removed, the settlement control unit 78b dispenses the settlement amount in coins and also broadcasts a voice prompt from the speaker 76 to encourage the user to take the coins. For example, it may announce, "Banknotes and coins will be dispensed. Please be careful not to forget them." If only banknotes or only coins are dispensed, the voice may say, "Banknotes will be dispensed. Please be careful not to forget them," or "Coins will be dispensed. Please be careful not to forget them."

[0162] The detection unit 78c is a processing unit that detects whether a dispensed coin has been forgotten. If the detection unit 78c detects a banknote using the banknote detection sensor 72, it passes the message "banknote present" to the determination unit 78d; if it does not detect a banknote, it passes the message "no banknote present".

[0163] Furthermore, the detection unit 78c transmits "coin present" to the determination unit 78d if it detects a coin using the coin detection sensor 73, and "no coin present" if it does not detect a coin.

[0164] The determination unit 78d is a processing unit that determines the procedure for notifying the customer if it detects that the dispensed currency has been forgotten. If the notification setting in the notification setting data 77a category "banknote" is set to "notify", and the determination unit 78d receives "banknote present" from the detection unit 78c after the notification time specified in the notification setting data 77a (for example, 4 seconds) has elapsed since the currency was dispensed, it passes the "banknote remaining notification" to the notification unit 78e. If the determination unit 78d receives "banknote present" from the detection unit 78c after the notification time specified in the notification setting data 77a has elapsed since the "banknote remaining notification" was passed on, it passes the "banknote remaining notification" to the notification unit 78e.

[0165] Furthermore, if the notification setting for the "banknote" category in the notification setting data 77a is "no notification", and the determination unit 78d receives "banknote present" from the detection unit 78c after a predetermined time (for example, 5 seconds) has elapsed since the dispensing of the currency, it passes on the "banknote remaining notification" to the notification unit 78e. If the determination unit 78d receives "banknote present" from the detection unit 78c after a predetermined time has elapsed since it received the "banknote remaining notification", it passes on the "banknote remaining notification" to the notification unit 78e.

[0166] Furthermore, if the notification setting in the notification setting data 77a category "coin" is set to "notify", and the detection unit 78d receives "coin present" from the detection unit 78c after the notification time (for example, 7 seconds) of the notification setting data 77a has elapsed since the dispensing of the currency, the determination unit 78d passes on the "coin remaining notification" to the notification unit 78e. If the detection unit 78d receives "coin present" from the detection unit 78c after the notification time of the notification setting data 77a has elapsed since the determination unit 78d passed on the "coin remaining notification", the determination unit 78d passes on the "coin remaining notification" to the notification unit 78e.

[0167] Furthermore, if the notification setting for the "coin" category in the notification setting data 77a is "not to notify", and the determination unit 78d receives "coin present" from the detection unit 78c after a predetermined time (for example, 5 seconds) has elapsed since the dispensing of the coin, it passes on the "coin remaining notification" to the notification unit 78e. If the determination unit 78d receives "coin present" from the detection unit 78c after a predetermined time has elapsed since it received the "coin remaining notification", it passes on the "coin remaining notification" to the notification unit 78e.

[0168] The notification unit 78e is a processing unit that notifies the user if it detects that the dispensed currency has been forgotten. When the notification unit 78e receives a "banknote remaining notification" from the determination unit 78d, it causes the banknote remaining lamp 74 to blink and announces the forgotten banknote via voice from the speaker 76. For example, it may announce, "Please take your banknotes." The content of this voice may also be, "Please take your cash." It then notifies the management device 50 of the "currency remaining notification."

[0169] Furthermore, if the notification unit 78e receives multiple consecutive "remaining banknote notifications" from the judgment unit 78d, it will issue an audible alert each time, such as a buzzer sound, from the speaker 76 to draw attention.

[0170] Furthermore, if the notification unit 78e receives a "coin remaining notification" from the determination unit 78d, it will flash the coin remaining lamp 75 and announce a voice message from the speaker 76 that coins have been left behind. For example, it may announce, "Please take your coins." The content of this voice message may also be, "Please take your cash." It then notifies the management device 50 of the "currency remaining notification."

[0171] Furthermore, if the notification unit 78e receives multiple consecutive "coin remaining notification" messages from the judgment unit 78d, it will issue an audible alert each time, such as a buzzer sound, from the speaker 76 to draw attention.

[0172] Next, an example of data stored in the memory unit 77 of the payment machine 70 shown in Figure 11 will be described. Figure 12 shows an example of the notification setting data 77a shown in Figure 11.

[0173] The notification setting data 77a shown in Figure 12 associates the category "banknotes" with a notification setting of "notification" and a notification time of "4 seconds," and the category "coins" with a notification setting of "notification" and a notification time of "7 seconds."

[0174] <Processing procedure for forgotten currency according to Embodiment 1> Next, the procedure for handling forgotten currency according to this embodiment 1 will be described. Figure 13 is a flowchart showing the procedure for handling forgotten currency according to this embodiment 1.

[0175] As shown in Figure 13, if the payment machine 70 accepts a card (step S101; Yes), it requests the value associated with the card from the management device 50 (step S102). The management device 50 notifies the payment machine 70 of the value associated with the card (step S103).

[0176] If the settlement machine 70 accepts the settlement process (step S104; Yes), it notifies the management device 50 of the settlement transaction request (step S105). The management device 50 notifies the settlement machine 70 of the settlement transaction response (step S106).

[0177] The payment machine 70 returns the card (step S107) and announces the return of the card via voice from speaker 76 (step S108). If the card is not removed (step S109; No), proceed to step S108.

[0178] If a card is removed (Step S109; Yes), the money is dispensed (Step S110) and an audible announcement is made that the money has been dispensed (Step S111).

[0179] If no money has been taken out (Step S112; No), the management device 50 is notified of the remaining money (Step S113), a buzzer sounds (Step S114), and the process proceeds to Step S111. If the management device 50 receives the notification of remaining money, it notifies the intercom 90 of this fact (Step S115).

[0180] The payment machine 70 terminates processing once the money has been dispensed (step S112; Yes).

[0181] As described above, the gaming system according to this embodiment 1 can efficiently prevent players from forgetting to take their money by detecting and notifying players of the fact that they have forgotten to take their money from the payment machine.

[0182] In the above-described embodiment 1, the removal of coins was described based on the presence or absence of coins in the coin dispensing slot. However, the present invention is not limited to this, and the device can also be configured to detect whether or not a hand has been placed in the coin dispensing slot.

[0183] Furthermore, while Embodiment 1 described above explains a configuration in which a notification is issued if currency remains after a predetermined time has elapsed, even when the notification setting is "not to notify," the present invention is not limited to this, and it is also possible to configure the system so that no notification is issued when the notification setting is "not to notify."

[0184] [Embodiment 2] By the way, while Embodiment 1 described above explains the case in which the prize management device and the settlement machine are operated independently, the present invention is not limited to this.

[0185] In some cases, a prize management device and a settlement machine are linked on a one-to-one basis, and the prize management device accepts settlement processing operations in an integrated operation. In this integrated operation of the prize management device and settlement machine, it is also possible to configure the system to detect if the customer has forgotten to take their money from the settlement machine and to notify the customer accordingly, and to enable the customer to exchange their prize once they have taken their money.

[0186] This second embodiment describes a gaming system in which, in the coordinated operation of a prize management device and a payment machine, a player forgets to take their money from the payment machine and is notified accordingly, and the player can exchange their prize for a prize once they receive the money.

[0187] <Overview of the gaming system according to Embodiment 2> First, an overview of the gaming system according to this second embodiment will be described. Figure 14 is an explanatory diagram illustrating the overview of the gaming system according to this second embodiment.

[0188] As shown in Figure 14, in the game system according to this embodiment 2, if the settlement machine 300, which is operated in conjunction with the prize management device 200, detects that a customer has forgotten to take their coins after settlement (S1), an audible notification is issued to prevent the customer from forgetting to take their coins (S2).

[0189] When a player retrieves a coin they have forgotten (S3), the prize management device 200 becomes available for prize exchange (S4). Similarly, if only banknotes or both banknotes and coins are forgotten, an audio alert is issued to prevent forgetting, and when the player retrieves the forgotten coins, the prize exchange becomes available.

[0190] <Configuration of the prize management device 200> Next, the configuration of the prize management device 200 shown in Figure 14 will be described. Figure 15 is a functional block diagram showing the configuration of the prize management device 200 shown in Figure 14. As shown in Figure 15, the prize management device 200 is connected to a card reader / writer 61 and a receipt issuing unit 62, and has a display operation unit 64, a communication unit 65, a storage unit 210, and a control unit 220. Note that the explanation of the functional units, which are the same as those of the prize management device 60 shown in Figure 9, will be omitted.

[0191] The storage unit 210 is a storage device such as a hard disk drive or non-volatile memory, and stores corresponding device data 211, ownership value data 66a, and prize inventory data 66b. The corresponding device data 211 is data indicating the device itself and the payment machine 300 associated with the device.

[0192] The control unit 220 is a control unit that controls the entire prize management device 200 and includes a corresponding device management unit 221, a value management unit 222, a settlement control unit 223, a prize inventory management unit 67b, a prize selection control unit 224, and a receipt issuance processing unit 67d. In practice, programs corresponding to these functional units are stored in non-volatile memory such as ROM (not shown), and by loading these programs into the CPU and executing them, the corresponding processes are made to be executed in the corresponding device management unit 221, the value management unit 222, the settlement control unit 223, the prize inventory management unit 67b, the prize selection control unit 224, and the receipt issuance processing unit 67d, respectively.

[0193] The corresponding device management unit 221 is a processing unit that manages the corresponding device data 211. When the corresponding device management unit 221 receives a setting for a corresponding device from the display operation unit 64, it stores this setting in the corresponding device data 211 and notifies the payment machine 300.

[0194] The Value Management Unit 222 is a processing unit that manages the Value Management Unit 222. When a card ID is read by the card reader / writer 61, the Value Management Unit 222 requests the settlement machine 300 to provide the balance of prepaid value, the number of balls held, and the number of stored balls associated with the card ID.

[0195] Furthermore, when the value management unit 222 receives the balance of prepaid value, the number of balls held, and the number of stored balls associated with the card ID from the payment machine 300, it stores this balance of prepaid value, the number of balls held, and the number of stored balls in the value data 66a.

[0196] The settlement control unit 223 is a processing unit that receives settlement requests. When the settlement control unit 223 receives a settlement request from the display operation unit 64, it notifies the settlement machine 300 of the details of this settlement request as a settlement transaction request.

[0197] Furthermore, if the settlement control unit 223 receives a settlement transaction response from the settlement machine 300, it displays a selection screen on the display operation unit 64 indicating whether or not to execute the settlement transaction based on the contents of the settlement transaction response. If the settlement control unit 223 receives a selection from the display operation unit 64 to execute the settlement transaction, it notifies the settlement machine 300 of a withdrawal instruction.

[0198] The prize selection control unit 224 is a processing unit that selects the prizes to be exchanged. When the prize selection control unit 224 receives a notification of completion of withdrawal from the settlement machine 300, it accepts the selection of a prize based on the prize inventory data 66b, within the range of the balance of held and stored balls, and performs the prize exchange process.

[0199] Next, an example of data stored in the memory unit 210 of the prize management device 200 shown in Figure 15 will be explained. Figure 16 shows an example of the corresponding device data 211 shown in Figure 15. The corresponding device data 211 shown in Figure 16 associates the prize management device ID "SPOS001" with the payment machine ID "SK001".

[0200] <Configuration of Payment Machine 300> Next, the payment machine 300 shown in Figure 14 will be described. Figure 17 is a functional block diagram showing the configuration of the payment machine 300 shown in Figure 14. As shown in Figure 17, the payment machine 300 has a card reader 71, a banknote detection sensor 72, a coin detection sensor 73, a banknote remaining lamp 74, a coin remaining lamp 75, a speaker 76, a display operation unit 79, a communication unit 80, a storage unit 310, and a control unit 320. Note that the explanation of the functional units, which are the same as those of the payment machine 70 shown in Figure 11, will be omitted.

[0201] The storage unit 310 is a storage device such as a hard disk drive or non-volatile memory, and stores notification setting data 77a and corresponding device data 311. The corresponding device data 311 is This data shows the device itself and the prize management device 200 associated with it.

[0202] The control unit 320 is a control unit that controls the entire payment machine 300 and includes a setting management unit 321, a payment control unit 322, a detection unit 78c, a determination unit 78d, a notification unit 78e, and a notification unit 323. In practice, programs corresponding to these functional units are stored in non-volatile memory such as ROM (not shown), and by loading and executing these programs on the CPU, the processes corresponding to the setting management unit 321, the payment control unit 322, the detection unit 78c, the determination unit 78d, the notification unit 78e, and the notification unit 323 are executed, respectively.

[0203] The configuration management unit 321 is a processing unit that manages the corresponding device data 311. When the configuration management unit 321 receives corresponding device data from the prize management device 200, it stores this data in the corresponding device data 311.

[0204] When the settlement control unit 322 receives a request from the prize management device 200 for the value associated with the card ID, it notifies the management device 50 of this request. When the settlement control unit 322 receives the value associated with the card from the management device 50, it notifies the prize management device 200 of the received value.

[0205] Furthermore, if the settlement control unit 322 receives a settlement transaction request from the prize management device 200, it notifies the management device 50 of this settlement transaction request. If the settlement control unit 322 receives a settlement transaction response from the management device 50, it notifies the prize management device 200 of this settlement transaction response.

[0206] Furthermore, if the settlement control unit 322 receives a withdrawal instruction from the prize management device 200, it will dispense the money based on this instruction and will also broadcast a voice message from the speaker 76 prompting the recipient to accept the money.

[0207] The notification unit 323 is a processing unit that notifies the completion of the retrieval of dispensed currency. If the detection unit 78c determines that there are "no banknotes" and "no coins," the notification unit 323 notifies the prize management device 200 of the completion of retrieval.

[0208] Next, an example of data stored in the memory unit 310 of the payment machine 300 shown in Figure 17 will be explained. Figure 18 shows an example of the corresponding device data 311 shown in Figure 17. The corresponding device data 311 shown in Figure 18 associates the payment machine ID "SK001" with the prize management device ID "SPOS001".

[0209] <Processing procedure for forgotten currency according to Embodiment 2> Next, the procedure for handling forgotten currency according to this second embodiment will be described. Figure 19 is a flowchart showing the procedure for handling forgotten currency according to this second embodiment.

[0210] As shown in Figure 19, if the prize management device 200 receives a card (step S201; Yes), it requests the settlement machine 300 for the value associated with the card (step S202). The settlement machine 300 notifies the management device 50 of this request (step S203).

[0211] The management device 50 notifies the settlement machine 300 of the value associated with the card (step S204), and the settlement machine 300 notifies the prize management device 200 of this received value (step S205).

[0212] If the prize management device 200 receives a settlement request (step S206; Yes), it notifies the settlement machine 300 of the settlement transaction request based on the received settlement request (step S207), and the settlement machine 300 notifies the management device 50 of this settlement transaction request (step S208).

[0213] The management device 50 notifies the settlement machine 300 of the settlement transaction response to the settlement transaction request it has received (step S209), and the settlement machine 300 notifies the prize management device 200 of this settlement transaction response (step S210).

[0214] The prize management device 200 notifies the settlement machine 300 of the withdrawal instruction (step S211), and the settlement machine 300 dispenses the money based on the withdrawal instruction (step S212) and announces the disbursement by voice (step S213).

[0215] If no money has been taken out (Step S214; No), the management device 50 is notified of the remaining money (Step S215), a buzzer sounds (Step S216), and the process proceeds to Step S213. If the management device 50 receives the notification of remaining money, it notifies the intercom 90 of this fact (Step S217).

[0216] If the cashier machine 300 has dispensed the money (step S214; Yes), it notifies the prize management device 200 of the completion of the dispensing (step S218). The prize management device 200 then performs the prize exchange process (step S219) and terminates the process.

[0217] As described above, in the gaming system according to this second embodiment, the prize exchange device and the settlement machine are configured to detect when the player has forgotten to take their money and notify the player accordingly, and to enable the player to exchange their prize once they have taken their money, thereby efficiently preventing the player from forgetting to take their money.

[0218] In the above-described embodiment 2, a configuration was explained in which the prize exchange device and the payment machine are operated in conjunction, and the payment machine detects and notifies the user of forgotten currency. However, the present invention is not limited to this. Regardless of whether the prize exchange device and the payment machine are operated in conjunction, the system can also be configured to notify the prize exchange device when it detects forgotten currency, and for the prize exchange device to then notify the user. Specifically, when the payment machine detects forgotten currency, it simultaneously notifies the prize exchange device of the remaining currency, which is also notified to the management device. Upon receiving this remaining currency notification, the prize exchange device notifies the user of forgotten currency. In this way, the system can be configured to notify the prize exchange device when it detects forgotten currency, and for the prize exchange device to then notify the user of forgotten currency.

[0219] [Embodiment 3] By the way, while Embodiment 1 described above explains the case in which a customer forgets to take their money from the payment machine and is notified accordingly, the present invention is not limited to this, and the payment machine can also be configured to operate in a reduced mode by turning off the coin detection function when there is an abnormality in the coin detection sensor of the payment machine.

[0220] This third embodiment describes a gaming system that, in the event of an abnormality in the coin detection sensor of the payment machine, can turn off the coin detection function and operate the payment machine in a reduced mode.

[0221] <Overview of the gaming system according to Embodiment 3> First, an overview of the gaming system according to this third embodiment will be described. Figure 20 is an explanatory diagram illustrating the overview of the gaming system according to this third embodiment.

[0222] As shown in Figure 20, in the gaming system according to this embodiment 3, if an abnormality is detected in the coin detection sensor of the settlement machine 400 (S11), the coin detection function is turned OFF by an employee and the system is operated in degraded mode (S12).

[0223] Furthermore, the management device 500 notifies the information management device 600, which is installed outside the amusement parlor, of any abnormalities in the coin detection sensor (S13). By recognizing the abnormality in the coin detection sensor in the information management device 600, maintenance personnel who maintain the amusement parlor's payment machine 400 can quickly perform maintenance on the payment machine 400.

[0224] Furthermore, the degraded operation is automatically canceled by turning off the power to the payment machine 400 (S14). This prevents the machine from being operated with the coin detection function turned off after the coin detection sensor has returned to normal operation.

[0225] <Processing procedure in the payment machine 400 according to Embodiment 3> Next, the processing procedure in the payment machine 400 according to this third embodiment will be described. Figure 21 is a flowchart showing the processing procedure in the payment machine 400 according to this third embodiment.

[0226] As shown in Figure 21, after the power is turned ON (step S301), the payment machine 400 performs an operation check of the coin detection sensor. If the ON check of the coin detection sensor is normal (step S302; Yes) and the OFF check of the coin detection sensor is normal (step S303; Yes), it starts operation in normal operation (step S308).

[0227] If the ON check of the coin detection sensor is abnormal (Step S302; No), or if the OFF check of the coin detection sensor is abnormal (Step S303; No), an error shutdown occurs, the management device 500 is notified that the coin detection sensor is abnormal (Step S304), and a screen is displayed to select transition to degraded operation.

[0228] If the user accepts the transition to degraded operation (Step S305; Yes), the error shutdown is canceled and operation in degraded mode begins (Step S307). If the user accepts that they do not want to transition to degraded operation (Step S305; No), the operation of the payment machine 400 is stopped (Step S306).

[0229] As described above, in the gaming system according to this third embodiment, if there is an abnormality in the coin detection sensor of the payment machine, the coin detection function can be turned off and the payment machine can be operated in a reduced operation mode.

[0230] In the above embodiment 3, a configuration was described in which the information management device recognizes an abnormality in the coin detection sensor of the payment machine by an error code that is notified. However, the present invention is not limited to this, and it is also possible to configure the device to notify a maintenance worker's portable terminal device or the like that the payment machine is operating in a degraded state.

[0231] Furthermore, while the above embodiment 3 describes a configuration in which the presence or absence of abnormalities is checked for both the ON and OFF states of the coin detection sensor, the present invention is not limited to this. The present invention can also be configured to detect signs of failure by adding a function to monitor the light reception level of the coin detection sensor using AD conversion and detecting when the light reception level drops below a certain level.

[0232] Furthermore, while the above embodiment 3 described a configuration for checking a coin detection sensor, the present invention is not limited thereto, and can also be configured to perform checks on a banknote detection sensor and a card ejection sensor.

[0233] [Embodiment 4] By the way, while Embodiment 1 described a case in which a customer forgets to take their money from a payment machine and is notified accordingly, the present invention is not limited to this. When a payment machine dispenses 11 or more banknotes, the banknotes are dispensed in multiple batches of 10, and the machine can be configured to notify the customer in advance that the banknotes will be dispensed in multiple batches.

[0234] This fourth embodiment describes a gaming system that can notify the player in advance that if 11 or more banknotes are to be dispensed by the payment machine, they will be dispensed in multiple installments.

[0235] <Overview of the gaming system according to Embodiment 4> First, an overview of the gaming system according to this fourth embodiment will be described. Figures 22 and 23 are explanatory diagrams illustrating the overview of the gaming system according to this fourth embodiment.

[0236] In conventional gaming systems, when more than 11 banknotes are to be dispensed at the payout machine, they are dispensed in multiple batches of 10, but there is no notification that the banknotes will be dispensed in multiple batches. As a result, there was a risk that players would forget to take the remaining banknotes after receiving the first 10.

[0237] For example, as shown in Figure 22, when 12,000 yen worth of banknotes is to be dispensed, ten 1,000 yen banknotes are dispensed first (S21), and the player takes these ten 1,000 yen banknotes (S22). The remaining two 1,000 yen banknotes are then dispensed (S23), but if the player forgets to take these 1,000 yen banknotes (S24), a message will appear instructing them to call an attendant (S25). In this case, the machine will be temporarily shut down, and there is a risk of trouble arising between the machine and the player who forgot to take the banknotes.

[0238] Therefore, as shown in Figure 23, in the gaming system according to this embodiment 4, when 11 or more banknotes are to be dispensed at the settlement machine, an audio notification is given before the dispensing of the banknotes to inform the player that the banknotes will be dispensed in multiple installments.

[0239] Specifically, when 12,000 yen worth of banknotes are to be dispensed, an audio announcement is made before the banknotes are dispensed that they will be dispensed in two installments (S31). For example, the announcement might say, "The banknotes will be dispensed in two installments. Please be careful not to forget them." Ten 1,000 yen banknotes are dispensed (S32), and the player receives these ten 1,000 yen banknotes (S33).

[0240] Next, before the remaining banknotes are dispensed, the content of the previous voice message is changed to provide a voice notification to ensure that no banknotes are forgotten (S34). For example, the message might say, "Please be careful not to forget your banknotes." The remaining two 1,000 yen banknotes are dispensed (S35), the player takes these two banknotes (S36), and the payment machine enters standby mode (S37).

[0241] As described above, in the gaming system according to this embodiment 4, when 11 or more banknotes are to be dispensed at the settlement machine, it is possible to notify the player in advance that the banknotes will be dispensed in multiple installments.

[0242] In the above embodiment 4, a configuration was described in which the dispensing is announced by voice in multiple installments. However, the present invention is not limited to this, and the invention can also be configured to display on the screen that the dispensing is in multiple installments.

[0243] [Embodiment 5] By the way, while Embodiment 1 described above explains the case in which a customer forgets to take their money from a payment machine and is notified accordingly, the present invention is not limited to this. The volume of the voice notification to prevent customers from forgetting their money can be changed according to the number of coins dispensed by the payment machine, and the time interval for the notification to be given again if coins are forgotten can also be changed.

[0244] This embodiment 5 describes a gaming system that can change the volume of an announcement made to prevent players from forgetting their coins, depending on the number of coins dispensed by the payment machine, and can also change the time interval at which an announcement is made again if coins are forgotten.

[0245] <Outline of the gaming system according to Embodiment 5> First, an overview of the gaming system according to this 5th embodiment will be described. Figure 24 is an explanatory diagram illustrating the overview of the gaming system according to this 5th embodiment.

[0246] In the gaming system according to this 5th embodiment, when the settlement machine 700 dispenses more coins than a predetermined number (for example, 3 coins), it lowers the volume of the notification to prevent players from forgetting to take their coins, and sets the time interval for the second notification if a player forgets to take their coins to be slightly longer (for example, every 5 seconds).

[0247] Specifically, as shown in Figure 24(a), when banknotes and coins are dispensed, if 6 coins are dispensed (S41), a low-volume notification is given to prevent customers from forgetting their coins (S42). If no coins are taken out, the notification to prevent customers from forgetting their coins is repeated every 5 seconds (S43).

[0248] Furthermore, if the payment machine 700 dispenses a number of coins less than a predetermined number, it will increase the volume of the notification to prevent customers from forgetting their coins, and it will also shorten the time interval for the notification to be sent again if coins are forgotten (for example, every 2 seconds).

[0249] Specifically, as shown in Figure 24(b), when banknotes and coins are dispensed, if three coins are dispensed (S44), a loud notification is given to prevent customers from forgetting their coins (S45). If no coins are taken out, the notification to prevent customers from forgetting their coins is repeated every two seconds (S46).

[0250] <Processing procedure in the payment machine 700 according to Embodiment 5> Next, the processing procedure in the payment machine 700 according to this embodiment 5 will be described. Figure 25 is a flowchart showing the processing procedure in the payment machine 700 according to this embodiment 5.

[0251] As shown in Figure 25, the payment machine 700 returns the card (step S401), and if the card is removed (step S402; Yes), it dispenses banknotes and coins (step S403).

[0252] If the number of coins dispensed is 3 or less (Step S404; Yes), the dispenser will announce the dispensing with a loud voice (Step S405). If the number of coins dispensed is 4 or more (Step S404; No), the dispenser will announce the dispensing with a quiet voice (Step S406).

[0253] If no banknotes or coins have been dispensed (Step S407; No), and if the number of coins dispensed is 3 or less (Step S408; Yes), a loud voice announcement indicating that a coin has been dispensed is made every 2 seconds (Step S409). If the number of coins dispensed is 4 or more (Step S408; No), a quiet voice announcement indicating that a coin has been dispensed is made every 5 seconds (Step S410). Then, the process proceeds to Step S407.

[0254] If banknotes and coins have been removed (step S407; Yes), the process ends.

[0255] As described above, in the gaming system according to this embodiment 5, the volume of the voice notification to prevent forgetting to take coins can be changed according to the number of coins dispensed at the settlement machine, and the time interval for the notification to be given again if coins are forgotten can also be changed.

[0256] In the above embodiment 5, a configuration was described in which the notification procedure to prevent forgotten coins is changed according to the number of coins dispensed by the payment machine. However, the present invention is not limited to this, and the time interval and volume of the notification can also be set in the management device.

[0257] Furthermore, while Embodiment 5 described above describes a configuration in which the notification procedure for preventing customers from forgetting their coins is changed according to the number of coins dispensed by the payment machine, the present invention is not limited to this, and if customers frequently forget their coins, the notification volume can be gradually increased.

[0258] Furthermore, while Embodiment 5 described above explains a configuration in which the notification procedure for preventing customers from forgetting their coins is changed according to the number of coins dispensed by the payment machine, the present invention is not limited to this, and the notification for preventing customers from forgetting their coins can also be configured to change the flashing or color of the LED lamp at the coin dispenser.

[0259] Furthermore, while Embodiment 5 described above explains a configuration in which the notification procedure for preventing forgotten coins is changed according to the number of coins dispensed at the settlement machine, the present invention is not limited to this, and can also be configured to be applied to prize dispensing devices that return and dispense multiple media, replay ball / medal dispensing machines, and membership card / ball / medal terminals for vending machines.

[0260] Furthermore, the configurations illustrated in each of the above embodiments are functionally schematic and do not necessarily have to be physically represented as shown. In other words, the distributed and integrated forms of each device are not limited to those shown, and all or part of them can be functionally or physically distributed and integrated in any unit according to various loads and usage conditions. [Industrial applicability]

[0261] The gaming system, cashier, and forgotten coin notification method according to the present invention are suitable for efficiently preventing customers from forgetting to take their coins. [Explanation of symbols]

[0262] 10-unit card processing machine 11 Status display section 12. Banknote transport section 12a Banknote slot 13 Display operation section 14 Reader / Writer 14a Card slot 15 Communications Department 16 Memory section 16a Device status data 16b Card Data 17 Control Unit 17a Data Management Department 18 Game Management Department 18a Authentication Processing Department 18b Authentication Key Management Department 18c Gaming Machine Status Management Department 20 Gaming Machine 21 Handle 22 Counting Button 23 Communication Control Department 24 Presentation Control Department 24a Presentation Symbol Lottery Department 24b Presentation Lottery Department 25 Game Control Department 26 Pachinko Ball Control Department 26a Available Game Count Management Department 30 Island Controller 50 Management Device 51 Display Unit 52 Input Unit 53 External Network Communication Department 54 Store Network Communication Department 55 Memory Unit 55a Card Management Data 55b Device Management Data​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​70 Cash register 71 Card reader 72 Banknote detection sensor 73 Coin detection sensor 74 Banknote residue lamp 75 Coin residue lamp 76 Speaker 77 Memory unit 77a Notification setting data 78 Control unit 78a Setting management unit 78b Settlement control unit 78c Detection unit 78d Judgment unit 78e Notification unit 79 Display operation unit 80 Communication unit 90 Income 100 Wireless router 200 Prize management device 210 Memory unit 211 Corresponding device data 220 Control unit 221 Corresponding device management unit 222 Held value management unit 223 Settlement control unit 224 Prize selection control unit 300 Cash register 310 Memory unit 311 Corresponding device data 320 Control unit 321 Setting management unit 322 Settlement control unit 323 Notification unit 400 Cash register 500 Management device 600 Information management device 700 Cash register

Claims

1. A game system comprising: a settlement machine that settles the value associated with a storage medium and dispenses money; a prize management device that performs prize exchange processing for the number of game media associated with the storage medium; and a management device that is communicatively connected to the settlement machine and the prize management device, The aforementioned payment machine is A banknote detection sensor that detects if banknotes have been left behind, A coin detection sensor that detects if coins have been left behind, The system includes a notification means for notifying the banknotes and / or coins that have been left behind when the banknote detection sensor and / or the coin detection sensor detect that the banknotes and / or coins have been left behind, The aforementioned control device is A management means for managing the number of game media and their value stored in the storage medium, The setting for the notification includes a setting instruction means for instructing the payment machine on the conditions for notifying the machine of forgotten currency, and A gaming system characterized by having the following features.

2. The aforementioned notification means is, The gaming system according to claim 1, characterized in that if the banknote detection sensor and / or the coin detection sensor detects that the banknotes and / or coins have been left behind, the system notifies the user of the forgotten banknotes and / or coins for a predetermined time, regardless of the setting instructions from the management device.

3. The aforementioned notification means is, The gaming system according to claim 1 or 2, characterized in that it outputs an audio message indicating that the banknotes and / or coins have been forgotten.

4. The aforementioned payment machine is The system further includes a notification means for notifying the management device of the forgotten banknotes and / or coins when the banknote detection sensor and / or coin detection sensor detect that the banknotes and / or coins have been left behind. The aforementioned control device is The gaming system according to claim 1, characterized in that, upon receiving notification from the payment machine that banknotes and / or coins have been left behind, the system notifies a terminal device held by an employee of the gaming establishment of the forgotten banknotes and / or coins.

5. The aforementioned prize management device is Upon receiving the aforementioned storage medium, the prize management device provides settlement instruction means to the settlement machine to instruct it to settle the aforementioned monetary value, A prize exchange processing means that performs the prize exchange processing of the number of game media after the settlement processing of the value by the settlement machine, The gaming system according to claim 1, characterized by comprising the following features.

6. The aforementioned payment machine is When the banknote detection sensor and / or the coin detection sensor detects that the banknotes and / or coins have been left behind, the prize management device is notified of the forgotten banknotes and / or coins. The aforementioned prize management device is When the payment machine receives notification that the banknotes and / or coins have been left behind, the system will notify the customer of the forgotten banknotes and / or coins. The gaming system according to feature 5.

7. A method for notifying a forgotten item in a gaming system comprising: a settlement machine that settles the value associated with a storage medium and dispenses money; a prize management device that performs prize exchange processing for the number of gaming media associated with the storage medium; and a management device that is communicatively connected to the settlement machine and the prize management device, The aforementioned payment machine includes a first detection step in which a banknote detection sensor detects that banknotes have been left behind, The aforementioned payment machine includes a second detection step in which a coin detection sensor detects if coins have been left behind, The payment machine includes a notification step in which, when the banknote detection sensor and / or the coin detection sensor detects that banknotes and / or coins have been left behind, the machine notifies the customer of the forgotten banknotes and / or coins. The management device includes a management process for managing the number of game media and their value stored in the storage medium, The management device includes a setting instruction step in which it instructs the settlement machine on the conditions for notifying the customer of forgotten currency as a setting related to the notification. A method for notifying someone of a forgotten item, characterized by including the following features.

Citation Information

Patent Citations

  • Game card system

    JP2008212468A

  • Adjustment machine of value recording medium

    JP2008307163A

  • Prize management device

    JP2013121468A

  • Game machine

    JP2014079486A

  • Storage medium processing system

    JP2021013687A