Device for each game machine and game system

JP2025031877APending Publication Date: 2025-03-07GLORY LTD
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Patent Information

Application Number
JP2024227317
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-12-24
Publication Date
2025-03-07

AI Technical Summary

Benefits of technology

【0013】 本発明によれば、遊技機管理媒体数を用いて遊技を行う遊技機を用いる場合の利便性を向上することができる。

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Abstract

To improve convenience when using an enclosed-type game machine.SOLUTION: Upon receipt of a card return operation from a game player (S1), an inter-machine card processor 10 discharges a prepaid value added by payment and owned balls added by counting in association with a card (S2). For this reason, owned balls managed by the inter-machine card processor 10 becomes "0" but the number of playable balls managed by a game machine 20 remains "200" with the number of playable balls being left untaken. When executing return of the card in a state that the number of playable balls exceeds "0", the inter-machine card processor 10 notifies the game player that the number of playable balls is left untaken (S3).SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to each machine device and a gaming system that are installed in association with a gaming machine that uses a gaming machine management medium number to play a game, and that perform processing related to the gaming medium. [Background technology]

[0002] Conventionally, gaming establishments offer games that involve gaming media. For example, in pachinko games, gaming balls are used as gaming media, and the game is played by shooting the gaming balls into the gaming board. The gaming board is provided with a number 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 this way, the number of gaming media increases or decreases depending on the results of the game, and the player can exchange the acquired gaming media for prizes.

[0003] In order to simplify the handling of acquired game media, each machine attached to a gaming machine is provided with a function for counting game media, and the number of counted game media is associated with a card as the number of owned game media. By presenting this card at a prize counter, a player can exchange the card for a prize according to the associated number of owned game media.

[0004] Recently, problems of balls brought in from other stores and between stores with different lending rates have become evident, so attention has been drawn to sealed gaming machines that do not generate such brought-in balls.Sealed gaming machines are designed so that players do not touch the gaming media, and the number of gaming media that can be released (hereinafter referred to as the playable number) is managed as data (see, for example, Patent Document 1).

[0005] Each machine device attached to such an enclosed gaming machine does not control its own device or the gaming machine to pay out actual gaming media, but transmits the number of gaming media as data to the gaming machine. Also, when the game ends, each machine device obtains the number of playable games from the gaming machine and adds it to the number of game media it has. The operation of each machine device obtaining the number of playable games from the gaming machine and adding it to the number of game media it has corresponds to the operation of counting game media, and is therefore referred to as the counting operation in this specification. [Prior art documents] [Patent documents]

[0006] [Patent Document 1] JP 2002-233635 A Summary of the Invention [Problem to be solved by the invention]

[0007] However, in the conventional technology, when using an enclosed gaming machine, there is a problem that there are cases where a player ends a game with the playable number remaining in the gaming machine. This is because there are no physical gaming media and the playable number is managed as data, so the player may not notice that the playable number is left behind.

[0008] If a player quits a game with remaining playable numbers, not only is it disadvantageous for the player, but there is also a risk of trouble developing between players if the remaining playable numbers are used by other players. For this reason, how to prevent players from forgetting to take their playable numbers and improve the convenience of players has become an important issue.

[0009] The present invention has been made to solve the above-mentioned problems, and aims to provide a gaming device and a gaming system that can improve convenience when using a gaming machine that uses a gaming machine management medium number. [Means for solving the problem]

[0010] In order to solve the above-mentioned problems and achieve the object, the present invention is characterized in that each machine device is installed in correspondence with a gaming machine that uses a playable number to play, and is equipped with a management means for managing a value, an acquisition means for acquiring the playable number managed by the gaming machine, and a display means for displaying that there is a remaining playable number even if the value is 0, so long as the playable number is 1 or more.

[0011] In addition, in the above invention, the present invention is characterized in that the management means includes a prepaid value associated with the recording medium being used for play and the number of gaming media held by the device itself, and the display means displays that the playable number remains if the playable number is 1 or more, even if the prepaid value and the number of game media held are 0. In the present invention, in the above-mentioned invention, the recording medium is a general-purpose recording medium.

[0012] The present invention also provides a gaming system having each machine device installed in correspondence with a gaming machine that uses a playable number to play a game, and a management device communicatively connected to each of the machine devices, wherein each of the machine devices is equipped with a management means for managing a value, an acquisition means for acquiring the playable number managed by the gaming machine, and a display means for displaying that there is a remaining playable number even if the value is 0, so long as the playable number is 1 or more. Effect of the Invention

[0013] According to the present invention, it is possible to improve convenience when using a gaming machine that uses a gaming-machine management medium number to play a game. [Brief description of the drawings]

[0014] [Figure 1] FIG. 1 is a conceptual diagram of each stand device according to this embodiment. [Diagram 2] FIG. 2 is a diagram showing the system configuration of an amusement arcade. [Diagram 3] FIG. 3 is a diagram showing the external appearance of the inter-machine card processor and the gaming machine. [Figure 4] FIG. 4 is a functional block diagram showing the configuration of the inter-machine card processor and the gaming machine shown in FIG. [Diagram 5] FIG. 5 is an explanatory diagram for explaining an example of data stored in the storage unit of the inter-machine card processing machine. [Figure 6] FIG. 6 is a flowchart showing the processing procedure of the inter-machine card processing machine. [Figure 7] FIG. 7 is an explanatory diagram of a specific example of notification during a game. [Figure 8] FIG. 8 is an explanatory diagram of management of the playable number. [Figure 9] FIG. 9 is an explanatory diagram for setting the operation of the inter-machine card processing machine. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0015] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Hereinafter, preferred embodiments of each machine device and a gaming system according to the present invention will be described in detail with reference to the accompanying drawings.

[0016] In this specification, retained balls refer to data indicating game media or the number of game media acquired by a player in a game, which can be used again for play only on that day (before closing time). Saved balls refer to data indicating game media or the number of game media acquired by a player in a game, which can be used again for play on the following day (after closing time). Retained balls can be used by both general players and member players, and are used when the gaming machine used for play is changed (so-called machine transfer). Saved balls are usually only available to member players, and are used when acquired game media are used for play on the following day or later. A specified fee may be charged for the use of saved balls. EXAMPLES

[0017] First, the concept of each machine device according to this embodiment will be described. Fig. 1 is an explanatory diagram of the concept of each machine device according to this embodiment. A gaming establishment is equipped with a plurality of gaming machines 20, and each gaming machine 20 is provided with an inter-machine card processing machine 10, which is a machine device.

[0018] The gaming machine 20 is an enclosed gaming machine that is structured so that players cannot touch the gaming balls that are the gaming medium, and the number of game balls that can be shot is managed as the number of playable balls. A large number of obstacle nails are set on the gaming board of the gaming machine 20, and a gaming ball shot onto the gaming board by operating the handle falls between the obstacle nails and either wins in a winning hole or a starting hole, or is ejected from the gaming board through an out hole without winning. The gaming balls ejected from the gaming board are transported inside the gaming machine 20 and are used for shooting again.

[0019] The inter-machine card processing machine 10 is a machine that performs processes such as accepting deposits and lending game balls. Game balls are lent out by adding the available number of game balls in the gaming machine 20, rather than by paying out actual game balls. Similarly, when a player performs an operation to replay held balls, the inter-machine card processing machine 10 subtracts a predetermined number of held balls and adds a predetermined number to the available number of game balls. The inter-machine card processing machine 10 can also count game balls by transferring the available number of game balls managed by the gaming machine 20 to the held balls managed by the machine itself.

[0020] When the inter-machine card processing machine 10 receives a card return operation from a player, it associates the prepaid value added by the deposit and the balls added by counting with the card and discharges them. In Fig. 1(a), the inter-machine card processing machine 10 manages the balls in possession "500", and the gaming machine 20 manages the playable number "200". In this state, the inter-machine card processing machine 10 receives a card return operation from the player (S1).

[0021] The inter-machine card processing machine 10 that has accepted the card return operation returns the balls "500" associated with the card as shown in Fig. 1(b) (S2). Therefore, the balls managed by the inter-machine card processing machine 10 become "0", but the playable number managed by the gaming machine 20 remains "200", and the playable number has been forgotten.

[0022] Therefore, when the card is returned with the playable number exceeding "0", the between-machine card processing machine 10 notifies the player that the playable number has been forgotten (S3). In FIG. 1(b), the between-machine card processing machine 10 notifies the player by displaying a message saying "There are game balls remaining. Don't forget to count them!" Note that the "game balls" in this message do not refer to the actual game balls, but to the playable number.

[0023] In this way, the inter-machine card processing machine 10 manages prepaid value and held balls as values ​​related to game balls, can return the prepaid value and held balls by associating them with the card, and issues a notification when a return of value is requested in a state where the playable number, which is the number of game machine management media managed by the enclosed game machine 20, exceeds the predetermined value "0". This makes it possible to prevent forgetting to take the playable number, improving the convenience of the player.

[0024] Next, the system configuration of the gaming establishment will be described. FIG. 2 is a diagram showing the system configuration of the gaming establishment. As shown in FIG. 2, the 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 card management device 40, a member management device 50, a prize management device 60, and a settlement machine 80 are connected to the communication line.

[0025] The gaming machine 20 is a device for playing games by shooting gaming balls enclosed inside the device onto a gaming board. The gaming board of this 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 results in 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, thereby providing an advantage in the game. An area that serves both as a starting area and a winning area may also be provided.

[0026] 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 the game ball shot into the winning area. The control unit of the gaming machine 20 also 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 balls that a player can throw out.

[0027] Therefore, when the winning sensor detects the passage of a inserted game ball into a specific winning area, the gaming machine 20 can determine the number of prize balls to be awarded based on the contents stored in the prize ball memory and the number of game balls that have passed through the winning area, and perform a payout process for the determined number of prize balls.

[0028] In the enclosed gaming machine 20, the payout process of the number of prize balls is performed by adding the number of prize balls to the playable number stored in the playable number memory and updating the stored contents. When the playable number is transferred as the number of balls held by the inter-machine card processing machine 10, the playable number held in the playable number memory is notified to the inter-machine card processing machine 10, and the playable number is cleared to zero. Furthermore, when a notification of an addition to the playable number by a ball lending operation or the like is received from the inter-machine card processing machine 10, the notified number of balls is added to the playable number and the stored contents are updated.

[0029] The inter-machine card processing machine 10 accepts deposits, lends game balls, communicates with the card management device 40, and communicates with the gaming machines 20. When the inter-machine card processing machine 10 accepts a bill inserted by a player, it transmits deposit notification data including the amount of the bill to the card management device 40, and adds a number corresponding to the amount to the prepaid value managed by the card management device 40. Then, when a predetermined ball lending operation is performed, it transmits a ball lending request to the card management device 40, subtracts the prepaid value managed by the card management device 40, and performs a payout process of the number of game balls corresponding to the subtracted prepaid value.

[0030] In the enclosed gaming machine 20, the payout process of gaming balls based on the ball loan is performed by notifying the gaming machine 20 of the number corresponding to the subtracted prepaid value and adding it to the number of playable balls.

[0031] Furthermore, when the inter-machine card processing machine 10 accepts the insertion of a card, it transmits card insertion notification data to the card management device 40. Furthermore, when the inter-machine card processing machine 10 receives data including the prepaid value, the number of held balls, and the number of saved balls from the card management device 40, it stores the received prepaid value, the number of held balls, and the number of saved balls. Then, when the number of held balls is stored, the inter-machine card processing machine 10 transmits held ball subtraction request data to the card management device 40, thereby clearing the number of held balls managed by the card management device 40 to zero.

[0032] Furthermore, when the inter-machine card processing machine 10 receives a held ball replay operation, it subtracts a predetermined number from the number of held balls stored in its own device, and performs a payout process of the number of game balls corresponding to the subtracted number of held balls. Furthermore, when the inter-machine card processing machine 10 receives a saved ball replay operation, it sends saved ball replay request data to the card management device 40, thereby subtracting a predetermined number from the number of saved balls managed by the member management device 50, and performs a payout process of the number of game balls corresponding to the subtracted number of saved balls. The payout process of game balls based on held ball replay and saved ball replay is also performed by notifying the gaming machine 20 of the corresponding number and adding it to the number of playable balls.

[0033] In addition, when the inter-machine card processing device 10 accepts a card return operation, it transmits held ball addition request data including the number of held balls managed by the device to the card management device 40, and after having the card management device 40 add the number of held balls, it transmits card ejection notification data to the card management device 40 and controls the ejection of the card.

[0034] The inter-machine card processing device 10 also 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 card management device 40. This authentication is performed at the time of opening a store, etc., and the gaming machine 20 becomes available for play on the condition that the authentication is successful.

[0035] The island controller 30 is a relay device that bundles together a group of gaming machines 20 and inter-machine card processors 10 provided on the gaming island.

[0036] The card management device 40 is a device that manages the prepaid value and number of balls held of the card as card data. When the card management device 40 receives card insertion notification data from the inter-machine card processing device 10, it manages the card ID of the inserted card in association with the device ID of the inter-machine card processing device 10, and transmits the prepaid value and number of balls associated with the card ID to the inter-machine card processing device 10. Furthermore, if the card ID indicated in the card insertion notification data is the card ID of a membership card, the card management device 40 transmits the card insertion notification data to the member management device 50, and transmits the stored ball replay data received from the member management device 50 to the inter-machine card processing device 10.

[0037] In addition, when the card management device 40 receives held ball subtraction request data from the inter-machine card processing machine 10, it clears the number of held balls to zero. In addition, when the card management device 40 receives held ball addition request data from the inter-machine card processing machine 10, it adds the number of held balls included in the held ball addition request data to the number of held balls managed by the card management device 40.

[0038] Furthermore, when the card management device 40 receives ball loan request data 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 loan permission data to the inter-machine card processing device 10. When it receives saved ball replay request data, it transmits the saved ball replay request data to the member management device 50, and when the member management device 50 outputs saved ball replay data, it transmits the saved ball replay data to the inter-machine card processing device 10.

[0039] Furthermore, when the card management device 40 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 card management device 40 receives a card ID from the settlement machine 80, it notifies the settlement machine 80 of the prepaid value associated with this card ID.

[0040] The card management device 40 also acquires a gaming machine ID from the inter-machine card processing device 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 outside the arcade and distributes it to the inter-machine card processing device 10.

[0041] The member management device 50 is a management device that manages the member management data of members who are registered with the gaming establishment. Specifically, the device manages the number of balls, the number of points, the PIN number, the name, etc., in association with the member card ID issued to the member.

[0042] When the member management device 50 receives card insertion notification data from the inter-machine card processing machine 10, it transmits stored ball replay data including the number of stored balls and the PIN number associated with the card ID indicated in the card insertion notification data to the inter-machine card processing machine 10. When the member management device 50 receives stored ball replay request data from the inter-machine card processing machine 10, it subtracts a predetermined number from the number of stored balls associated with the card ID indicated in the stored ball replay request data, and transmits stored ball replay data including the number of stored balls after the subtraction to the inter-machine card processing machine 10. Note that communication between the inter-machine card processing machine 10 and the member management device 50 is performed via the card management device 40.

[0043] In addition, when the member management device 50 receives an inquiry about the number of saved balls from the prize management device 60, it notifies the prize management device 60 of the number of saved balls corresponding to the specified card ID.

[0044] The prize management device 60 is a terminal device for prize exchange that is attached to the prize exchange counter in the gaming facility, and performs the prize exchange process of exchanging acquired balls, number of saved balls, and number of held balls for prizes. A card reader that reads the card ID from the 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 identification data corresponding to the card ID from a mobile terminal, etc.), it transmits the card ID to the card management device 40 and requests the number of held balls for that card ID. When the number of saved balls is to be exchanged for a prize, it requests the number of saved balls from the membership management device 50.

[0045] When a card associated with a prepaid value is inserted, the settlement machine 80 transmits the card ID of the card to the card management device 40, and by receiving the response data, acquires the prepaid value associated with the card and dispenses money according to the acquired prepaid value.

[0046] Next, a description will be given of the ball lending process of the gaming system shown in Fig. 2. When a player performs a ball lending operation on the inter-machine card processing machine 10, the inter-machine card processing machine 10 transmits ball lending request data to the card management device 40. This ball lending request data includes the card ID of the card inserted in the inter-machine card processing machine 10, and an address or any identification data that identifies the inter-machine card processing machine 10 that is the sender.

[0047] When the card management device 40 receives the ball lending request data, it subtracts a predetermined value from the prepaid value associated with the card ID of the ball lending request data. Then, the card management device 40 transmits the ball lending permission data to the inter-machine card processing device 10 that sent the data. The inter-machine card processing device 10 that has received the ball lending permission data performs a payout process for the number of game balls corresponding to the subtracted prepaid value.

[0048] Next, a description will be given of a ball replay process when a ball is replayed in the gaming system shown in Fig. 2. When the inter-machine card processing machine 10 accepts the insertion of a general card or a membership card, it transmits card insertion notification data to the card management device 40. This card insertion notification data includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or any identification data that identifies the inter-machine card processing machine 10 that is the sender, and data for identifying the rate of the inter-machine card processing machine 10.

[0049] When the card management device 40 receives card insertion notification data from the inter-machine card processing device 10, it notifies the inter-machine card processing device 10 of the number of balls held for each rate associated with the card ID in the card insertion notification data.

[0050] The inter-machine card processing machine 10 stores the number of held balls received from the card management device 40. Then, it transmits to the card management device 40 the card ID, data specifying the rate, and held ball subtraction request data indicating that the number of held balls is to be cleared to zero. When the card management device 40 receives the held ball subtraction request data, it clears the number of held balls for each rate specified by the card ID to zero. When the inter-machine card processing machine 10 accepts a held ball replay operation and performs a held ball replay, it subtracts a predetermined number from the stored held ball number and performs a payout process for the corresponding number of game balls. Here, when there is a number of held balls other than the rate of the machine, and the setting is set to allow the held ball replay using the held ball number other than the rate of the machine, the inter-machine card processing machine 10 can convert the number of held balls other than the rate of the machine into the number of held balls of the rate of the machine according to the operation of the player and perform the held ball replay. Here, if the unit price per gaming medium of the other rate is A and the unit price of the machine's rate is B, the number of balls held of the other rate can be subtracted to perform a payout process of X × (A / B).

[0051] When the inter-machine card processing machine 10 receives from the gaming machine 20 management transfer request data for transferring the management of the gaming machine 20 by making the playable number 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 playable number indicated in the management transfer request data to the number of balls held by the own machine. After that, when a card return operation is accepted, the inter-machine card processing machine 10 transmits held ball addition request data to the card management device 40. This held ball addition request data includes the card ID of the card to be returned, an address or any identification data that identifies the inter-machine card processing machine 10 that sent the data, and the number of held balls for each rate.

[0052] When the inter-machine card processing machine 10 accepts the card return operation, it transmits held ball addition request data to the card management device 40. This held ball addition request data includes the card ID of the card to be returned, an address or any identification data that identifies the inter-machine card processing machine 10 that is the sender, and the number of held balls for each rate.

[0053] When the card management device 40 receives the ball addition request data, it adds the number of balls included in the ball addition request data to the number of balls of each rate associated with the card ID. After that, the card processing device 10 transmits card ejection notification data to the card management device 40.

[0054] Next, a description will be given of the stored ball replay process in the gaming system shown in Fig. 2. When the inter-machine card processing machine 10 reads the card ID from a membership card or a mobile terminal that can be used as a membership card, it transmits card insertion notification data to the card management device 40. This card insertion notification data includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or any identification data that identifies the inter-machine card processing machine 10 that is the sender, and data for identifying the rate of the inter-machine card processing machine 10.

[0055] The card management device 40 transmits the card insertion notification data received from the inter-machine card processing device 10 to the member management device 50. When the member management device 50 receives the card insertion notification data, it transmits to the inter-machine card processing device 10 stored ball replay data including the PIN associated with the card ID in the card insertion notification data, the number of stored balls at the rate specified by the card insertion notification data, and the possible number of stored ball replays. The possible number of stored ball replays indicates the number of times that stored ball replays can be performed, and is the quotient obtained by dividing the number of stored balls by the number of game ball payout units in stored ball replay. However, if an upper limit is set for stored ball replays, the possible number of stored ball replays is limited by this upper limit.

[0056] The inter-machine card processor 10 stores the received stored ball replay data, and when the number of possible stored ball replays indicated in the stored ball replay data is 1 or more, it becomes possible to accept a stored ball replay operation.

[0057] 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 judges whether the input PIN number coincides with the PIN number shown in the saved ball replay data.

[0058] If the PIN numbers match, the inter-machine card processing machine 10 transmits stored ball replay request data to the card management device 40. This stored ball replay request data includes the card ID of the card inserted in the inter-machine card processing machine 10, an address or any identification data that identifies the inter-machine card processing machine 10 that is the sender, and data for identifying the rate of the inter-machine card processing machine 10.

[0059] The card management device 40 transmits the saved ball replay request data to the member management device 50. When the member management device 50 receives the saved ball replay request data, it subtracts a predetermined value from the balance of the saved balls at the rate specified by the message among the saved balls associated with the card ID in the saved ball replay request data, and recalculates the number of saved balls that can be replayed. Then, it transmits saved ball replay data including the balance after subtraction and the number of saved balls that can be replayed to the inter-machine card processing device 10.

[0060] The inter-machine card processing machine 10 updates the number of stored balls stored, and performs a payout process of the number of game balls equal to the payout unit number of the stored ball replay. Here, in the case where the number of stored balls other than the rate of the machine exists, and the setting is made such that the stored ball replay is permitted using the number of stored balls other than the rate of the machine, the inter-machine card processing machine 10 can convert the number of stored balls other than the rate of the machine into the number of stored balls of the rate of the machine according to the operation of the player, as in the case of the held ball replay. In addition, after the payout process, the inter-machine card processing machine 10 judges whether the number of possible stored ball replays after the update is 1 or more. If the number of possible stored ball replays is 0, the stored ball replay operation is not accepted. If the number of possible stored ball replays after the update is 1 or more, the stored ball replay operation is accepted again. In the second and subsequent stored ball replays, the PIN does not need to be confirmed. Note that the PIN may be confirmed every time. In addition, the case where the member management device 50 subtracts the remaining balance of the stored balls and then the inter-machine card processing device 10 performs the payout process of the game balls has been exemplified here, but the remaining balance of the stored balls may be subtracted after the payout process of the game balls is performed based on the request to replay the stored balls. This is because the number of possible replays of the stored balls is indicated in the stored ball replay data before the request to replay the stored balls, and a situation where a balance shortage is found after the request to replay the stored balls is accepted does not occur.

[0061] Next, the transition from held balls to saved balls during store closing processing will be explained. During store closing processing, the card management device 40 checks the number of held balls in the card management data, and if a record exists that is associated with a number of held balls greater than zero, it notifies the member management device 50 of the number of held balls in that record along with the card ID and rate. The member management device 50 adds the number of held balls notified by the card management device 40 to the number of saved balls specified by the card ID and rate. The card management device 40 then clears the number of held balls to zero.

[0062] Next, the external appearance 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 appearance of the inter-machine card processing machine 10 and the gaming machine 20. In addition, Fig. 3 shows the inter-machine card processing machine 10 that accepts only paper money, but a unit for accepting coins can also be provided.

[0063] As shown in FIG. 3, the inter-machine card processing machine 10 has a status display unit 11, a bill insertion slot 12a, a display operation unit 13, a display operation unit 22, a card insertion slot 14a, and a card holding unit 14b.

[0064] The status display unit 11 displays the status of the inter-machine card processing machine 10 by turning on or blinking a lamp of a predetermined color. The bill insertion slot 12a is an insertion slot for various bills required for lending game balls. The display operation unit 13 is a device that displays operation buttons such as a touch panel type liquid crystal display and accepts input operations using the operation buttons.

[0065] The card insertion slot 14a is an insertion slot for a card held by a player. The holding section 14b is a section for holding a mobile terminal used for membership registration. When the mobile terminal is held over the holding section 14b, data such as the unique ID (e.g., IDm) of the mobile terminal is read from the mobile terminal.

[0066] The display operation unit 22 is a display device such as a touch panel display, and although it is located on the front side of the gaming machine 20, its input and output are controlled by the inter-machine card processing machine 10. The display operation unit 22 is used to display various information such as the balance of held balls, and to accept various operations such as display switching operations.

[0067] 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 23.

[0068] The count button 23 is an operation button for performing a management transfer, which transfers the management of the number of balls that can be dispensed from the gaming machine 20 to the inter-machine card processing machine 10, by subtracting the number of playable balls of the gaming machine 20 and adding the corresponding number to the balls held by the inter-machine card processing machine 10. In an open-type gaming machine in which actual gaming balls are dispensed upon winning, this management transfer corresponds to a counting process in which the inter-machine card processing machine 10 counts the dispensed gaming balls and adds them to the balls held.

[0069] Next, the configuration of the inter-machine card processing machine 10 and the gaming machine 20 shown in Fig. 2 will be described. Fig. 4 is a functional block diagram showing the configuration of the inter-machine card processing machine 10 and the gaming machine 20 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 holding unit 14b, a communication unit 15, a game management unit 18, a memory unit 16, a control unit 17, and a display operation unit 22.

[0070] 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 type liquid crystal display that displays various information such as the prepaid value, the number of balls held, and the number of stored balls that can be used for ball lending, and accepts various operations such as ball lending operations.

[0071] The reader / writer 14 is a device that reads the card ID from the 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 holding unit 14b is an interface unit that reads various information such as the unique ID (e.g., IDm) of the mobile terminal by short-distance wireless communication when the mobile terminal is held over the card, and is used for replaying the number of balls associated with the mobile terminal held by the player. The reader / writer 14 also has a function of associating a negotiable value such as balls held or prepaid value shown in the card data 16b with the card stored in the card storage unit in response to the player's return operation, and issuing the card as a new card. However, if the prepaid value shown in the card data 16b is 0 and the number of balls held is less than a certain number, the card is controlled not to be returned even if a return operation is performed. This is a control to prevent losses to the gaming establishment caused by the discarding of a card associated with a small number of balls held. The fixed number can be set, for example, so that the value of the card or the lowest priced prize in the game store is the number of balls held multiplied by the rental price per ball, but it can be freely set according to the game store's policy. Also, when controlling so that the card is not returned even if a return operation is performed, the stored number of balls held can be sent to the gaming machine 20 as the number of playable balls, or a message may be displayed to the effect that the card cannot be returned and to encourage the user to replay the held balls.

[0072] The communication unit 15 is an interface unit for performing data communication with the card management device 40 and the like 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 device status data 16a and the card data 16b.

[0074] The own device status data 16a is data indicating the status of the inter-machine card processing machine 10. This own device status data 16a includes the device ID of the inter-machine card processing machine and game settings. The device ID of the inter-machine card processing machine is identification data for uniquely identifying the inter-machine card processing machine 10 within the game establishment. The game settings are data indicating the game types and the like set in the inter-machine card processing machine 10. When game balls of multiple rates are handled within the game establishment, game type names are set and managed for each rate, such as "Ball 1" for game balls of 4 yen rate, "Ball 2" for game balls of 2 yen rate, "Ball 3" for game balls of 1 yen rate, and "Ball 4" for game balls of 0.5 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 a game setting.

[0075] The card data 16b is data related to the card being used by the player. The card data 16b includes the card ID, prepaid value, held balls, saved balls, the number of saved balls that can be replayed, and the like. The card ID is the 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.

[0076] 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 state management unit 18c.

[0077] The authentication processing unit 18a performs authentication of the gaming machine 20 using the authentication key received from the card management device 40. If the authentication is successful, the authentication processing unit 18a transmits operation permission to the gaming machine 20. Even if the authentication fails, the authentication processing unit 18a transmits operation permission to the gaming machine 20 if it is within a predetermined period from the last successful authentication, but does not transmit operation permission to the gaming machine 20 after the predetermined period has elapsed from the last successful authentication, and prohibits use of the gaming machine 20. The authentication processing unit 18a transmits the result of authentication, such as the success or failure of authentication, to the card management device 40, and appropriately controls the display operation unit 13 to display the result.

[0078] 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 the authentication key management center via the card management device 40, and updates the authentication key.

[0079] 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 for adding to the available number of games by ball lending, transmits a request for shifting management from the held balls to the available number of games by replaying the held balls, transmits a request for adding to the available number of games by replaying the 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 for shifting management from the available number of games to the held balls by counting. In addition, the gaming machine status management unit 18c periodically acquires the available number of games of the gaming machine 20 as a reference value. The available number of games acquired by the gaming machine status management unit 18c can be displayed and controlled on the display operation unit 13, etc. Note that the communication between the inter-machine card processing machine 10 and the gaming machine 20 may be encrypted using a predetermined encryption method.

[0080] The gaming machine status management unit 18c may further acquire the current number of available games of the gaming machine 20, the status set for the game such as "jackpot", and the operation status of the handle 21. 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 game balls are shot (used) in the gaming machine 20.

[0081] The control unit 17 is a control unit that controls the entire inter-machine card processing machine 10, and has a data management unit 17a, a game setting processing unit 17b, a notification processing unit 17c, and an operation restriction unit 17d.

[0082] When a card is inserted, the data management unit 17a transmits card insertion notification data including the device ID of the device status data 16a and the card ID of the card data 16b to the card management device 40. When the data management unit 17a receives data including a value (at least one of a prepaid value, the number of held balls, and the number of saved balls) from the card management device 40, it updates the card data 16b with the received value. The data management unit 17a appropriately controls the display operation unit 13 to display the prepaid value, the number of held balls, and the number of saved balls shown in the card data 16b.

[0083] Furthermore, when a bill is inserted into the bill insertion slot 12a, the data management unit 17a transmits to the card management device 40 deposit notification data including the amount of the inserted bill, the card ID, and the inter-machine card processor ID.

[0084] Furthermore, when a ball lending operation is performed by a player, the data management unit 17a transmits ball lending request data including the card ID and the device ID to the card management device 40. When ball lending permission data is received as a response to the ball lending request data, the data management unit 17a performs a payout process by instructing the game management unit 18 to add a predetermined number of balls to the number of playable balls of the gaming machine 20.

[0085] In addition, when a player performs an operation to replay held balls, the data management unit 17a performs a payout process by instructing the game management unit 18 to subtract a predetermined number from the number of held balls indicated in the card data 16b and add the corresponding number of balls to the number of balls available to be played on the gaming machine 20.

[0086] In addition, when the number of possible saved ball replays indicated in the card data 16b is 1 or more, the data management unit 17a displays a saved ball replay button on the display operation unit 13, and allows the saved ball replay operation to be accepted. When a saved ball replay operation is performed by a player, the data management unit 17a transmits saved ball replay request data including a card ID and a machine-to-machine card processing machine ID to the member management device 50. If saved ball replay data is received as a response to this saved ball replay request data, the data management unit 17a updates the number of saved balls in the card data 16b, and performs a payout process by instructing the game management unit 18 to add the payout unit number of saved ball replay to the number of playable balls of the gaming machine 20. In addition, when a saved ball replay operation is performed for the first time, the data management unit 17a requests the input of a PIN number, and transmits saved ball replay request data on the condition that the PIN number matches the PIN number indicated in the card data 16b.

[0087] 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.

[0088] In addition, when a player performs a card return operation, the data management unit 17a sends held ball addition request data including the card ID, device ID, and number of held balls to the card management device 40, clears the number of held balls in the card data 16b to zero, and then sends card ejection notification data to the card management device 40 and ejects the card.

[0089] In this way, the data management unit 17a realizes a function as a value management means for managing value related to game media, and a function as a value return means for returning the managed value in association with a specified storage medium.

[0090] The game setting processing unit 17b displays the rate corresponding to the current game type set in the game setting of the machine status data 16a on the display operation unit 13 or the display operation unit 22, and if the setting is set to accept the selection of the game type by the player, displays the selectable rates on the display operation unit 13 or the display operation unit 22. When the player selects a desired rate, the game setting processing unit 17b updates the game setting of the machine status data 16a with the game type corresponding to the selected rate. On the other hand, if the setting is not set to accept the selection of the game type by the player, the selectable rates are not displayed during the game. In this case, the selectable rates are displayed on the condition that the remote control operation by the employee is accepted and authenticated. When the employee selects a rate, the game setting processing unit 17b updates the game setting of the machine status data 16a with the game type corresponding to the selected rate. In this case, if a signal instructing the selection of the game type is received from a higher-level device such as the card management device 40, the game setting of the machine status data 16a is updated with the instructed game type without displaying the selectable rates.

[0091] The notification processor 17c issues a notification when a value return request is made by a card return operation while the available number of plays acquired by the gaming machine status manager 18c exceeds a first predetermined value. This notification may be issued before the card is returned, but in this embodiment, a configuration in which the notification is issued after the card is returned will be described as an example.

[0092] If "0" is used as the first predetermined value, the notification processor 17c will perform a notification when the number of available plays is 1 or more and the card is returned. As a method of notification, a display output to the display operation unit 13, etc. can be used.

[0093] Furthermore, the notification processor 17c issues a notification when the value is less than a second predetermined value and the playable number exceeds a first predetermined value. Specifically, when the prepaid value and held balls of a general card are "0" and the playable number is 1 or more, a notification is issued using the display operation unit 13. If the prepaid value and held balls of a general card are "0", there is a possibility that the player will end the game without returning the card, and if there is any playable number remaining at this time, the player will forget to take the playable number.

[0094] In addition, after the card is returned with the remaining number of plays exceeding a first predetermined value, the notification processing unit 17c notifies the card management device 40, which is a higher-level device, and registers this as the remaining number of plays, and when notification of the remaining number of plays for a newly accepted storage medium is received from the card management device 40, the notification processing unit 17c notifies the player.

[0095] The operation limiting unit 17d is a processing unit that limits operations by a player after a card is returned with the playable number exceeding a first predetermined value. Specifically, the operation limiting unit 17d starts to limit at least one of the following: acceptance of cards other than the returned card, acceptance of currency, and counting operation for transferring the playable number remaining in the gaming machine to the held balls. The operation limiting unit 17d releases the limit when the returned card is accepted again after the limit has been started.

[0096] Next, the internal configuration of the gaming machine 20 will be described. The gaming machine 20 has a communication control unit 24, a performance control unit 25, a game control unit 26, and a game ball control unit 27. The communication control unit 24 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 may be encrypted communication using a predetermined encryption method.

[0097] When the gaming machine 20 is started up, the communication control unit 24 reads out the identification information from the control CPU provided in the gaming control unit 26 and / or gaming ball control unit 27, 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 25, the gaming control unit 26, and the gaming ball control unit 27 are started up, making the gaming machine ready for play.

[0098] The game control unit 26 is a control unit that controls the game by the game machine 20. Specifically, the game control unit 26 performs the following operations: control of launching game balls onto the game board by detecting handle operation, detection of game balls that have entered a winning hole on the game board, acquisition and lottery (special and normal symbols) of random numbers (random numbers from 0 to 65535, with numbers assigned to big wins, small wins, and misses for each predetermined range) by game balls that have entered a starting hole, control of movable members (tulips, etc.) provided on the game board, display control of a special symbol display device provided on the game board, detection of abnormalities that may be fraudulent (front frame is open, vibration is detected, etc.) and notification to a higher-level device, etc.

[0099] 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.

[0100] 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.

[0101] The game control unit 26 has a probability variation function. The probability variation function is a function that controls the change of the random number range of the jackpot used in the next lottery (generally by 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 is continued until the next jackpot is won. In addition, the probability variation game and the time-saving game may be granted 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 has started, 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 game machine 20 counts the number of game media acquired after the probability variation game state is entered, and when the count value reaches a predetermined value, the game can be stopped by performing a game stop control such as stopping the launch of game balls.

[0102] The performance control unit 25 is a control unit that controls the performance during the game, and has a performance symbol lottery unit 25a and a performance lottery unit 25b. The performance symbol lottery unit 25a performs lottery (specifically, whether to stop the display at 7, 7, 7, etc.) for performance symbols (symbols to be displayed on a performance symbol display device such as a display device on the game board) based on the special symbol lottery in the game control unit 26.

[0103] The effect selection unit 25b 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.

[0104] The performance control unit 25 stores performance data for each performance. Furthermore, the performance control unit 25 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.

[0105] The game ball control unit 27 is a control unit that controls the playable number. Specifically, the game ball control unit 27 stores the playable number in the playable number memory 27a, subtracts "1" from the playable number every time a game ball is shot, and adds the number of prize balls awarded upon winning to the playable number. When the number of balls is notified by the inter-machine card processing machine 10, the game ball control unit 27 adds the notified number of balls to the playable number stored in the playable number memory 27a, and transmits a confirmation signal to the inter-machine card processing machine 10 indicating that the number has been added to the playable number. The game ball control unit 27 can also perform cleaning control of the game balls (circulating balls) enclosed in the game machine 20.

[0106] In addition, the game ball control unit 27 periodically transmits the playable number stored in the playable number memory 27a to the inter-machine card processing machine 10. In this case, the game ball control unit 27 continues updating the playable number according to the game status without clearing the contents of the playable number memory 27a to zero, and transmits the playable number at the time of data acquisition to the inter-machine card processing machine 10.

[0107] The gaming machine 20 is also provided with a counting button 23, and a signal indicating that the counting button 23 has been pressed is input to the gaming ball control unit 27. The gaming ball control unit 27 detects the pressing of the counting button 23, and if the time from the rising edge to the falling edge of the detection signal is less than a certain time, it transmits a management transfer request to the inter-machine card processing machine 10 together with data on the number of playable balls at a fixed 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 playable balls. Also, if it detects the pressing of the counting button 23 and does not detect a fall for a predetermined 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 playable balls at a fixed number (for example, 200 balls per 5 seconds) each time the detection signal rises for a certain 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 playable balls. When subtracting from the number of available plays, 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.

[0108] The game control unit 26 and the game ball control unit 27 are each configured on a separate board. The game control board on which the game control unit 26 is configured and the game ball control board on which the game ball control unit 27 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.

[0109] Next, an example of data stored in the memory unit 16 of the inter-machine card processing machine 10 will be described. Fig. 5 is an explanatory diagram for explaining an example of data stored in the memory unit 16 of the inter-machine card processing machine 10.

[0110] The own device status data 16a shown in FIG. 5(a) indicates a state in which the device ID of the inter-machine card processing device 10 is "3001" and "Ball 3" is set as the game type of the inter-machine card processing device 10.

[0111] The card data 16b shown in FIG. 5(b) indicates that the ID of the card inserted into the inter-machine card processing machine 10 is "2002." Here, the first digit of the card ID indicates the type of card, with a card with the first digit "1" being a general card and a card with the first digit "2" being a membership card. The card data 16b also indicates that the prepaid value is "2000 points." Here, the points of the prepaid value are each equivalent to 1 yen. The card data 16b also indicates that the number of balls held by ball 1 is "0 balls," the number of balls held by ball 2 is "0 balls," the number of balls held by ball 3 is "875 balls," and the number of balls held by ball 4 is "500 balls."

[0112] Also, the card data 16b shows that the pin number for replaying the saved balls is "7777", the number of possible replays of the saved balls is "1", the number of saved balls for ball 1 is "250", the number of saved balls for ball 2 is "0", the number of saved balls for ball 3 is "50", and the number of saved balls for ball 4 is "0". Although not shown, the card management device 40 also stores the ON / OFF of a "lock" flag indicating the validity / invalidity of the card in addition to the balls held, saved balls, and prepaid value in association with the card ID, and is turned ON by an employee when the card is discovered to be stolen. These data are also included and stored in the card data 16b. Furthermore, this "lock" flag can be set for each function (such as "use saved balls", "enter", etc.), and for example, it can be used to prevent erroneous operation by locking only the "enter" function at the request of the player.

[0113] Next, a description will be given of the processing procedure of the inter-machine card processor 10. Fig. 6 is a flowchart showing the processing procedure of the inter-machine card processor 10. First, the gaming machine status management unit 18c of the inter-machine card processor 10 acquires the available number of plays from the gaming machine 20 (step S101).

[0114] The notification processor 17c judges whether the playable number is greater than 0 (step S102), and if the playable number is 0 (step S102; No), the process ends. On the other hand, if the playable number is greater than 0 (step S102; Yes), the notification processor 17c judges whether the card being used is a normal card and has no balls and no prepaid value (less than a predetermined value) (step S103).

[0115] If the card being used is a normal card and has no balls or prepaid value (step S103; Yes), the notification processing unit 17c notifies the player that the playable number has been forgotten (step S107), and ends the process.

[0116] If the card being used is a member card, or if the balls held or the prepaid value is equal to or greater than a predetermined value (step S103; No), the notification processor 17c determines whether or not a card return operation has been accepted (step S104). If the card return operation has not been accepted (step S104; No), the process ends.

[0117] If the card return operation is accepted (Step S104; Yes), the data management unit 17a sends held ball addition request data including the card ID, device ID and number of held balls to the card management device 40, clears the number of held balls in the card data 16b to zero, and then sends card ejection notification data to the card management device 40 and ejects the card (Step S105).

[0118] After step S105, the operation limiting unit 17d starts limiting the operation by the player (step S106). After that, the notification processing unit 17c notifies the player that the playable number has been forgotten (step S107), and ends the process.

[0119] Next, a specific example of notification during play will be described. FIG. 7 is an explanatory diagram of a specific example of notification during play. FIG. 7(a) shows a state in which a player who is about to start playing inserts a bill into the inter-machine card processing machine 10. When the inter-machine card processing machine 10 accepts the bill, it adds a prepaid value corresponding to the face value of the bill. In FIG. 7(a), the prepaid value is "1000". Also, at the time of FIG. 7(a), the number of balls held by the inter-machine card processing machine 10 is "0", and the number of playable balls on the gaming machine 20 is "0".

[0120] A player subtracts the prepaid value by ball lending and adds the available number of balls to play. In Fig. 7(b), the prepaid value of the inter-machine card processing machine 10 is "0", the balls held by the inter-machine card processing machine 10 are "0", and the available number of balls for the gaming machine 20 is "250".

[0121] In this way, if the prepaid value and balls of the general card are "0" and the playable number is 1 or more, the inter-machine card processing machine 10 notifies the user that the playable number has been left behind. In Fig. 7(b), the display operation unit 13 displays the message "There are game balls", but the user can be notified that the playable number has been left behind by any method, such as displaying the playable number itself or outputting it by voice.

[0122] Next, the management of the remaining playable number will be described. Fig. 8 is an explanatory diagram of the management of the playable number. As shown in Fig. 8, when the gaming machine 20 returns the card (S11) with the playable number remaining, the inter-machine card processing device 10 sets the playable number as the remaining playable number, associates it with the card ID, and registers it in the card management device 40 (S12).

[0123] Thereafter, when the returned card is inserted into another inter-machine card processing device 10 (S13), the inter-machine card processing device 10 that accepted the card makes an inquiry to the card management device 40 (S14).

[0124] The card management device 40 manages the card ID and the remaining playable number in association with each other. When the card management device 40 receives an inquiry from the inter-machine card processing device 10, it notifies the remaining playable number associated with the specified card ID (S15).

[0125] If the notified remaining playable number is greater than 0, the inter-machine card processor 10 notifies the player that the playable number has been forgotten (S16). Note that if the remaining playable number is "0", it is not necessary to notify the player that the playable number has been forgotten.

[0126] In Figure 8, an example is shown in which the returned card is inserted into another inter-machine card processing device 10, but similarly, when the returned card is read by the prize management device 60 or the settlement machine 80, the card management device 40 can notify the player of the remaining number of playable plays and the player can be notified that the remaining number of playable plays has been forgotten.

[0127] In addition, if the remaining number of plays is forgotten at the inter-machine card processing machine 10 in which the membership card was inserted, the membership card ID and the forgotten information (the remaining number of plays that was forgotten, the gaming machine, the date and time, etc.) may be associated with each other and managed by the member management device 50.

[0128] Next, the settings of the operation of the inter-machine card processing machine 10 will be described. FIG. 9 is an explanatory diagram of the settings of the operation of the inter-machine card processing machine 10. As shown in FIG. 9, the inter-machine card processing machine 10 has a "criterion for determining whether there is a remaining number of playable plays" as a setting item. This setting item allows the setting of a threshold value for determining whether there is a remaining number of playable plays. The inter-machine card processing machine 10 also has a "card return with remaining number of playable plays" as a setting item. This setting item allows the setting of whether or not to permit card return when there is a remaining number of playable plays.

[0129] In addition, the inter-machine card processing machine 10 has a setting item of "operation restriction after card return with remaining playable number". In this setting item, when a card is returned with remaining playable number, whether or not to restrict operation and the operation to be restricted when restricting operation can be set.

[0130] Furthermore, the inter-machine card processing machine 10 has a setting item "selection of reason for card return when there are remaining playable numbers". With this setting item, when returning a card when there are remaining playable numbers, it is possible to set whether or not the player is to select a reason, and the operation for each selected reason. Reasons for card return that can be used include temporary absence and partial return. When returning a card for temporary absence, it is desirable to perform an operation that restricts operations (acceptance of other cards and deposits). When returning a card for partial return, it is possible to further select "return only prepaid value" or "return prepaid value and held balls", and the operation of returning the card can be performed according to the selection.

[0131] As described above, in this embodiment, the inter-machine card processing device 10 is installed in correspondence with the enclosed gaming machine 20, manages prepaid value and balls as values ​​related to gaming media, can return the prepaid value and balls associated with the card, and issues a notification when a return of value is requested in a state where the playable number, which is the number of gaming machine managed media managed by the enclosed gaming machine 20, exceeds a predetermined value (for example, "0"). This prevents forgetting to take the playable number, and improves the convenience of the player.

[0132] The inter-machine card processing machine 10 can also provide a notification after associating a value with the card and returning it. The inter-machine card processing machine 10 can also provide a notification when the value is less than a second predetermined value and the available number of plays exceeds a first predetermined value.

[0133] Furthermore, the inter-machine card processing machine 10 can restrict operations by the player after the return of value has been performed in a state in which the playable number exceeds a first predetermined value. Specifically, it can restrict the acceptance of storage media other than the storage medium used to return the value, the acceptance of currency, the transfer process of transferring the playable number to the held balls, and the like. Furthermore, this restriction can be lifted when the storage medium used to return the value is accepted.

[0134] In addition, after the return of value has been made when the number of available plays exceeds a first predetermined value, the host device is notified and registered as the remaining number of available plays, and when notification of the remaining number of available plays is received from the host device regarding a newly accepted storage medium, the player is notified.

[0135] In the above embodiment, detailed description of the form of the card, which is the medium to which the number of game media is associated, is omitted, but such cards include magnetic cards, IC cards, etc. Also, for convenience of explanation, a "card" is used as an example, but the present invention can also be applied to cases where a chip, stick, mobile terminal, etc. are used in addition to the card.

[0136] In addition, each configuration shown in the figure is a functional schematic, and does not necessarily have to be physically configured as shown in the figure. In other words, the form of distribution and integration of each device is not limited to that shown in the figure, and all or part of it can be functionally or physically distributed and integrated in any unit according to various loads, usage conditions, etc. [Industrial Applicability]

[0137] INDUSTRIAL APPLICABILITY As described above, each machine device and gaming system according to the present invention are suitable for improving convenience when using a gaming machine that uses a gaming-machine management medium number for playing a game. [Explanation of symbols]

[0138] 10 Card Processing Machines 11 Status display section 12 Banknote transport section 12a Bill insertion slot 13, 22 Display operation section 14 Reader / Writer 14a Card slot 14b Holding Section 15 Communications Department 16 Memory section 16a Device status data 16b Card Data 17 Control Unit 17a Data Management Department 17b Game setting processing unit 17c Notification processing section 17d Operation Restriction 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 23 Count button 24 Communication control section 25 Production Control Unit 25a Design drawing lottery section 25b Production Lottery Section 26 Game control unit 27 Game ball control unit 27a Playable number memory 30 Island Controller 40 Card management device 50 Membership management device 60 Prize Management Device 80 Payment machine

Claims

1. Each machine device is installed in association with a gaming machine that uses a playable number to play a game, and controls to control value. An acquisition means for acquiring a playable number managed by the gaming machine; a display means for displaying that the available number of games is remaining if the value is 0 but the available number of games is 1 or more; Each stand device is characterized by comprising:

2. The management means includes: The information includes a prepaid value associated with a recording medium being used in a game and the number of game media held by the device itself, The display means includes: Even if the prepaid value and the number of possessed gaming media are 0, if the playable number is 1 or more, it is displayed that the playable number is remaining.

2. The stand device according to claim 1 .

3. The recording medium is 3. The apparatus according to claim 2, wherein the recording medium is a general-purpose recording medium.

4. A gaming system including: each machine device installed in association with a gaming machine that uses a playable number to play a game; and a management device communicably connected to each of the machine devices, Each of the stand devices is and controls to control value. An acquisition means for acquiring a playable number managed by the gaming machine; a display means for displaying that the available number of games is remaining if the value is 0 but the available number of games is 1 or more; A gaming system comprising:

Citation Information

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