Game device, game system and game management method
Patent Information
- Application Number
- JP2024218588
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-12-13
- Publication Date
- 2025-02-28
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
【0013】 本発明によれば、封入式の遊技機に遊技球が存在する場合であっても、効率良く記録媒体の排出を抑制することができる。
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Figure 2025028194000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming device, a gaming system, and a gaming management method that can efficiently suppress the ejection of a recording medium even when gaming balls are present in an enclosed gaming machine. [Background technology]
[0002] Conventionally, in gaming establishments such as pachinko parlors, players are loaned recording media such as cards (hereinafter simply referred to as "cards") to be used in playing games on gaming machines. When a player performs a loan operation by inserting money into an inter-machine card processing machine that is attached to the gaming machine and capable of communicating with the gaming machine, each machine performs a loan process of gaming media within the range of a prepaid value equivalent to the amount of the money. When a player performs a card return operation, a card associated with the number of gaming media acquired by the player is returned.
[0003] If a player leaves the game without taking any precautions, there is a possibility that a malicious third party may return the card and steal it. For this reason, techniques are known to prevent such theft by a third party.
[0004] For example, Patent Document 1 discloses a technique in which, when a player is playing on a gaming machine that uses a counting system and wants to stop playing and leave his seat, the player performs a card theft lock operation, including inputting a PIN into a card processor between machines, thereby locking the gaming machine. When the player then wants to resume playing, the player is made to input the PIN into the card processor between machines, thereby releasing the card theft lock. This technique prevents a third party who does not know the PIN from returning a card that is associated with a prepaid value and the number of gaming media (number of balls held), and thus makes it impossible to illegally steal a card. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] JP 2020-022636 A Summary of the Invention [Problem to be solved by the invention]
[0006] However, the above-mentioned conventional technology is based on the premise that the gaming machine is a counting system for each machine, and problems may arise if the above-mentioned conventional technology is applied to an enclosed gaming machine that does not throw physical gaming balls out of the machine. This is because, in the above-mentioned conventional technology, even if data on the number of gaming media called gaming balls is stored in an enclosed gaming machine, if there is no prepaid value and the number of balls held, the card cannot be locked against theft.
[0007] The present invention has been made in consideration of the above-mentioned conventional problems, and aims to provide a gaming device, a gaming system, and a gaming management method that can efficiently suppress the ejection of a recording medium even when gaming balls are present in an enclosed gaming machine. [Means for solving the problem]
[0008] In order to solve the above problems, the present invention provides a gaming device that is attached to an enclosed gaming machine that stores a first number of gaming media used in a game and provides a game using the first number of gaming media, stores a second number of gaming media that can be transferred to the first number of gaming media, and lends out gaming media using a prepaid value associated with a recording medium, and is characterized in having a display means that displays a predetermined lock operation button that restricts the return of the recording medium, a reception means that allows the operation of the lock operation button to be accepted when any of the prepaid value, the second number of gaming media, and the first number of gaming media obtained from the gaming machine is equal to or greater than a predetermined number, and a release means that automatically releases the restriction on the return of the recording medium when the prepaid value, the number of second gaming media, and the possible number of first media all fall below a predetermined number while the return of the recording medium is restricted by the reception means.
[0009] Furthermore, in the above invention, the release means automatically releases the restriction on the return of the recording medium when the prepaid value and the number of the second gaming media are 0 and the number of the first gaming media becomes less than a predetermined number while the return of the recording medium is restricted by the reception means.
[0010] In addition, the present invention is characterized in that, in the above invention, it further comprises a PIN memory means for storing PIN data input by the reception means in response to reception of the operation of the lock operation button, and an erasure means for erasing the PIN data stored in the PIN memory means when the restriction on the return of the recording medium is automatically released by the release means.
[0011] The present invention also provides a gaming system having an enclosed gaming machine that stores a first number of gaming media to be used for a game and provides a game using the first number of gaming media, a gaming device that is attached to the gaming machine and stores a second number of gaming media that can be transferred to the first number of gaming media and lends out gaming media using a prepaid value associated with the recording media, and a management device that manages a negotiable value associated with the recording media that can be accepted by the gaming device, the gaming system comprising: a display means that displays a predetermined lock operation button that restricts the return of the recording medium; a reception means that allows the operation of the lock operation button to be accepted when any of the prepaid value, the second number of gaming media, and the first number of gaming media obtained from the gaming machine is equal to or greater than a predetermined number; and a release means that automatically releases the restriction on the return of the recording medium when the prepaid value, the second number of gaming media, and the first number of media available all fall below a predetermined number while the return of the recording medium is restricted by the reception means.
[0012] The present invention also provides a method for managing games in a gaming system having an enclosed gaming machine that stores a first number of gaming media to be used for a game and provides a game using the first number of gaming media, a gaming device that is attached to the gaming machine and stores a second number of gaming media that can be transferred to the first number of gaming media and lends out gaming media using a prepaid value associated with the recording media, and a management device that manages a valuable value associated with the recording media that can be accepted by the gaming device, the method comprising the steps of: displaying a predetermined lock operation button that restricts the return of the recording medium; accepting a reception step that allows the operation of the lock operation button to be accepted when any of the prepaid value, the second number of gaming media, and the first number of gaming media acquired from the gaming machine is equal to or greater than a predetermined number; and a release step that automatically releases the restriction on the return of the recording medium when the prepaid value, the second number of gaming media, and the first number of media available all fall below a predetermined number while the return of the recording medium is restricted by the acceptance step. Effect of the Invention
[0013] According to the present invention, even when game balls are present in an enclosed gaming machine, ejection of the recording medium can be efficiently suppressed. [Brief description of the drawings]
[0014] [Figure 1] FIG. 1 is an explanatory diagram of an overview of the conventional technology and 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 own device status data, the card data, the number of game balls data, and the PIN 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 flowchart showing a processing procedure of the inter-machine card processing machine according to the first embodiment. [Figure 10] FIG. 10 is a flowchart showing a processing procedure of an inter-machine card processing machine according to a modified example of the first embodiment. [Figure 11] FIG. 11 is an explanatory diagram of an overview of a gaming system according to the second embodiment. [Figure 12] FIG. 12 is a flowchart showing a processing procedure of the inter-machine card processing machine according to the second embodiment. [Figure 13] FIG. 13 is an explanatory diagram of an overview of a gaming system according to the third embodiment. [Figure 14] FIG. 14 is a flowchart showing the processing steps of the ticket vending machine, the management device, and the inter-machine card processing machine according to the third embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0015] [Embodiment 1] The gaming device, gaming system, and gaming management method 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 prior art and the present embodiment 1. The inter-machine card processing machine is provided with a card theft lock function to prevent the theft of the inserted card.
[0018] In gaming systems according to the conventional technology, if the balance of the prepaid value associated with the card in the inter-machine card processing machine (hereinafter simply referred to as the "prepaid balance") and the number of balls held stored in the inter-machine card are both not "0", it is possible to set a card theft lock that blocks the return of the card. This is because in conventional gaming machines that use counting per machine, it was sufficient to protect the value of the prepaid balance and the number of balls held. In addition, for saved balls, the player must enter a password set by the player when registering as a member, so fraudulent use by card thieves is restricted.
[0019] However, recently, an enclosed gaming machine has appeared in which gaming balls are enclosed within the machine and the gaming balls are not discharged outside the machine. In this enclosed gaming machine, data on the number of gaming media that can be used in the gaming machine, called gaming balls, is stored, and games are provided using these gaming balls. When a gaming ball is shot onto the board, the number of gaming balls is subtracted, and when a prize ball is generated, the number of gaming balls is added. In this way, in the case of an enclosed gaming machine, a new value called "game balls" exists.
[0020] If the card theft lock is applied to a simple sealed gaming machine, as shown in FIG. 1(a), if the prepaid balance and the number of balls held are both "0", the card theft lock cannot be set even if there are gaming balls in the gaming machine. As a result, players cannot set the card theft lock, which hinders the convenience of the players. Note that players may continue to play using gaming balls with the card theft lock set to prevent forgetting to take the card, but this action will no longer be possible.
[0021] Therefore, the gaming system according to the first embodiment is configured so that the card theft lock can be set if at least one of the prepaid balance, the number of balls held, and the number of game balls is not "0."
[0022] Specifically, as shown in FIG. 1(b), when the prepaid balance and the number of balls held are both "0" and there are "500" game balls (S1), the card theft lock can be selected (S2) and the PIN number can be set (S3).
[0023] After the card theft lock is set, the player can continue to play using game balls. As a result, when the number of game balls "500 balls" is used up, the card theft lock is automatically released (S4). This is because the prepaid balance, the number of balls held, and the value of the number of game balls all become "0", and there is no need to set the card theft lock. If the card theft lock is not released, problems will occur. In a situation where the number of game balls "500 balls" is used up by player A, if a new player B inserts money to increase the prepaid balance, the card theft lock function set by the previous player A will be maintained. Since the new player B does not know the password set by the previous player A, he cannot return the card even if he performs the card return operation. As a result, the new player B must call an attendant and have the attendant return the card, which reduces the operation rate of the gaming machine and hinders the smooth play of the players. For this reason, the gaming system according to this embodiment 1 is configured to automatically release the card theft lock when the prepaid balance, the number of balls held, and the value of the number of game balls all become "0."
[0024] For ease of explanation, it has been stated here that the card theft lock can be set when any of the prepaid balance, number of balls held, and value of the number of game balls is not "0," but it can also be configured to set the card theft lock when any of the prepaid balance, number of balls held, and value of the number of game balls is equal to or greater than a predetermined value. It can also be configured to release the card theft lock when the prepaid balance, number of balls held, and value of the number of game balls all fall below a predetermined value.
[0025] Also, although it is assumed here that the inter-machine card processing machine sets and releases the card theft lock, it is also possible to configure the management device to determine whether the conditions for setting the card theft lock are met and whether the conditions for releasing the card theft lock are met, and then give instructions from the management device to the inter-machine card processing machine.
[0026] <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.
[0027] 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.
[0028] 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 has a prize ball memory for storing the number of game balls to be awarded as prize balls for each winning area, and a playable number memory for indicating the number of game balls. The control unit of the gaming machine 20 also periodically transmits the number of game balls to the inter-machine card processing machine 10, and the inter-machine card processing machine 10 receives and stores the number of game balls stored in the gaming machine 20.
[0029] 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.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] 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.
[0038] The inter-machine card processing machine 10 accepts a card theft lock operation when any of the prepaid value, held balls, and game balls has value (i.e., it is not "0"). In addition, when the inter-machine card processing machine 10 accepts an operation to release the card theft lock (including input of a PIN code) or when the prepaid value, held balls, and game balls all become "0" when the card theft lock is set, the inter-machine card processing machine 10 automatically releases the card theft lock.
[0039] 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.
[0040] 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.
[0041] 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.
[0042] 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.
[0043] 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.
[0044] 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.
[0045] 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.
[0046] 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.
[0047] 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.
[0048] 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.
[0049] 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.
[0050] 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.
[0051] When the management device 50 receives a message including a ball lending request, it updates the card management data by subtracting a predetermined value (for example, 5 units, which represents 500 yen when 1 unit is 100 yen) 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 corresponding to the subtracted prepaid value (for example, "125") to the number of game balls.
[0052] 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.
[0053] 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.
[0054] 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.
[0055] 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.
[0056] 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.
[0057] 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.
[0058] 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.
[0059] 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.
[0060] 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.
[0061] 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.
[0062] 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.
[0063] 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.
[0064] 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.
[0065] 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.
[0066] <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.
[0067] 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.
[0068] 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.
[0069] 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.
[0070] <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.
[0071] 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.
[0072] 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.
[0073] 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, card data 16b, number of game balls data 16c, and PIN data 16d.
[0074] 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.
[0075] 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.
[0076] The number of game balls data 16c is data indicating the number of game balls stored in the gaming machine 20. The personal identification number data 16d is data indicating a personal identification number registered when setting a card theft lock.
[0077] 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.
[0078] 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.
[0079] 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.
[0080] 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.
[0081] 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.
[0082] 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.
[0083] The control unit 17 is a control unit that performs overall control of the inter-machine card processing machine 10, and has a data management unit 17a, a number of game balls management unit 17b, a card theft lock display unit 17c, and a card theft lock control unit 17d. In practice, by loading these programs into the CPU and executing them, the data management unit 17a, the number of game balls management unit 17b, the card theft lock display unit 17c, and the card theft lock control unit 17d will execute processes corresponding to each of them.
[0084] 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.
[0085] 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.
[0086] 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.
[0087] 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.
[0088] 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.
[0089] 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.
[0090] 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.
[0091] The game ball count management unit 17b is a processing unit that manages game ball count data 16c indicating the number of game balls held 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. In addition, when the number of game balls received from the game machine 20 is 0 and the game ball count data 16c at that time is not 0, the game ball count management unit 17b passes information of the number of game balls "0" to the card theft lock control unit 17d.
[0092] The card theft lock display unit 17c is a control unit that displays a card theft lock selection button in the menu display of the display operation unit 13. The card theft lock display unit 17c displays a card theft lock selection button in the menu display of the display operation unit 13 if any of the prepaid value, held balls, and game balls in the card data 16b and the game ball count data 16c is not "0".
[0093] The card theft lock control unit 17d is a processing unit that controls setting and releasing of the card theft lock. Upon receiving an instruction to set the card theft lock, the card theft lock control unit 17d accepts input of a PIN number from the display operation unit 13 and stores the accepted PIN number in the PIN data 16d.
[0094] The card theft lock control unit 17d receives an instruction to release the card theft lock and an input of a PIN number, and releases the card theft lock if the input PIN number matches the PIN number data 16d. The card theft lock control unit 17d also releases the card theft lock if it receives a no-game balls from the game ball number management unit 17b and both the prepaid value and the number of balls in the card data 16b are "0".
[0095] Next, a specific example of data stored in the memory unit 16 of the inter-machine card processor 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, and the PIN data 16d shown in Fig. 4.
[0096] 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.
[0097] The card data 16b shown in FIG. 5(b) indicates that the ID of the card inserted into the inter-machine card processing device 10 is "1001." Here, the first digit of the card ID indicates the type of card, with a card whose first digit is "1" being a general card and a card whose first digit is "2" being a membership card. The card data 16b also indicates that the PIN code for replaying saved balls is "-", which indicates that it has not been set since it is a general card. The card data 16b also indicates that the prepaid value is "0 yen."
[0098] In addition, card data 16b indicates that, in terms of held balls, the balance of held balls for ball 1 is "0", the balance of held balls for ball 2 is "400", and the balance of held balls for ball 3 is "300", and, in terms of saved balls, the balance of saved balls for ball 1 is "0", the balance of saved balls for ball 2 is "0", and the balance of saved balls for ball 3 is "0".
[0099] The number of game balls data 16c shown in Fig. 5(c) indicates that the number of game balls is "500." The PIN code data 16d shown in Fig. 5(d) indicates that the PIN code for the card theft lock is set to "1234."
[0100] <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.
[0101] 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.
[0102] 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, thereby causing the CPU to execute a process.
[0103] 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.
[0104] 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.
[0105] 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.
[0106] 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.
[0107] 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.
[0108] 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.
[0109] 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.
[0110] 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.
[0111] 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.
[0112] 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.
[0113] The game ball control unit 26 also periodically transmits the number of game balls stored in the playable number memory to the machine-to-machine card processing machine 10. In this case, the game ball control unit 26 does not clear the contents of the playable number memory to zero, but continues to update the number of game balls according to the game status, and transmits the number of game balls at the time of data acquisition to the machine-to-machine card processing machine 10. The playable number management unit 26a manages the number of game balls stored in the playable number memory as the playable number.
[0114] 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.
[0115] 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.
[0116] <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.
[0117] 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.
[0118] The storage unit 55 is a storage device such as a hard disk drive or a non-volatile memory, and stores game type setting data 55a, card management data 55b, device management data 55c, and member management data 55d.
[0119] 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.
[0120] 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.
[0121] 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, and a member management unit 56d. 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, and the member management unit 56d will each execute a process corresponding to the program.
[0122] 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.
[0123] 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.
[0124] 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.
[0125] 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.
[0126] 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.
[0127] 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 is a diagram showing an example of the game type setting data 55a, the card management data 55b, the device management data 55c, and the member management data 55d shown in Fig. 7.
[0128] 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".
[0129] In the card management data 55b shown in Fig. 8(b), the card ID "1001" is associated with a prepaid value of "0" points, the remaining balls of each rate of "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.
[0130] 8(b), the card management data 55b is associated with the card ID "2001" as a prepaid value of "3000" and the remaining balls of ball 1 as "1500", the remaining balls of ball 2 as "2500", and the remaining balls of ball 3 as "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.
[0131] 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.
[0132] 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.
[0133] 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."
[0134] <Processing Procedure of the Inter-machine Card Processing Machine 10 According to the First Embodiment> Next, the processing procedure of the inter-machine card processing machine 10 according to the present embodiment 1 will be described. Fig. 9 is a flow chart showing the processing procedure of the inter-machine card processing machine 10 according to the present embodiment 1. First, if any of the prepaid value, held balls, and game balls is not "0" (step S101; No), and an instruction to set the card theft lock is received (step S102; Yes), the input of a PIN number is accepted, the input PIN number is stored in the PIN number data 16d (step S103), and the card theft lock is set.
[0135] If an operation to release the card theft lock (release instruction) is received (step S104; Yes), the PIN is confirmed and the card theft lock is released (step S105), the PIN data 16d is erased (step S106), and the process ends.
[0136] In this way, the gaming system of this embodiment 1 can improve convenience for players by enabling the card to be locked against theft if the value of any of the prepaid balance (prepaid value), number of balls held, or gaming balls is not "0."
[0137] In the flowchart shown in Fig. 9, the case where the player accepts the instruction to release the card theft lock is shown, but instead of accepting such an instruction, the card theft lock may be automatically released when the prepaid balance, the number of balls in hand, and the number of game balls all become "0". Such a case will be explained.
[0138] If any of the prepaid balance, number of balls in hand, and number of game balls is not "0", the card theft lock is set according to the card theft lock setting instruction. If the player continues playing and the prepaid balance, number of balls in hand, and number of game balls all become "0", the card theft lock is automatically released.
[0139] Next, the processing procedure of the inter-machine card processing machine 10 according to a modified example of the present embodiment 1 will be described. Fig. 10 is a flow chart showing the processing procedure of the inter-machine card processing machine 10 according to a modified example of the present embodiment 1. First, if any of the prepaid balance, the number of balls held, and the number of game balls is not "0" (step S201; No), and an instruction to set the card theft lock is received (step S202; Yes), the input of a PIN is accepted, the input PIN is stored in the PIN data 16d (step S203), and the card theft lock is set.
[0140] When the prepaid balance, number of balls held, and number of game balls all become "0" (Step S204; Yes), the card theft lock is automatically released (Step S205), the PIN code data 16d is erased (Step S206), and the process ends.
[0141] As described above, the gaming system of this embodiment 1 enables the card theft lock when any of the prepaid balance, number of balls held, and number of game balls is not "0", and automatically releases the card theft lock when the prepaid balance, number of balls held, and number of game balls all become "0", thereby improving convenience for players.
[0142] In the above embodiment 1, the card theft lock can be set when any of the prepaid balance, the number of balls held, and the value of the number of game balls is not "0", but it can also be configured to set the card theft lock when any of the prepaid balance, the number of balls held, and the value of the number of game balls is equal to or greater than a predetermined value (e.g., prepaid balance "100 yen", number of balls held "24 balls", number of game balls "24 balls"). It can also be configured to release the card theft lock when all of the values of the prepaid balance, the number of balls held, and the number of game balls fall below a predetermined value. It can also be configured to set the card theft lock when any of the prepaid balance, the number of balls held, and the value of the number of game balls is equal to or greater than a predetermined value (e.g., prepaid balance "100 yen", number of balls held "24 balls", number of game balls "24 balls").
[0143] In addition, in the above embodiment 1, the inter-machine card processing machine 10 sets and releases the card theft lock, but it is also possible to configure the management device 50 to acquire data from the inter-machine card processing machine 10, determine whether the setting conditions for the card theft lock are met and whether the releasing conditions for the card theft lock are met, and instruct the management device 50 to set and release the card theft lock to the inter-machine card processing machine 10.
[0144] In addition, in the above embodiment 1, a PIN code is input when setting the card theft lock, but the present invention is not limited to this, and it is also possible to have authentication information such as personal biometric information (fingerprint, etc.) input.
[0145] In the above embodiment 1, the configuration was described where the card theft lock is automatically released when the prepaid balance, number of balls held, and number of game balls all become "0", but the present invention is not limited to this, and it can also be configured to maintain the card theft lock if money or a card is inserted within a certain period of time after the prepaid balance, number of balls held, and number of game balls all become "0". This is because the same player may insert money or a card to continue playing.
[0146] [Embodiment 2] In the above embodiment 1, the card theft lock is released when the release operation (release instruction) is received, and the card theft lock is automatically released when the prepaid balance, the number of balls held, and the number of game balls all become "0", but the present invention is not limited to this, and it can also be configured to maintain the card theft lock after the balls held are divided. In this embodiment 2, a configuration for maintaining the card theft lock after the balls held are divided will be described.
[0147] Fig. 11 is an explanatory diagram for explaining the outline of the gaming system according to the second embodiment. As shown in Fig. 11, after setting the card theft lock (S21), when the ball division is selected (S22), the card theft lock is temporarily maintained and an instruction to insert the original card is displayed (S23). If the original card is inserted, the card theft lock is maintained for the inserted card (S24).
[0148] Next, the processing procedure of the inter-machine card processing machine 10 according to the present embodiment 2 will be described. Fig. 12 is a flow chart showing the processing procedure of the inter-machine card processing machine 10 according to the present embodiment 2. First, if any of the values of prepaid value, held balls, and game balls exists (step S301; No), and an instruction to set the card theft lock is received (step S302; Yes), the input of a PIN is accepted, the input PIN is stored in the PIN data 16d (step S303), and the card theft lock is set.
[0149] If an instruction to divide the balls is received (step S304; Yes), the card theft lock is maintained for a while, the balls are divided, and the card to be divided and the card to be divided are discharged (step S305). If the card to be divided is inserted (step S306; Yes), the card theft lock is maintained for the inserted card (step S307).
[0150] If an instruction to release the card theft lock is received (step S308; Yes), the PIN is confirmed to release the card theft lock (step S309), and the PIN data 16d is erased (step S310), terminating the process.
[0151] In this way, the gaming system according to the second embodiment can improve the security of the value held by the player by maintaining the card theft lock after the balls held are divided.
[0152] [Embodiment 3] Incidentally, in the above embodiment 1, the card theft lock is released when the release operation (release instruction) is received, and the card theft lock is automatically released when the prepaid balance, the number of balls held, and the number of game balls all become "0", but the present invention is not limited to this, and if an issued card is lost, the card can also be configured to be reissued using information (hereinafter referred to as "smartphone information") from a registered smartphone (hereinafter simply referred to as "smartphone"). In this embodiment 3, a case where a card is reissued using registered smartphone information will be described.
[0153] Fig. 13 is an explanatory diagram for explaining an overview of the gaming system according to the present embodiment 3. As shown in Fig. 13, a user holds a smartphone over the ticket vending machine 100 to register smartphone information and purchase a card (S31). At this time, the management device 50 stores the card ID, purchase time, purchase amount, linked medium, and card balance.
[0154] The player plays a game using the card balance (S32), and the management device 50 subtracts the amount used by the player from the card balance.
[0155] When a player loses or damages a card (S33), the player holds the smartphone over the ticket vending machine 100 to reissue the card (S34). At this time, the management device 50 authenticates the smartphone information with the ticket vending machine 100 and stores the reissued card ID and the reissue time.
[0156] Next, a description will be given of the processing procedures of the ticket vending machine 100, the management device 50, and the inter-machine card processing machine 10 according to the present embodiment 3. Fig. 14 is a flowchart showing the processing procedures of the ticket vending machine 100, the management device 50, and the inter-machine card processing machine 10 according to the present embodiment 3.
[0157] First, the ticket vending machine 100 accepts the purchase amount and smartphone information, issues a card (step S401), and notifies the management device 50 of the card information and smartphone information (step S402). The management device 50 stores the received card information and smartphone information in the card management data 55b (step S403).
[0158] When a card is inserted, the inter-machine card processor 10 requests the management device 50 to notify the card information (step S404), and the management device 50 notifies the inter-machine card processor 10 of the card information (step S405).
[0159] The inter-machine card processor 10 notifies the management device 50 of the amount used with the card (step S406), and the management device 50 subtracts the received amount from the card management data 55b (step S407).
[0160] When the ticket vending machine 100 accepts the card reissue operation and the smartphone information, it notifies the management device 50 of the smartphone information (step S408). The management device 50 searches the card management data 55b using the received smartphone information and identifies the card information to be reissued (step S409).
[0161] The management device 50 notifies the ticket vending machine 100 of the specified card information (step S410), and the ticket vending machine 100 reissues the card using the received card information (step S411), and the process ends.
[0162] In this way, the gaming system of this embodiment 3 can improve the security of the value held by a player by reissuing the card using registered smartphone information if the issued card is lost, etc.
[0163] In the above embodiment 3, a configuration for registering smartphone information when a card is issued was described, but the present invention is not limited to this, and it can also be configured to register smartphone information when depositing money into the machine-to-machine card processing machine 10, etc.
[0164] In addition, in the above embodiment 3, a configuration was described in which smartphone information is registered when the card is issued, but the present invention is not limited to this, and it is also possible to configure the card to allow deposits within a certain period of time after the card has lost its value, and to register smartphone information at that point.
[0165] In addition, in the above embodiment 3, a configuration has been described in which the player himself reissues the card, but the present invention is not limited to this, and the reissue of the card may be permitted only to employees.
[0166] In addition, in the above embodiment 3, a configuration in which smartphone information is registered and a card is issued has been described, but the present invention is not limited to this. When playing a game, a user can be identified using registered smartphone information by holding a smartphone over the inter-machine card processing device 10, and can play a game without issuing a card.
[0167] 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]
[0168] The gaming device, gaming system, and gaming management method according to the present invention are suitable for efficiently suppressing the ejection of a recording medium when gaming balls are present in an enclosed gaming machine. [Explanation of symbols]
[0169] 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 PIN data 17 Control Unit 17a Data Management Department 17b Game Ball Count Management Department 17c Card theft lock indicator 17d Card theft lock control section 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 56 Control section 56a Game type setting management section 56b Card Management Department 56c Equipment management department 56d Membership Management Department 60 Prize Management Device 70 Payment machine 100 Ticket Machine
Claims
1. A gaming device that is attached to an enclosed gaming machine that stores a first number of gaming media used in a game and provides a game using the first number of gaming media, stores a second number of gaming media that can be transferred to the first number of gaming media, and lends out gaming media using a prepaid value associated with the recording medium, a display means for displaying a predetermined lock operation button for restricting the return of the recording medium; a receiving means for receiving an operation of the lock operation button when any one of the prepaid value, the number of the second game media, and the number of the first game media acquired from the gaming machine is equal to or greater than a predetermined number; a release means for automatically releasing the restriction on the return of the recording medium when the prepaid value, the number of second game media and the number of first media available all fall below a predetermined number while the return of the recording medium is restricted by the acceptance means; A gaming device comprising:
2. The release means is A gaming device as described in claim 1, characterized in that when the return of the recording medium is restricted by the reception means, if the prepaid value and the number of second gaming media are 0 and the number of first gaming media becomes less than a predetermined number, the restriction on the return of the recording medium is automatically lifted.
3. a password storage means for storing a password data inputted in response to the reception of the lock operation button by the reception means; an erasing means for erasing the personal identification number data stored in the personal identification number storage means when the restriction on the return of the recording medium is automatically released by the releasing means; 3. The gaming device according to claim 1, further comprising:
4. A gaming system comprising: an enclosed gaming machine that stores a first number of gaming media to be used in a game and provides a game using the first number of gaming media; a gaming device that is attached to the gaming machine, stores a second number of gaming media that can be transferred to the first number of gaming media, and lends out gaming media using a prepaid value associated with the recording medium; and a management device that manages a negotiable value associated with the recording medium that can be received by the gaming device, a display means for displaying a predetermined lock operation button for restricting the return of the recording medium; a receiving means for receiving an operation of the lock operation button when any one of the prepaid value, the number of the second game media, and the number of the first game media acquired from the gaming machine is equal to or greater than a predetermined number; a release means for automatically releasing the restriction on the return of the recording medium when the prepaid value, the number of second game media and the number of first media available all fall below a predetermined number while the return of the recording medium is restricted by the acceptance means; A gaming system comprising:
5. A game management method for a game system having an enclosed game machine that stores a first number of game media used for a game and provides a game using the first number of game media, a game device that is attached to the game machine, stores a second number of game media that can be transferred to the first number of game media, and lends out game media using a prepaid value associated with the recording medium, and a management device that manages a valuable associated with the recording medium that can be received by the game device, comprising: a display step of displaying a predetermined lock operation button for restricting return of the recording medium; a receiving step of making it possible to receive operation of the lock operation button when any one of the prepaid value, the number of the second game media, and the number of the first game media acquired from the gaming machine is equal to or greater than a predetermined number; a release step of automatically releasing the restriction on the return of the recording medium when the prepaid value, the number of second game media, and the number of first media available all fall below a predetermined number while the return of the recording medium is restricted by the receiving step; A game management method comprising:
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