Device for game

The gaming device addresses issues by controlling display and managing game media to prevent combined counts, ensuring secure and efficient player transitions.

JP2025010242AActive Publication Date: 2025-01-20GLORY LTD
View PDF 4 Cites 0 Cited by

Patent Information

Application Number
JP2024188894
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-10-28
Publication Date
2025-01-20
Estimated Expiration
2040-09-15

AI Technical Summary

Technical Problem

Existing gaming systems fail to prevent issues when a new player resumes play after a temporary absentee state, leading to potential troubles due to combined game media counts.

Method used

A gaming device that controls display content based on the presence or absence of game media, preventing the addition of game balls by displaying the remaining media in the machine if any are present, and allowing automatic or employee-driven cancellation if none are left.

Benefits of technology

Prevents troubles by ensuring accurate tracking and management of game media, reducing employee intervention and maintaining system integrity.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025010242000001_ABST
    Figure 2025010242000001_ABST
Patent Text Reader

Abstract

To prevent a trouble from occurring when a new game player starts playing with cancellation of a temporarily away state.SOLUTION: When a game player is temporarily away from a game machine, if the player selects "temporarily away" on a menu screen of an interspace card processing machine (S1), the interspace card processing machine prohibits accepting operations such as depositing of money, and displays the temporarily away state on a display part (S2). The interspace card processing machine specifies a lapse time from a time point when the temporarily-away selection operation is made, and when the lapse time exceeds a preset time (e.g., 10 minutes) (S3), changes subsequent processing depending on whether or not game balls remain in the game machine. When the game balls remain in the game machine, the interspace card processing machine notifies thereof to an employee (S4). On the other hand, when no game ball remains in the game machine, the interspace card processing machine automatically cancels the temporarily away state (S4').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 device that can prevent problems that occur when a new player starts playing when a temporary absence state is lifted. [Background technology]

[0002] Conventionally, in gaming establishments such as pachinko parlors, an inter-machine card processing machine is installed so as to be able to communicate with the gaming machines. This inter-machine card processing machine may be provided with a temporary leaving function. This is to enable a player to temporarily leave the gaming machine to go to the restroom, smoke, make a phone call, etc. For example, when a player wants to temporarily leave the gaming machine, he or she selects "temporarily leaving" on the menu screen of the inter-machine card processing machine.

[0003] If the player does not return to the gaming machine within a certain period of time, the temporary absence state is released, either by an employee or automatically, allowing another player to play. However, if the gaming machine still has balls remaining and another player deposits coins, the number of balls held by the previous player and the number of balls held by the new player will be added together, which can cause problems. For this reason, Patent Document 1 discloses a technology that prohibits the deposit of coins when a specified operation is received by the machine-to-machine card processing machine. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent Publication No. 2015-077443 Summary of the Invention [Problem to be solved by the invention]

[0005] However, since the above-mentioned Patent Document 1 does not target an enclosed type gaming machine in which the gaming medium is not thrown out of the machine, even if a player performs a card return operation before temporarily leaving the seat, there is a possibility that the number of playable balls (hereinafter referred to as the "number of gaming balls") that the player can use for playing may remain in the gaming machine.

[0006] As a result, the temporary absence state may be released while the previous player's balls are still remaining, and the next player may insert coins, causing the previous player's balls to be added together with the new player's balls, which could lead to new problems.

[0007] The present invention has been made to solve the problems (problems) of the prior art described above, and aims to provide a gaming device that can prevent problems that arise when a new player begins playing after the temporary absence state is lifted. [Means for solving the problem]

[0008] In order to solve the above problems, the present invention provides a gaming device connected to a gaming machine that provides games based on a number of gaming media stored in a specified memory unit, and is characterized in that it comprises an acquisition means for acquiring the number of gaming machine gaming media of the gaming machine, a reception means for receiving a specified temporary leave operation, and a display control means for performing display control on a specified display unit according to preset conditions including at least the presence or absence of the number of gaming media of the gaming machine when the temporary leave operation is received and the device transitions to a temporary leave state.

[0009] In addition, the present invention, in the above invention, further comprises a storage medium accepting means for accepting a storage medium and a number of held gaming media storage means for storing the number of held gaming media, and the display control means is characterized in that when the temporary absence operation is accepted and the temporary absence state is transitioned to, if the remaining balance associated with the storage medium or the number of held gaming media is not 0 and the number of gaming machine gaming media is not 0, then the display control means controls the display of a display indicating that the number of gaming machine gaming media remains on the display unit.

[0010] In addition, in the above invention, the display control means is characterized in that if the remaining balance or the number of held gaming media associated with the storage medium is not 0 and the number of gaming machine gaming media is 0, then the display content is not controlled to be displayed on the display unit.

[0011] In addition, the present invention, in the above invention, further comprises a storage medium accepting means for accepting a storage medium and a number of held gaming media storage means for storing the number of held gaming media, and the display control means is characterized in that when the temporary absence operation is accepted and the temporary absence state is transitioned to, if the remaining balance associated with the storage medium or the number of held gaming media is 0 and the number of gaming machine gaming media is not 0, then the display control means controls the display of a display indicating that the number of gaming machine gaming media remains on the display unit.

[0012] In addition, in the above invention, the display control means is characterized in that if the remaining balance associated with the storage medium or the number of held gaming media is 0 and the number of gaming machine gaming media is 0, the display control means does not control the display of the display content on the display unit. Effect of the Invention

[0013] According to the present invention, it is possible to prevent problems that may occur when a new player starts playing after the temporary absence state is lifted. [Brief description of the drawings]

[0014] [Figure 1] FIG. 1 is an explanatory diagram for explaining an overview of the gaming system according to the first embodiment. [Diagram 2] FIG. 2 is a diagram showing a system configuration of the gaming system according to the first embodiment. [Diagram 3] FIG. 3 is a diagram showing the external configuration of the inter-machine card processor and the gaming machine shown in FIG. [Figure 4] FIG. 4 is a diagram showing the configuration of the inter-machine card processing machine shown in FIG. [Diagram 5]FIG. 5 is a diagram showing an example of the player's own device status data, card data, game ball number data, set time data, time overtime setting data, minimum return number data, and seat leaving start method data shown in FIG. [Figure 6] FIG. 6 is a diagram showing a configuration of the gaming machine shown in FIG. [Figure 7] FIG. 7 is a diagram illustrating a configuration of the management device illustrated in FIG. [Figure 8] FIG. 8 is a diagram showing an example of the game type setting data, the card management data, the device management data, and the member management data shown in FIG. [Figure 9] FIG. 9 is a diagram showing an example of the set time data, the time-exceeded set data, and the minimum return quantity data shown in FIG. [Figure 10] FIG. 10 is a diagram illustrating an operation pattern when the temporary absence time has expired according to the first embodiment. [Figure 11] FIG. 11 is a flowchart showing a processing procedure of the inter-machine card processing machine according to the first embodiment. [Figure 12] FIG. 12 is an explanatory diagram of an overview of the gaming system according to the second embodiment. [Figure 13] FIG. 13 is a diagram showing a screen display pattern of the inter-machine card processing machine when the user temporarily leaves his / her seat according to the second embodiment. [Figure 14] FIG. 14 is an explanatory diagram of an overview of a gaming system according to the third embodiment. [Figure 15] FIG. 15 is a diagram showing an operation when the break time has elapsed according to the third embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0015] [Embodiment 1] The gaming device according to the first embodiment will be described in detail below.

[0016] In this specification, "held balls" refers to data indicating game media acquired by a player in a game, which can be used again only on the same day (before the closing time of the game establishment). "Number of held balls" refers to the number of game media acquired by a player in a game. "Saved balls" refers to data indicating game media deposited by a player in a game establishment, which can be used again on the following day (after the closing time of the game establishment). "Saved balls" refers to the number of game media deposited by a player in a game establishment. Both regular and member players can use held balls, and are used when a game machine is moved. In principle, only member players can use saved balls, and are used when acquired game media are used to play a game machine on the following day. "Number of game balls" refers to the number of playable balls that a player can use for a game.

[0017] <Overview of the gaming system according to the first embodiment> First, an outline of the gaming system according to the present embodiment 1 will be described. Fig. 1 is an explanatory diagram for explaining the outline of the gaming system according to the present embodiment 1. The inter-machine card processing machine of the present embodiment 1 is provided with a temporary leaving function. This is to enable a player to temporarily leave the gaming machine for toilet, smoking, telephone, etc.

[0018] Specifically, as shown in Figure 1, when a player leaves a gaming machine temporarily, the player selects "temporarily leaving" on the menu screen of the inter-machine card processing machine (S1), and the inter-machine card processing machine prohibits the acceptance of operations such as the deposit of coins, and displays on the display unit a message indicating that the player is temporarily leaving the machine (S2).

[0019] The inter-machine card processing machine determines the time that has elapsed since the selection operation for leaving the seat temporarily was performed, and if this elapsed time exceeds a preset time (e.g., 10 minutes) (S3), it changes the subsequent processing depending on whether or not there are any gaming balls remaining in the gaming machine.

[0020] If there are any game balls remaining in the gaming machine, an employee is notified (S4). The employee can clear the game balls remaining in the gaming machine and prevent new game balls from being generated when the next player accepts money. This can prevent problems from occurring due to the addition of game balls from different players.

[0021] On the other hand, if there are no game balls remaining in the gaming machine, the inter-machine card processor automatically cancels the temporary absence state (S4'). By automatically canceling the state, the time it takes busy employees to deal with the gaming machine can be reduced, and the operating rate of the gaming machine can be increased.

[0022] <System configuration> Next, the system configuration of the gaming system according to the present embodiment 1 will be described. Fig. 2 is a diagram showing the system configuration of the gaming system according to the present embodiment 1. As shown in Fig. 2, a gaming establishment is equipped with a plurality of gaming machines 20 and an inter-machine card processor 10 provided corresponding to each gaming machine 20. The inter-machine card processor 10 is connected to a communication line, which is a network within the establishment, via an island controller 30. The island controller 30, a management device 50, a prize management device 60, and a settlement machine 70 are connected to the communication line.

[0023] The gaming machine 20 is a device that plays games by shooting gaming balls enclosed inside the device onto a gaming board. The gaming balls are physical "balls" used in the game, and are different from "game balls" that the gaming machine 20 treats as data. The gaming board of the gaming machine 20 is provided with a plurality of winning areas (winning holes), and a predetermined number of gaming balls are awarded as prize balls based on the passing of the gaming balls through the winning areas. In addition, the gaming board is provided with a predetermined number of starting areas (starting holes), and a predetermined lottery is performed based on the passing of the gaming balls through the starting areas. If the lottery is a jackpot, a predetermined movable member or the like is operated to increase the probability of the gaming balls passing through the winning areas or other starting areas, and other operations that are advantageous in the game are performed. It is possible for there to be an area that serves as both a starting area and a winning area.

[0024] The winning area is provided with a winning sensor for detecting the passage of a game ball into the winning area, and the winning sensor detects the passage (winning) of a game ball shot into the winning area. The control unit of the gaming machine 20 also has a prize ball memory that stores the number of game balls to be awarded as prize balls for each winning area, and a playable number memory that indicates the number of game balls. The control unit of the gaming machine 20 also periodically transmits the number of game balls to the machine-to-machine card processing machine 10.

[0025] When the inter-machine card processing machine 10 receives a deposit from a player, it associates a prepaid value corresponding to the amount of the deposit with the identification information (card ID) of the card stored inside the machine. This prepaid value can be used to lend game balls. The inter-machine card processing machine 10 can also accept the insertion of a card associated with a prepaid value, retained balls, saved balls, etc. Then, at the end of a game, the inter-machine card processing machine 10 ejects the card associated with the prepaid value, retained balls, saved 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 insertion, and card ejection to the management device 50.

[0026] When a predetermined number of game balls are shot onto the game board, the game machine 20 transmits out data to the inter-machine card processor 10. When a game ball passes through a winning area (so-called winning) and a predetermined number of prize balls are added to the game balls, the game machine 20 transmits safe data to the inter-machine card processor 10. Furthermore, when a special state such as a jackpot occurs during play, the game machine 20 transmits special prize data indicating the occurrence of such state to the inter-machine card processor 10.

[0027] The out data corresponds to the number of balls inserted, which is the number of balls inserted by the player onto the game board. The safe data corresponds to the number of balls won as a result of winning. Furthermore, the special prize data indicates the status of the gaming machine 20, such as a jackpot. Each piece of data is transmitted to the management device 50 via the inter-machine card processing device 10, and the management device 50 can obtain the operation history of the gaming machine 20 by accumulating the out data, safe data, and special prize data.

[0028] The inter-machine card processing machine 10 accepts deposits, lends game balls, and communicates with the management device 50 and the gaming machines 20. When the inter-machine card processing machine 10 accepts bills inserted by a player, it sends a deposit notification including the amount of the deposit to the management device 50, thereby adding the prepaid value equivalent to the amount of the deposit to the prepaid value managed by the management device 50. Then, when a prescribed ball lending operation is performed, it sends a ball lending request to the management device 50, subtracts the prepaid value managed by the management device 50, and notifies the gaming machine 20 of the number corresponding to the subtracted prepaid value, which is added to the number of game balls.

[0029] When the inter-machine card processing machine 10 accepts the insertion of a card, it sends a card insertion notification to the management device 50. Furthermore, when the inter-machine card processing machine 10 receives the prepaid value, the balance of held balls, or the balance of saved balls from the management device 50, it stores the balance. When the inter-machine card processing machine 10 receives and stores the balance of held balls, it sends a request to subtract held balls to the management device 50, thereby clearing the balance of held balls (number of held balls) managed by the management device 50 to zero.

[0030] When the inter-machine card processing machine 10 accepts a held ball replay operation, it subtracts a predetermined number from the number of held balls managed by itself, notifies the gaming machine 20 of the number corresponding to the subtracted number of held balls, and adds it to the number of game balls. In addition, when the inter-machine card processing machine 10 accepts a saved ball replay operation, it sends a saved ball replay request to the management device 50, thereby subtracting a predetermined number from the number of saved balls managed by the management device 50, notifies the gaming machine 20 of the number corresponding to the subtracted number of saved balls, and adds it to the number of game balls.

[0031] When the inter-machine card processor 10 accepts a card return operation, it sends a ball addition request including the number of held balls to the management device 50, and after having the management device 50 add the number of held balls, it sends a card ejection notification to the management device 50 and controls the ejection of the card. Note that if a counting operation is accepted from the gaming machine 20 before the card return operation, the number of game balls is added to the number of held balls.

[0032] The inter-machine card processing device 10 has a function of acquiring a gaming machine ID from the gaming machine 20, and authenticating the gaming machine 20 using the acquired gaming machine ID and an authentication key received from the management device 50. This authentication is performed at the time of opening a store, etc., and the gaming machine 20 becomes available for play on condition that the authentication is successful.

[0033] The inter-machine card processor 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.

[0034] When the inter-machine card processing machine 10 receives the set time, the time-exceeded setting, and the minimum number of items to be returned from the management device 50, it stores each piece of data.

[0035] The inter-machine card processing machine 10 accepts the selection operation for leaving your seat temporarily, as well as the operation of returning the card, inputting a PIN number, touching a transportation IC card, etc., and then transitions to a temporary absence state. If the inter-machine card processing machine 10 accepts an operation to cancel the temporary absence state while in this temporary absence state, it cancels the temporary absence state. For example, if input of a PIN number is accepted at the start of the temporary absence, input of the same PIN number becomes the cancellation operation. Also, if a touch operation of a transportation IC card, etc. is accepted at the start of the temporary absence, touching the same transportation IC card, etc. becomes the cancellation operation.

[0036] If the time-over setting is "automatic release" when the temporary absence state exceeds the set time, the inter-machine card processing machine 10 releases the temporary absence state, provided that the number of game balls in the gaming machine is less than the minimum number to be returned. Even if the time-over setting is "automatic release," if the number of game balls in the gaming machine is equal to or greater than the minimum number to be returned, automatic release is not performed, and the management device 50 is notified to notify an employee. This is to allow the employee to clear the number of game balls, etc.

[0037] When the temporary absence state exceeds a set time, the inter-machine card processing machine 10 notifies the management device 50 to notify an employee, regardless of the number of game balls in the gaming machine, if the preset setting for when the time exceeds is "employee notification."

[0038] The island controller 30 is a device that bundles together a group of gaming machines 20 and inter-machine card processors 10 installed on the gaming island, and relays various information to the management device 50.

[0039] When the management device 50 receives a card insertion notification from the inter-machine card processing device 10, it manages the identification information of the inserted card (hereinafter referred to as the "card ID") in association with the inter-machine card processing device 10, and transmits the prepaid value and the remaining balls associated with the card ID to the inter-machine card processing device 10. Also, if the card ID indicated in the card insertion notification is the card ID of a membership card, it transmits the stored ball replay data to the inter-machine card processing device 10.

[0040] In addition, when the management device 50 receives a request to subtract balls held from the inter-machine card processing machine 10, it clears the balance of held balls to zero, and when it receives a request to add balls held from the inter-machine card processing machine 10, it adds the number of held balls indicated in the request to add balls held to the balance of held balls.

[0041] Furthermore, when the management device 50 receives a ball lending request from the inter-machine card processing device 10, it subtracts a predetermined value from the prepaid value associated with the card ID and transmits ball lending permission to the inter-machine card processing device 10. When the management device 50 receives a saved ball replay request, it transmits saved ball replay data to the inter-machine card processing device 10.

[0042] Furthermore, when the management device 50 receives a card ID from the prize management device 60, it notifies the prize management device 60 of the number of balls held associated with this card ID. Furthermore, when the management device 50 receives a card ID from the settlement machine 70, it notifies the settlement machine 70 of the prepaid value associated with this card ID.

[0043] The management device 50 also acquires a gaming machine ID from the inter-machine card processor 10 and manages the gaming machines 20 installed in its own arcade. It also acquires an authentication key for authenticating the gaming machines 20 set in its own arcade from an authentication key management center (not shown) outside the arcade and distributes it to the inter-machine card processor 10.

[0044] The management device 50 also manages the member management data of the members who are registered with the gaming establishment. Specifically, the management device 50 manages the number of balls, points, PIN, name, etc., in association with the member card ID issued to the member.

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

[0046] In addition, when the management device 50 receives an inquiry about the number of stored balls from the prize management device 60, it notifies the prize management device 60 of the balance of the stored balls corresponding to the specified card ID.

[0047] The management device 50 receives and stores the set time for the temporary absence state regarding the temporary absence function of the inter-machine card processing machine 10, and notifies the inter-machine card processing machine 10 of the setting.

[0048] In addition, the management device 50 accepts and stores a setting as to whether to automatically cancel the temporary absence state or to notify an employee when the set time for the temporary absence state is exceeded, and notifies the inter-machine card processing machine 10 of the setting.

[0049] In addition, the management device 50 receives and stores the minimum number of game balls to be returned, and notifies the inter-machine card processing device 10 of the setting.

[0050] Furthermore, when the management device 50 receives an "employee notification" from the inter-machine card processing machine 10, it notifies the employee that the set time for the temporary absence state related to the inter-machine card processing machine 10 has exceeded.

[0051] The prize management device 60 is a terminal device for prize exchange that is attached to the prize exchange counter in the game facility, and performs the prize exchange process for acquired balls, saved balls, and held balls. A card reader that reads the card ID of a card and a prize payout device that pays out prizes are connected to this prize management device 60. When the prize management device 60 reads the card ID from a general card or a membership card (or when it reads the identification information corresponding to the card ID from a mobile terminal, etc.), it transmits the card ID to the management device 50 and requests the remaining balance of held balls for that card ID. When saved balls are to be exchanged for prizes, the management device 50 is requested to provide the remaining balance of saved balls.

[0052] When a card associated with a prepaid value is inserted, the settlement machine 70 transmits the card ID of the card to the management device 50, obtains the prepaid value associated with the card, and dispenses cash equivalent to the obtained prepaid value.

[0053] Next, a description will be given of the ball lending process in the gaming system according to the present embodiment 1. When a player performs a ball lending operation on the inter-machine card processing machine 10, the inter-machine card processing machine 10 transmits 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 any identification information that identifies the inter-machine card processing machine 10 that is the sender, and a ball lending request.

[0054] When the management device 50 receives a message including a ball lending request, it updates the card management data by subtracting a predetermined value from the prepaid value associated with the card ID in the message, and transmits ball lending permission to the inter-machine card processing machine 10 that sent the message. The inter-machine card processing machine 10 that has received the ball lending permission transmits an addition signal to the gaming machine 20 requesting the addition of a number (e.g., "125") corresponding to the subtracted prepaid value to the number of game balls.

[0055] The gaming machine 20 that has received the addition signal adds up the number of gaming balls and transmits the added number of gaming balls to the inter-machine card processing machine 10. The inter-machine card processing machine 10 compares the sum of the number of gaming balls before the addition and the number of balls lent with the number of gaming balls after the addition, and determines whether the addition of the number of gaming balls has been performed appropriately.

[0056] Next, a description will be given of the ball replay process in the gaming system according to the present embodiment 1. When the inter-machine card processing machine 10 accepts the insertion of a general card or a membership card, it transmits 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 any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.

[0057] 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 balance of balls held at the rate specified by the message, among the balls held associated with the card ID in the message.

[0058] The inter-machine card processing machine 10 stores the balance of held balls received from the management device 50. Then, it transmits a message including information specifying the card ID and rate, and a request to subtract held balls to the management device 50. When the management device 50 receives the request to subtract held balls, it clears the balance of held balls specified by the card ID and rate to zero. Furthermore, when the inter-machine card processing machine 10 accepts a request to replay held balls, it subtracts a fixed number from the balance of held balls, notifies the gaming machine 20 of the corresponding number, and adds it to the number of game balls.

[0059] When the inter-machine card processing machine 10 receives a management transfer request from the gaming machine 20 to transfer the management by making the number of gaming balls of the gaming machine 20 the balls held by the inter-machine card processing machine 10, the inter-machine card processing machine 10 adds the number of gaming balls indicated in the management transfer request to the balls held by the gaming machine 20. After that, when the card return operation is accepted, the inter-machine card processing machine 10 transmits a message including a request to add the balls held to the management device 50. This message includes the card ID of the card to be discharged, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, the balance of the balls held, and a request to add the balls held.

[0060] When the management device 50 receives the request to add the balls in hand, it updates the balance (number of balls in hand) of the balls in hand associated with the card ID in the message to the received value. After that, the card processor 10 transmits a card ejection notification to the management device 50 and controls the ejection of the card.

[0061] Next, the stored ball replay process in the gaming system according to the present embodiment 1 will be described. When the inter-machine card processing machine 10 accepts a membership card or reads identification information corresponding to the card ID from a mobile terminal that can be used as a membership card, it transmits 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 identification information corresponding to the card ID read from the mobile terminal), an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.

[0062] The management device 50 transmits stored ball replay data to the inter-machine card processing machine 10, the data including the PIN number associated with the card ID in the message and the remaining balance of stored balls at the rate specified by the message.

[0063] The inter-machine card processing device 10 stores the received saved ball replay data, and when the balance of saved balls indicated in the saved ball replay data is equal to or greater than the number of game ball payout units in saved ball replay (number of saved ball replay units, for example "125 balls"), it is capable of accepting a saved ball replay operation.

[0064] When the inter-machine card processor 10 receives a saved ball replay operation for the first time after storing the saved ball replay data, it requests the player to input a PIN number and checks whether the input PIN number matches the PIN number shown in the saved ball replay data.

[0065] If the PIN numbers match, 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 any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, and a request to replay the stored balls.

[0066] The management device 50 subtracts a predetermined value from the balance of stored balls at the rate specified by the message among the stored balls associated with the card ID in the message, and transmits stored ball replay data including the balance after subtraction to the inter-machine card processing machine 10.

[0067] The inter-machine card processing device 10 receives the stored ball replay data, updates the balance of stored balls, and notifies the gaming machine 20 of the number corresponding to the number of stored ball replay units to add it to the number of game balls. It also determines whether the updated balance of stored balls is less than the number of stored ball replay units. If the updated balance of stored ball data is equal to or greater than the number of stored ball replay units, it is possible to accept a stored ball replay operation again, and if a stored ball replay operation is accepted, it transmits a stored ball replay request. For the second or subsequent stored ball replay operations, it is not necessary to confirm the PIN number. If the updated balance of stored ball data is less than the number of stored ball replay units, it is not possible to accept a stored ball replay operation.

[0068] Next, the transition from held balls to saved balls during the store closing process will be explained. The management device 50 checks the balance of held balls in the card management data during the store closing process, and if there are held balls whose balance is greater than "0", it adds the balance of the held balls to the balance of saved balls to update it. After that, the management device 50 clears the balance of the held balls to zero.

[0069] <External configuration of the inter-machine card processing device 10 and the gaming machine 20> Next, the external configuration of the inter-machine card processing machine 10 and the gaming machine 20 shown in Fig. 2 will be described. Fig. 3 is a diagram showing the external configuration of the inter-machine card processing machine 10 and the gaming machine 20 shown in Fig. 2. In the figure, the inter-machine card processing machine 10 that accepts only paper money is illustrated, but a unit that can accept electronic money can also be provided.

[0070] As shown in Figure 3, the inter-machine card processing machine 10 is provided with a status display unit 11 which displays the status of the inter-machine card processing machine 10 by turning on or blinking lamps of a predetermined color, a bill insertion slot 12a which accepts various types of bills, a display operation unit 13 such as a touch panel display, and a card insertion slot 14a which accepts cards associated with a card ID.

[0071] The gaming machine 20 is provided with a gaming board, a handle 21 used to throw enclosed gaming balls onto the gaming board, and a counting button 22.

[0072] The count button 22 is an operation button for performing a management transfer, which transfers management of the number of balls that can be dispensed from the gaming machine 20 to the inter-machine card processor 10, by subtracting the number of gaming balls in the gaming machine 20 and adding the corresponding number to the balls held by the inter-machine card processor 10. In the open-type gaming machine 20 in which actual gaming balls are dispensed upon winning, this management transfer corresponds to a counting process in which the inter-machine card processor 10 counts the dispensed gaming balls and adds them to the balls held.

[0073] <Configuration of the inter-machine card processing device 10> Next, a description will be given of the configuration of the inter-machine card processing machine 10 shown in Fig. 2. Fig. 4 is a block diagram showing the configuration of the inter-machine card processing machine 10 shown in Fig. 2. As shown in Fig. 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 memory unit 16, a control unit 17, and a game management unit 18.

[0074] The bill transport unit 12 is a transport unit that transports the bills inserted from the bill insertion slot 12a to a bill storage unit (not shown) while determining the denomination and authenticity of the bills. The display operation unit 13 is an input / output device such as a touch panel display that displays various information such as value and accepts various operations such as ball lending operations.

[0075] The reader / writer 14 is a reading unit that reads a card ID from a card inserted into the card insertion slot 14a. The card inserted into the card insertion slot 14a is stored in a card storage unit (not shown) through the reader / writer 14. The communication unit 15 is an interface unit for performing data communication with the management device 50 via the island controller 30.

[0076] The storage unit 16 is a storage device including a hard disk drive, a non-volatile memory, etc. The storage unit 16 stores the machine status data 16a, the card data 16b, the number of game balls data 16c, the set time data 16d, the time-exceeded setting data 16e, the minimum number of return data 16f, and the leaving start method data 16g.

[0077] The own machine status data 16a is data indicating the status of the inter-machine card processing machine 10. The own machine status data 16a includes the inter-machine card processing machine ID, the game machine ID, the 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 game balls of multiple rates are handled within the gaming establishment, game type names are set and managed for each rate, such as "Ball 1" for game balls of a 4 yen rate, "Ball 2" for game balls of a 2 yen rate, and "Ball 3" for game balls of a 1 yen rate. The inter-machine card processing machine 10 selects a rate to be used for a 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 may be changeable by the operation of the player.

[0078] The card data 16b is data related to the card being used by the player. The card data 16b includes a card ID, a PIN number, a prepaid value, held balls, saved balls, etc. The card ID is a card ID read by the reader / writer 14. When a card is transported from a card storage section (not shown) to the card insertion slot 14a and then ejected, the card data 16b is updated by the card ID read by the reader / writer 14 during this transport. Also, when a card is transported from the card insertion slot 14a to a card storage section (not shown), the card data 16b is updated by the card ID read by the reader / writer 14 during this transport. The prepaid value indicates the balance of the prepaid value that can be used for ball lending, and the held balls and saved balls indicate their respective balances.

[0079] The number of game balls data 16c is data indicating the number of game balls held by the gaming machine 20. The set time data 16d is data setting the time during which the momentary absence state can be continued.

[0080] The time-over setting data 16e is data that sets whether to automatically cancel the absent state or to notify an employee when the absent state exceeds the set time data 16d. The minimum return number data 16f is data that sets the minimum number of balls to be returned to a player when there are remaining game balls.

[0081] The absent-seat start method data 16g is data that sets the operation method by the player to transition to / cancel the temporary absent-seat state. The absent-seat start method data 16g includes a card ID, a PIN number, and an IC touch. The IC touch is an item for reading the ID of an IC card by holding the IC card over a holding section (not shown) and storing the read ID.

[0082] The gaming management unit 18 is a processing unit that performs processing related to authentication and communication with the gaming machine 20. It is preferable that the gaming management unit 18 is formed on a board different from that of the control unit 17. The gaming management unit 18 has an authentication processing unit 18a, an authentication key management unit 18b, and a gaming machine status management unit 18c. In practice, these programs are loaded into a CPU (Central Processing Unit) and executed, causing the authentication processing unit 18a, the authentication key management unit 18b, and the gaming machine status management unit 18c to execute processes corresponding thereto.

[0083] The authentication processing unit 18a performs authentication of the gaming machine 20 using the authentication key received from the management device 50. If the authentication is successful, the authentication processing unit 18a transmits an operation permission to the gaming machine 20. If the authentication is unsuccessful, the authentication processing unit 18a prohibits the use of the gaming machine 20. Note that even if the authentication is unsuccessful, the authentication processing unit 18a may be configured to transmit an operation permission to the gaming machine 20 if it is within a predetermined period from the last successful authentication, and not transmit an operation permission to the gaming machine 20 after the predetermined period has elapsed from the last successful authentication, and to prohibit the use of the gaming machine 20.

[0084] The authentication key management unit 18b is a processing unit that manages the authentication key. A usage time is set for the authentication key, 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 board on which the game management unit 18 is formed as the operating time of the gaming machine 20, and manages the usage time of the authentication key. When the 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.

[0085] 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 acquires the gaming machine ID from the gaming machine 20, transmits a request to add to the number of gaming balls by ball lending, transmits a request to shift management from held balls to the number of gaming balls by replaying held balls, transmits a request to add to the number of gaming balls by replaying saved balls, receives game results such as the number of balls inserted and the number of winning balls in the gaming machine 20, and receives a request to shift management from the number of gaming balls to held balls by counting. The communication between the inter-machine card processing machine 10 and the gaming machine 20 is encrypted communication using a predetermined encryption method.

[0086] The gaming machine status management unit 18c also acquires the status set for the game, such as the current number of gaming balls, start, jackpot, jackpot type, and number of lotteries of the gaming machine 20. It is desirable to set the time interval at which the gaming machine status management unit 18c acquires the status of the gaming machine 20 shorter than the interval at which gaming balls are shot (used) in the gaming machine 20. Furthermore, when the gaming machine status management unit 18c acquires the number of gaming balls from the gaming machine 20, it passes the number of gaming balls to the control unit 17.

[0087] The timing when the gaming machine status management unit 18c acquires a new gaming machine ID from the gaming machine 20 is not limited to before opening. The acquisition of the gaming machine ID and the determination of replacement of the gaming machine 20 can be performed when the inter-machine card processing machine 10 is powered on or off, during regular communication, when processing related to the number of gaming balls (ball lending, replay, counting, etc.) is performed, when returning from an offline state, etc. Also, these timings may be used in combination.

[0088] The control unit 17 is a control unit that performs overall control of the inter-machine card processing machine 10, and includes a data management unit 17a, a number of game balls management unit 17b, a temporary absence setting unit 17c, a temporary absence reception unit 17d, a time-exceeded determination unit 17e, a temporary absence control unit 17f, and a temporary absence cancellation unit 17g. In practice, by loading these programs into a CPU and executing them, the data management unit 17a, the number of game balls management unit 17b, the temporary absence setting unit 17c, the temporary absence reception unit 17d, the time-exceeded determination unit 17e, the temporary absence control unit 17f, and the temporary absence cancellation unit 17g are caused to execute processes corresponding to each of them.

[0089] When a card is inserted, the data management unit 17a transmits a card insertion notification including the card ID and the inter-machine card processor ID to the management device 50. When the data management unit 17a receives data including a value (at least one of a prepaid value, a held ball, and a saved ball) from the management device 50, it updates the card data 16b with the received value.

[0090] Furthermore, when a bill is inserted into the bill insertion slot 12a, the data management unit 17a transmits a deposit notification to the management device 50, the notification including the amount of the inserted bill, the card ID, and the inter-machine card processor ID.

[0091] In addition, when a ball lending operation is performed by a player, the data management unit 17a transmits a ball lending request including the card ID and the inter-machine card processor ID to the management device 50. If permission to lend balls is received as a response to this ball lending 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 of the gaming machine 20.

[0092] In addition, when the data management unit 17a receives a command to replay the held balls, it instructs the game management unit 18 to subtract and update the held balls in the card data 16b and add the corresponding number of balls to the number of game balls in the gaming machine 20.

[0093] In addition, when the balance of the stored balls shown in the card data 16b is equal to or greater than the number of the stored ball replay units, the data management unit 17a displays a stored ball replay button on the display operation unit 13, and allows the stored ball replay operation to be accepted. When the stored ball replay operation is performed by the player, the data management unit 17a transmits a stored ball replay request including the card ID and the inter-machine card processor ID to the management device 50. If the data management unit 17a receives stored ball replay data in response to the stored ball replay request, it updates the balance of the 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 the stored ball replay units to the number of game balls in the gaming machine 20. In addition, when the stored ball replay operation is performed for the first time, the input of a PIN is requested, and the condition for transmitting a stored ball replay request is that the PIN matches the PIN shown in the card data 16b.

[0094] In addition, when the game management unit 18 receives a request to transfer game balls from the game machine 20, the data management unit 17a adds the number of balls instructed by the game management unit 18 to the held balls in the card data 16b to update it.

[0095] In addition, when the data management unit 17a accepts a card return operation, it transmits a ball addition request including the card ID, the inter-machine card processing machine ID, and the remaining balls to the management device 50. Then, after clearing the card data 16b, it transmits a card ejection notification to the management device 50 and ejects the card.

[0096] The game ball count management unit 17b is a processing unit that manages game ball count data 16c indicating the number of game balls owned by the game machine 20. The game ball count management unit 17b stores the number of game balls received from the game machine 20 in the game ball count data 16c.

[0097] When the temporary absence setting unit 17c receives the set time, overtime setting, and minimum number of items to be returned from the management device 50, it stores each data in the set time data 16d, the overtime setting data 16e, and the minimum number of items to be returned data 16f.

[0098] When the temporary absence receiving unit 17d receives an instruction to start a temporary absence and an absence start method from the display operation unit 13 etc., it transitions to a temporary absence state, stores the received absence start method in the absence start method data 16g, and passes an instruction to start timing to the time-exceeded determination unit 17e.

[0099] The time-over determination unit 17e starts timing when it receives an instruction to start timing from the temporary absence reception unit 17d. When the elapsed time from the start of timing reaches or exceeds the set time data 16d, the time-over determination unit 17e passes the instruction of time-over to the temporary absence control unit 17f.

[0100] When the temporary absence control unit 17f receives a time-exceeding instruction from the time-exceeding determination unit 17e, it checks the setting contents of the time-exceeding setting data 16e, and if the setting contents are “employee notification,” notifies the management device 50 of the notification to the employee.

[0101] In addition, if the setting content of the time-overtime setting data 16e is "automatic cancellation," the temporary absence control unit 17f compares the number of game balls data 16c with the minimum number of return data 16f, and if the number of game balls data 16c is equal to or greater than the minimum number of return data 16f, it notifies the management device 50 to notify the employee, and if the number of game balls data 16c is less than the minimum number of return data 16f, it passes a cancellation instruction to the temporary absence cancellation unit 17g.

[0102] The temporary absence cancellation unit 17g cancels the temporary absence state when, in the temporary absence state, it accepts the absence start method stored in the absence start method data 16g from the display operation unit 13, etc., or receives a cancellation instruction from the temporary absence control unit 17f.

[0103] Next, a specific example of data stored in the memory unit 16 of the inter-machine card processing machine 10 shown in Fig. 4 will be described. Fig. 5 is a diagram showing an example of the machine status data 16a, the card data 16b, the number of game balls data 16c, the set time data 16d, the time-exceeded setting data 16e, the minimum number of return data 16f, and the leaving start method data 16g shown in Fig. 4.

[0104] The own device status data 16a shown in Figure 5 (a) indicates a state in which the ID of the inter-machine card processing machine 10 is "A101", the gaming machine ID of the connected gaming machine 20 is "B201", and "1 ball" is set as the game type of the inter-machine card processing machine 10.

[0105] The card data 16b shown in Fig. 5(b) indicates that the ID of the card inserted into the inter-machine card processor 10 is "2001". Here, the first digit of the card ID indicates the type of card, with a card with the first digit "1" being a general card and a card with the first digit "2" being a membership card. The card data 16b also indicates that the pin number for replaying saved balls is "1234" and the prepaid value is "3000" yen.

[0106] In addition, card data 16b indicates that, in terms of held balls, the balance of held balls for ball 1 is "1500" balls, the balance of held balls for ball 2 is "2500" balls, and the balance of held balls for ball 3 is "0" balls, and, in terms of saved balls, the balance of saved balls for ball 1 is "500" balls, the balance of saved balls for ball 2 is "0" balls, and the balance of saved balls for ball 3 is "0" balls.

[0107] The number of game balls data 16c shown in Fig. 5(c) indicates that the number of game balls is "500". The set time data 16d shown in Fig. 5(d) indicates that the set time is set to "10 minutes".

[0108] The time-overtime setting data 16e shown in Fig. 5(e) indicates that the time-overtime setting is set to "automatic cancellation." The minimum number of balls to be returned data 16f shown in Fig. 5(f) indicates that the minimum number of balls to be returned is set to "5."

[0109] The away from seat initiation method data 16g shown in FIG. 5(g) is a card ID of "-", a PIN of "1234", and an IC touch of "-", indicating that the PIN of "1234" is set as the away from seat initiation method.

[0110] <Configuration of the gaming machine 20> Next, the configuration of the gaming machine 20 shown in Fig. 2 will be described. Fig. 6 is a block diagram showing the configuration of the gaming machine 20 shown in Fig. 2. As shown in Fig. 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.

[0111] When the gaming machine 20 is started up, the communication control unit 23 reads out the identification information from the control CPU provided in the gaming control unit 25 and / or 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 machine 10 and goes into standby mode. In the standby mode, if an operation permission is received from the inter-machine card processing machine 10, the performance control unit 24, the gaming control unit 25, and the gaming ball control unit 26 are started up, making the gaming machine ready for play.

[0112] The game control unit 25 is a control unit that controls games played by the gaming machine 20. In practice, a program corresponding to the game control unit 25 is loaded into the CPU and executed to execute a process.

[0113] Specifically, the game control unit 25 controls the launch of game balls onto the game board by detecting handle operation, detects game balls that have entered the winning hole on the game board, obtains random numbers (random numbers from 0 to 65535, with numbers assigned to a jackpot, small jackpot, or miss within a predetermined range) using game balls that have entered the starting hole and draws lots (special and normal symbols), controls movable members (tulips, etc.) installed on the game board, controls the display of a special symbol display device installed on the game board, detects abnormalities that may be fraudulent (the front frame is open, vibration is detected, etc.) and notifies a higher-level device, etc.

[0114] A large number of obstacle pins are set on the game board, and a game ball is shot onto the game board by operating the handle, falls between the obstacle pins, and either enters a prize hole or a starting hole, or is ejected from the game board through an outlet hole without entering a prize. When a game ball enters a starting hole, a lottery is held, and if a jackpot is awarded, a jackpot game is played in which a specific prize hole on the game board is controlled to be open multiple times, and by making it easier for game balls to enter the prize hole, a prize ball is awarded to the player.

[0115] In addition, there is a special jackpot game that gives a player a special bonus game after the jackpot game ends. The special jackpot game includes a probability-varying jackpot and a time-saving jackpot. The probability-varying jackpot and the time-saving jackpot give the probability-varying game and the time-saving game as special bonus games after the jackpot, respectively. The time-saving game is a bonus game that increases the number of lotteries per unit time by shortening the fluctuation time (the time from the start of the lottery process to the display of the result) of the normal pattern lottery (the lottery for opening and closing the movable member described above) and / or the special pattern lottery (the lottery for the jackpot lottery by the winning of the game ball described above), thereby increasing the probability of winning the jackpot per unit time. This bonus game may include a normal pattern probability fluctuation that increases the probability of winning the normal pattern. The time-saving game by the time-saving jackpot ends when the number of lotteries for the special pattern lottery has been performed a predetermined number of times after the jackpot. Probability-changing games will be described later.

[0116] The game control unit 25 has a probability variation function. The probability variation function is a function that performs control to change the random number range of the jackpot used in the next lottery (generally to about 10 times) when the lottery result is a jackpot that falls within a particularly specified random number range. The probability variation game is a game in which a special symbol is drawn using the changed probability. The probability variation game continues until the next jackpot is won. In addition, the probability variation game and the time-saving game may be given at the same time. However, in order to prevent unexpected losses to the gaming facility, if a player acquires a certain number of game media after the probability variation game or the time-saving game starts, a process of stopping the game (discharging the card once and requesting a prize exchange or a machine move) may be performed. In this case, the number of game media after the probability variation game state is entered is counted by the gaming machine 20, and when the count value reaches a predetermined value, the game can be stopped by performing a game stop control such as stopping the release of game balls.

[0117] The performance control unit 24 is a control unit that controls the performance during a game, and has a performance symbol lottery unit 24a and a performance lottery unit 24b. In practice, by loading these programs into a CPU and executing them, the performance symbol lottery unit 24a and the performance lottery unit 24b will execute processes corresponding to them, respectively.

[0118] The effect pattern lottery unit 24a performs lottery (specifically, whether to stop the display at 7, 7, 7, etc.) for effect patterns (patterns to be displayed on an effect pattern display device such as a display device on the game board surface) based on the special pattern lottery in the game control unit 25.

[0119] The effect selection unit 24b selects the type of effect to be performed before the result of the selection based on the effect symbols is displayed (such as a character appearing and a reach effect). Such effects are set so that the effects selected are different from the main selection result.

[0120] The performance control unit 24 stores performance data for each performance. Furthermore, the performance control unit 24 controls the display of the performance pattern display device, and when a performance is executed, the performance data is superimposed on the background pattern data to display the performance. In addition, when the probability fluctuates, background color data different from that in the normal state is set.

[0121] The game ball control unit 26 is a control unit that controls the number of game balls. In practice, a program corresponding to the game ball control unit 26 is loaded into the CPU and executed, thereby executing a process.

[0122] Specifically, the game ball control unit 26 stores the number of game balls in a playable number memory, subtracts "1" from the number of game balls each time a game ball is shot, and adds the number of prize balls acquired by winning to the number of game balls. When the number of balls is notified by the inter-machine card processing machine 10, the game ball control unit 26 adds the notified number of balls to the number of game balls and transmits a confirmation signal to the inter-machine card processing machine 10 indicating that the number of game balls has been added. The game ball control unit 26 can also perform cleaning control of the game balls (circulating balls) enclosed in the game machine 20.

[0123] In addition, 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 machine 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 machine 10 while continuing to update the number of game balls according to the game status without clearing the contents of the playable number memory to zero.

[0124] The gaming machine 20 is also provided with a counting button 22, and a signal indicating that the counting button 22 has been pressed is input to the gaming ball control unit 26. The gaming ball control unit 26 detects the pressing of the counting button 22, and if the detection signal rises and falls within a certain period of time, it transmits a management transfer request to the inter-machine card processing machine 10 together with data on the number of gaming balls by a certain number (for example, 100 balls per operation). Then, it subtracts (invalidates) the number of balls transferred to the management of the inter-machine card processing machine 10 from the number of gaming balls. Also, if it detects the pressing of the counting button 22 and does not detect a fall for a certain period of time or more after the detection signal rises, it transmits a management transfer request to the inter-machine card processing machine 10 together with data on the number of gaming balls by a certain number (for example, 200 balls per 5 seconds) each time the detection signal rises and continues for a certain period of time. Then, it subtracts (invalidates) the number of balls transferred to the management of the inter-machine card processing machine 10 from the number of gaming balls. When subtracting from the number of game balls, possible methods include decrementing the value to be subtracted from the 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, but there are no particular limitations as long as the value after the subtraction is identifiable.

[0125] The game control unit 25 and the game ball control unit 26 are each configured on a separate board. 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 their own unique ID. The game machine 20 combines the ID of the game control board and the ID of the game ball control board and uses them as the game machine ID.

[0126] <Configuration of management device 50> Next, a description will be given of the configuration of the management device 50 shown in Fig. 2. Fig. 7 is a block diagram showing the configuration of the management device 50 shown in Fig. 2. As shown in Fig. 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.

[0127] The display unit 51 is a liquid crystal panel, a display device, etc. The input unit 52 is a keyboard, a mouse, etc. The external network communication unit 53 is an interface unit for data communication with an authentication key management center via an external network. The store network communication unit 54 is an interface unit for data communication with the island controller 30, the prize management device 60, and the settlement machine 70 via a communication line within the gaming store.

[0128] The memory unit 55 is a storage device such as a hard disk drive or non-volatile memory, and stores game type setting data 55a, card management data 55b, device management data 55c, member management data 55d, set time data 55e, time-overtime setting data 55f, and minimum return quantity data 55g.

[0129] The game type setting data 55a is data that associates the lending rate and the display name with the game type. The card management data 55b is data that associates the card ID with the balance of the prepaid value, the balance of the balls held, and the like.

[0130] The device management data 55c is data related to the devices installed in the gaming establishment. This device management data 55c includes the machine-to-machine card processing machine ID, the installation location, the gaming machine ID, the model data of the gaming machine 20, etc. The member management data 55d is data that associates the member's name, ball storage information, etc. with the card ID of the member card issued to the member.

[0131] The set time data 55e is data that sets the time that the absent state can be continued. The time-over setting data 55f is data that sets whether the absent state is automatically cancelled or whether an employee is notified when the absent state exceeds the set time data 55e. The minimum number of balls to be returned data 55g is data that sets the minimum number of balls to be returned to a player when there are remaining game balls.

[0132] The control unit 56 is a control unit that performs overall control of the management device 50, and has a game type setting management unit 56a, a card management unit 56b, a device management unit 56c, a member management unit 56d, a temporary absence management unit 56e, and a notification unit 56f. In practice, by loading these programs into a CPU and executing them, the game type setting management unit 56a, the card management unit 56b, the device management unit 56c, the member management unit 56d, the temporary absence management unit 56e, and the notification unit 56f will execute processes corresponding to each of them.

[0133] The game type setting management unit 56a is a processing unit that associates the game types used in the gaming establishment, the rates, and the display names, and manages them as game type setting data 55a.

[0134] The card management unit 56b is a processing unit that manages the card management data 55b. The card management unit 56b 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 the balance of the balls held that are associated with the card ID. In addition, when the card management unit 56b receives a card insertion notification from the inter-machine card processing machine 10, it notifies the value and the balance of the balls held that are associated with the card.

[0135] The device management unit 56c is a processing unit that manages the device management data 55c. The device management unit 56c generates and updates the device management data 55c based on the inter-machine card processor ID, the installation location, and the gaming machine ID acquired from the inter-machine card processor 10.

[0136] The member management unit 56d is a processing unit that manages the member management data 55d. The member management unit 56d communicates with the prize management device 60 and updates the balance of the balls associated with the card ID. In addition, when the member management unit 56d receives a member registration request, it updates the member management data 55d to add the member.

[0137] Here, the stored ball replay process by the member management unit 56d will be explained. When the member management unit 56d receives the stored ball replay request data from the inter-machine card processing machine 10, it subtracts the payout unit number of the remaining balls of the payout rate from the stored balls associated with the card ID in the stored ball replay request data, and recalculates the number of possible stored ball replays. Then, it transmits the stored ball replay data including the remaining balance after subtraction and the number of possible stored ball replays to the inter-machine card processing machine 10.

[0138] The absence management unit 56e is a processing unit that manages the set time data 55e, the time exceeded setting data 55f, and the minimum number of items to be returned data 55g. The absence management unit 56e receives the set time, the time exceeded setting, and the minimum number of items to be returned from the input unit 52, stores each data in the set time data 55e, the time exceeded setting data 55f, and the minimum number of items to be returned data 55g, and notifies the inter-machine card processor 10 of the data.

[0139] When the notification unit 56f receives a notification instruction to an employee from the inter-machine card processing machine 10, it notifies an employee terminal, etc. of the ID of the inter-machine card processing machine 10 and the fact that the set time for temporary absence has expired.

[0140] Next, a specific example of data stored in the storage unit 55 of the management device 50 shown in Fig. 7 will be described. Fig. 8 and Fig. 9 are diagrams showing examples of the game type setting data 55a, the card management data 55b, the device management data 55c, the member management data 55d, the set time data 55e, the time overtime setting data 55f, and the minimum return number data 55g shown in Fig. 7.

[0141] In the game type setting data 55a shown in Fig. 8(a), the game type name "Ball 1" is associated with the rate "4 yen" and the display name "4 Pachi". In addition, the game type name "Ball 2" is associated with the rate "2 yen" and the display name "2 Pachi", and the game type name "Ball 3" is associated with the rate "1 yen" and the display name "1 Pachi".

[0142] In the card management data 55b shown in Fig. 8(b), the card ID "1001" is associated with a prepaid value of "0" yen, the remaining balls of each rate "0", and the destination ID "A101". That is, the card with the card ID "1001" is inserted into the inter-machine card processing machine 10 with the device ID "A101", and the management of the remaining balls has been transferred to the inter-machine card processing machine 10. Therefore, the remaining balls of each rate are zero.

[0143] 8(b), the card management data 55b shows that the card ID "2001" is associated with a prepaid value of "3000" yen, and with the remaining balls of ball 1, "1500", ball 2, "2500", and ball 3, "0", but is not associated with a destination ID. In other words, the card with the card ID "2001" is not inserted into the inter-machine card processor 10, and the management of the remaining balls is performed by the management device 50.

[0144] The device management data 55c shown in Fig. 8(c) indicates that the location of the inter-machine card processor 10 with ID "A101" is "Island 1-1", the ID of the connected gaming machine 20 is "B201", the game type is "Ball 1", the model of the connected gaming machine 20 is "EV01", and the serial number is "a". It also indicates that this gaming machine 20 is in use.

[0145] The device management data 55c indicates that the location of the inter-machine card processor 10 with ID "A201" is "Island 2-1", the ID of the connected gaming machine 20 is "B506", the game type is "Ball 3", the model of the connected gaming machine 20 is "DX03", and the serial number is "g". It also indicates that this gaming machine 20 is in use.

[0146] Member management data 55d shown in Fig. 8(d) indicates the name, saved balls, email address, etc. associated with the card ID. Specifically, member management data 55d associates the name "Tokutei Taro," the "balance of saved balls for ball 1: 1500," the "balance of saved balls for ball 2: 200," the "balance of saved balls for ball 3: 0," and the email address "Abc123@△△△.co.jp" with the card ID "2005."

[0147] The set time data 55e shown in Fig. 9(a) indicates that the set time is set to "10 minutes." The time-overtime setting data 55f shown in Fig. 9(b) indicates that the time-overtime setting is set to "automatic cancellation." The minimum number of balls to be returned data 55g shown in Fig. 9(c) indicates that the minimum number of balls to be returned is set to "5."

[0148] <Operation pattern when temporary absence time exceeds according to the first embodiment> Next, an explanation will be given of the operation pattern when the temporary absence time is exceeded according to the present embodiment 1. Fig. 10 is a diagram showing the operation pattern when the temporary absence time is exceeded according to the present embodiment 1. The operation when the temporary absence time is exceeded is determined by the time exceed setting, the absence start method, and the presence or absence of the minimum number of return game balls.

[0149] Specifically, if the time-over setting is "automatic release", the leaving start method is "card return", and the minimum number of return balls is "yes" (number "1"), the employee is notified. If the time-over setting is "automatic release", the leaving start method is "card return", and the minimum number of return balls is "no" (number "2"), the setting is automatically released.

[0150] Also, if the time-over setting is "automatic release", the method for starting to leave is "PIN input or IC touch", and the minimum number of game balls to be returned is "yes" (number "3"), the employee is notified. If the time-over setting is "automatic release", the method for starting to leave is "PIN input or IC touch", and the minimum number of game balls to be returned is "no" (number "4"), the system is automatically released.

[0151] Also, if the time-over setting is "notify employee," the employee will be notified regardless of the method of leaving the seat and whether or not the minimum number of returned game balls has been reached (numbers "5" to "8").

[0152] <Processing Procedure of the Inter-machine Card Processing Machine 10 According to the First Embodiment> Next, a description will be given of the processing procedure of the inter-machine card processing machine 10 according to the present embodiment 1. Fig. 11 is a flowchart showing the processing procedure of the inter-machine card processing machine 10 according to the present embodiment 1.

[0153] First, when an instruction to leave temporarily is received (step S101; Yes), the method for initiating leaving is accepted and stored in the method for initiating leaving data 16g (step S102), the system transitions to a temporary leaving state (step S103), and timing is started with t=0 (step S104).

[0154] If the absent seat start method set in the absent seat start method data 16g is accepted (step S105; Yes), the temporary absent seat state is cancelled (step S110), and the process ends.

[0155] If the set leave start method has not been accepted (step S105; No), t is compared with the set time data 16d (step S106). If t is less than the set time data 16d (step S106; No), the process proceeds to step S105.

[0156] If t is equal to or greater than the set time data 16d (step S106; Yes), the setting of the time-overtime setting data 16e is checked (step S107). If the time-overtime setting is "employee notification" (step S107; No), the management device 50 is notified of the notification to the employee (step S109), and the process ends.

[0157] If the time-overtime setting is "automatic release" (step S107; Yes), the game ball count data 16c is compared with the minimum return number data 16f (step S108). If the game ball count data 16c is equal to or greater than the minimum return number data 16f (step S108; Yes), the management device 50 is notified to notify the employee (step S109), and the process ends.

[0158] If the game ball count data 16c is less than the minimum return number data 16f (step S108; No), the temporary absence state is cancelled (step S110), and the process ends.

[0159] In this way, the gaming system can improve the security of value held by players by notifying employees if game balls remain when a set time for temporary absence has elapsed.

[0160] [Embodiment 2] In the above embodiment 1, a configuration was described in which an employee is notified if game balls remain when the set time for the temporary absence state has elapsed, but the present invention is not limited to this, and it is also possible to configure the device to display the fact that game balls remain when the temporary absence state is set. In this embodiment 2, a configuration will be described in which a display is made to the fact that game balls remain when the temporary absence state is set.

[0161] Fig. 12 is an explanatory diagram for explaining an overview of the gaming system according to the present embodiment 2. As shown in Fig. 12, when a player performs a menu display operation (S11) to leave the gaming machine temporarily and selects "temporarily leave" (S12), a message is displayed indicating that gaming balls remain when the card is discharged (S13).

[0162] Next, a description will be given of the screen display pattern of the inter-machine card processing machine 10 when the player leaves the seat temporarily according to the present embodiment 2. Fig. 13 is a diagram showing the screen display pattern of the inter-machine card processing machine 10 when the player leaves the seat temporarily according to the present embodiment 2. The screen display when the player leaves the seat temporarily is determined by the card type, the remaining balance or the presence or absence of balls, the method of starting the leave, and the presence or absence of game balls.

[0163] Specifically, if the card type is "member card", there is a balance or balls in hand, the method for starting the absence is "return card", and there are game balls in hand (number "1"), it will display that there are game balls in hand. If the card type is "member card", there is a balance or balls in hand, the method for starting the absence is "return card", and there are no game balls in hand (number "2"), nothing will be displayed.

[0164] Also, if the card type is "member card", the balance or balls in hand is "no", the leaving start method is "card return" and there are game balls "yes" (number "3"), it will display that there are game balls. If the card type is "member card", the balance or balls in hand is "no", the leaving start method is "card return" and there are game balls "yes" (number "4"), no particular display will be made.

[0165] Also, if the card type is "normal card", the balance or balls are "yes", the leaving start method is "card return" and there are game balls "yes" (number "5"), it will display that there are game balls. If the card type is "normal card", the balance or balls are "yes", the leaving start method is "card return" and there are no game balls (number "6"), nothing will be displayed.

[0166] Also, if the card type is "normal card", the balance or balls in hand is "no", the method for starting the absence is "PIN input or IC touch" and there are game balls (number "7"), it will display that there are game balls. If the card type is "normal card", the balance or balls in hand is "no", the method for starting the absence is "PIN input or IC touch" and there are game balls (number "8"), there will be no special display.

[0167] In this way, the gaming system according to the second embodiment can improve the security of the value held by the player by displaying the fact that there are gaming balls remaining when the temporary absence setting is set.

[0168] In the above embodiment 2, a configuration was described in which a message was displayed indicating that game balls remain when the temporary absence setting was enabled. However, the present invention is not limited to this, and the configuration may also be such that, after a message was displayed indicating that game balls remain, the player is not transitioned to the temporary absence state unless the confirmation button is pressed.

[0169] In addition, in the above embodiment 2, a configuration was described in which a message was displayed to indicate that game balls remain when the card is returned after a temporary absence is set, but the present invention is not limited to this, and the present invention can also be configured to display a message to indicate that game balls remain when a temporary absence is set using a smartphone app or the like.

[0170] [Embodiment 3] Incidentally, in the above-mentioned embodiment 1, a configuration has been described in which returning a card, entering a PIN number, or touching an IC card is set as the method for starting an absence from your seat temporarily, but the present invention is not limited to this, and it may also be configured so that registration of a face image is set as the method for starting an absence from your seat when setting a break, etc. In this embodiment 3, a configuration will be described in which registration of a face image is set as the method for starting an absence from your seat when setting a break, etc.

[0171] Fig. 14 is an explanatory diagram for explaining an overview of the gaming system according to the present embodiment 3. As shown in Fig. 14, after a player selects a break to temporarily leave the gaming machine 20, an image of the player's face is captured and the image is registered (S21).

[0172] During the break, the display operation unit 13 displays a message indicating that the user is taking a break along with the registered image (S22). Alternatively, the display operation unit 13 can display only that the user is taking a break without displaying an image (S22'). To cancel the break state, the user selects cancel break and then performs face authentication to cancel the state (S23).

[0173] Next, an operation when the break time has elapsed according to the present embodiment 3 will be described. Fig. 15 is a diagram showing the operation when the break time has elapsed according to the embodiment 3. As shown in Fig. 15, during the break, a message indicating that the user is on break is displayed with a registered image (S31), or no image is displayed and only a message indicating that the user is on break is displayed (S31').

[0174] If the set break time has elapsed, the attendant is notified (S32), and the attendant confirms the image of the registered player and dispenses the card (S33).

[0175] When the player approaches the prize exchange counter to receive the card, an attendant uses the registered image to verify the player's identity and returns the card (S34).

[0176] In this way, the gaming system according to the third embodiment can improve the security of the value held by the player by setting the registration of a face image as the method for starting to leave the seat when a break or the like is set.

[0177] In the above embodiment 3, a configuration has been described in which a facial image can be registered as a method for initiating an absence from the seat and setting up a break, etc. However, the present invention is not limited to this, and it is also possible to configure the configuration so that a facial image can be registered using a specified smartphone app, etc., to reserve a gaming machine.

[0178] Specifically, a face image is registered on a specific smartphone app or internet site to reserve a gaming machine 20. At the reserved time, the display operation unit 13 of the inter-machine card processing machine 10 displays the face image of the reserved player and a message that the machine is currently reserved. When the player arrives at the store, the inter-machine card processing machine 10 captures an image of the player's face and performs face authentication. If the player is authenticated, the reserved state is cancelled and the player is allowed to play. In addition, if a certain amount of time has passed since the reserved time, the reserved state is automatically cancelled.

[0179] In addition, the configurations illustrated in the above embodiments are merely functional schematics, and are not necessarily physically configured as illustrated. In other words, the form of distribution and integration of each device is not limited to that illustrated, and all or part of the devices can be functionally or physically distributed and integrated in any unit according to various loads, usage conditions, etc. [Industrial Applicability]

[0180] INDUSTRIAL APPLICABILITY The gaming device according to the present invention is suitable for preventing problems that may occur when a new player starts playing after the temporary absence state is lifted. [Explanation of symbols]

[0181] 10 Card Processing Machines 11 Status display section 12 Banknote transport section 12a Bill insertion slot 13 Display operation section 14 Reader / Writer 14a Card slot 15 Communications Department 16 Memory section 16a Device status data 16b Card Data 16c Number of balls played data 16d Setting time data 16e Time-exceeding setting data 16f Minimum return quantity data 16g How to start leaving your desk data 17 Control Unit 17a Data Management Department 17b Game Ball Count Management Department 17c Absence Settings 17d Temporary absence reception desk 17e Time excess determination section 17f Temporary absence control unit 17g Absence Release Department 18 Gaming Management Department 18a Authentication processing section 18b Authentication key management unit 18c Gaming Machine Status Management Department 20 Gaming Machines 21 Handle 22 Count button 23 Communication control section 24 Production Control Unit 24a Design drawing lottery section 24b Production Lottery Section 25 Game control unit 26 Game ball control unit 26a Playable Number Management Department 30 Island Controller 50 Management device 51 Display section 52 Input section 53 External network communication section 54 Store Network Communication Department 55 Storage section 55a Game type setting data 55b Card management data 55c Equipment Management Data 55d Membership management data 55e Setting time data 55f Time overtime setting data 55g Minimum return quantity data 56 Control section 56a Game type setting management section 56b Card Management Department 56c Equipment management department 56d Membership Management Department 56e Temporary absence management department 56f Notification Department 60 Prize Management Device 70 Payment machine

Claims

1. A gaming device connected to a gaming machine that provides a game based on a number of game media stored in a predetermined storage unit, An acquisition means for acquiring the number of gaming machine gaming media of the gaming machine; A reception unit for receiving a predetermined operation for temporarily leaving the seat; a display control means for performing display control on a predetermined display unit according to a preset condition including at least the presence or absence of the number of game media of the gaming machine when the temporary absence operation is accepted and the game machine transitions to a temporary absence state; A gaming device comprising:

2. A storage medium receiving means for receiving a storage medium; a storage means for storing the number of game media held; Further equipped with The display control means When the temporary absence operation is accepted and the state transitions to the temporary absence state, if the remaining balance associated with the storage medium or the number of possessed gaming media is not 0 and the number of gaming machine gaming media is not 0, a display indicating that the number of gaming machine gaming media remains is controlled to be displayed on the display unit.

2. The gaming device according to claim 1.

3. The display control means A gaming device as described in claim 2, characterized in that if the remaining balance or the number of held gaming media associated with the storage medium is not 0 and the number of gaming machine gaming media is 0, the display content is not controlled to be displayed on the display unit.

4. A storage medium receiving means for receiving a storage medium; a storage means for storing the number of game media held; Further equipped with The display control means When the temporary absence operation is accepted and the device transitions to the temporary absence state, if the remaining balance associated with the storage medium or the number of possessed gaming media is 0 and the number of gaming machine gaming media is not 0, the device controls the display unit to display a display indicating that the number of gaming machine gaming media remains.

2. The gaming device according to claim 1.

5. The display control means A gaming device as described in claim 4, characterized in that if the remaining balance or the number of held gaming media associated with the storage medium is 0 and the number of gaming machine gaming media is 0, the display content is not controlled to be displayed on the display unit.

Citation Information

Patent Citations

  • Game system

    JP2014030512A

  • Player number management device

    JP2015080603A

  • Device for each game machine and method of managing valuable values

    JP2015107234A

  • Game system

    JP2015077443A