Each machine device and game management system

The game management system addresses the complexity and inconvenience of hibernation state operations by implementing a hibernation control mechanism that simplifies player interactions and secures game media values, thereby improving player convenience and reducing operational burdens.

JP2025061854AInactive Publication Date: 2025-04-11GLORY LTD

Patent Information

Application Number
JP2025011601
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-01-27
Publication Date
2025-04-11
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Conventional game management systems complicate player operations and reduce convenience, particularly when entering a hibernation state, as players are required to repeatedly enter a PIN number and manage game media values.

Method used

The system incorporates a resting means to temporarily hibernate specific functions of machine devices and a control means to manage game values, allowing for prohibited replay processing and deposit controls during the hibernation state, thereby simplifying player interactions.

Benefits of technology

This solution reduces the burden on players during the hibernation state, enhancing convenience by streamlining operations and preventing unauthorized use of game media values.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve convenience by reducing a game customer's burden pertaining to a stopped state of a game.SOLUTION: An inter-machine card processing machine 10 discharges a general card in which a prepaid value is not related to owned balls as a card for releasing (S3) when receiving operation for starting a resting state (S2) in a state without any value in which both of the prepaid value and owned balls are zero (S1), and starts the resting state (S4). If the card for releasing is inserted into the inter-machine card processing machine 10, the inter-machine card processing machine 10 releases the resting state. When a card for releasing in a state without any value is inserted into another inter-machine card processing machine 10, the resting state of the original inter-machine card processing machine 10 is released.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to a gaming machine that is provided with a gaming machine for playing games using gaming media and a gaming management system that performs processing related to the gaming media. [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] Generally, each machine is installed in a gaming machine. Each machine accepts deposits and performs a process of lending gaming media. In addition, each machine manages the number of gaming media acquired through a game as the number of possessed gaming media, and performs a replay process in which the number of possessed gaming media is subtracted to pay out gaming media (see, for example, Patent Document 1).

[0004] If a player leaves a gaming machine temporarily to take a break while playing using gaming media dispensed in a rental process or a replay process, the player calls a store clerk to inform him or her that the player is taking a break and requests that the gaming machine be secured so that it will not be used by other players. The store clerk who receives the request secures the gaming machine by placing a display indicating that the player is taking a break on the gaming machine or by putting each machine into a pause state. When the player returns from the break, he or she can resume playing by telling the store clerk that the break is over.

[0005] Also, in order to make it easier to take a break, each machine may be made to enter a pause state by the player's operation. In this case, the player sets a PIN number when entering a pause state, and by requesting the player to enter the PIN number when the pause state is released, it is possible to prevent other players from using the machine. [Prior art documents] [Patent documents]

[0006] [Patent Document 1] JP 2011-131037 A Summary of the Invention [Problem to be solved by the invention]

[0007] However, the conventional technology has a problem that the operation of the player becomes complicated and the convenience is reduced. Specifically, if the player is required to set a PIN every time the pause mode is started, it is a burden for the player. In particular, if the player is required to input a confirmation input when setting the PIN in order to prevent input errors, the player will have to input the PIN twice each time the player takes a break, and then input another PIN to release the pause mode.

[0008] For these reasons, how to reduce the burden on players and improve convenience when a pause state is entered by a player's operation has become an important issue.

[0009] The present invention has been made to solve the above-mentioned problems, and aims to provide individual machine devices and a gaming management system that can reduce the burden on players regarding pauses in play and improve convenience. [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 provided in correspondence with a gaming machine is provided with a pause means for temporarily pausing a predetermined function of each machine device, and a control means for controlling so that, in the paused state, it is possible to add to a held playing value number by counting a gaming machine managed value number managed by the gaming machine, while prohibiting replay processing based on the held playing value number after the addition process.

[0011] The present invention is also characterized in that each machine device provided in correspondence with a gaming machine is provided with a pause means for temporarily pausing a predetermined function of each machine device, and a control means for controlling in the paused state so that, while it is possible to count the gaming machine managed value number managed by the gaming machine to add to the held game value number and to accept stored value, the ejection of the storage medium associated with the held game value number after the addition process is prohibited. The present invention is also characterized in that each machine device provided in correspondence with a gaming machine is provided with a pause means for temporarily pausing a predetermined function of each machine device, and a control means for controlling the gaming machine so as to prohibit deposits in the paused state while allowing the processing of adding to the number of gaming values ​​held by the gaming machine by counting the number of gaming machine managed values ​​managed by the gaming machine and the acceptance of storage media. The present invention is also characterized in that each machine device provided in correspondence with a gaming machine is provided with a pause means for temporarily pausing a predetermined function of each machine device, and a control means for controlling so that, in the paused state, the process of adding to the held game value number by counting the gaming machine managed value number managed by the gaming machine and the acceptance of storage media are possible, while the process of lending out the game value associated with the held game value number after the addition process is prohibited. In the present invention, in the above invention, the pause means initiates the pause state by an operation by a player. In the present invention, in the above-mentioned invention, the suspension means ejects a release storage medium for releasing the hibernation state when the hibernation state is initiated. The present invention also provides a gaming management system having each machine device corresponding to a gaming machine, characterized in that each machine device is equipped with a pause means for temporarily pausing a specified function of each machine device, and a control means for controlling so that, in the paused state, it is possible to add to a held gaming value number by counting a gaming machine management value number managed by the gaming machine, while prohibiting replay processing based on the held gaming value number after the addition process. Effect of the Invention

[0012] According to the present invention, the burden on players regarding suspension of play can be reduced and convenience can be improved. [Brief description of the drawings]

[0013] [Figure 1] FIG. 1 is a diagram illustrating the concept of a game management system 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 processing machine. [Figure 4] FIG. 4 is a functional block diagram showing the configuration of the inter-machine card processing machine. [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 functional block diagram showing a configuration of the card management device shown in FIG. [Figure 7] FIG. 7 is an explanatory diagram for explaining an example of data stored in the storage unit of the card management device (part 1). [Figure 8] FIG. 8 is an explanatory diagram for explaining an example of data stored in the storage unit of the card management device (part 2). [Figure 9] FIG. 9 is a flowchart showing a process procedure related to starting the hibernation state. [Figure 10] FIG. 10 is a flowchart showing the processing steps when the inter-machine card processor releases its own hibernation state. [Figure 11] FIG. 11 is a flowchart showing the processing steps when the inter-machine card processor releases the hibernation state of another device. [Figure 12] FIG. 12 is an explanatory diagram of a modified example of the interface of the inter-machine card processing machine. [Figure 13] FIG. 13 is an explanatory diagram of an inter-machine card processing machine that can be used for both pachinko and slot games. [Figure 14] FIG. 14 is an explanatory diagram of the fixing of the frame. [Figure 15]FIG. 15 is an explanatory diagram of the pause in an enclosed gaming machine. [Figure 16] FIG. 16 is an explanatory diagram of how to deal with fraud in the hibernation state. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0014] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Hereinafter, preferred embodiments of each machine device and a game management system according to the present invention will be described in detail with reference to the accompanying drawings.

[0015] 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

[0016] First, the concept of the gaming management system according to the present embodiment will be described. Fig. 1 is an explanatory diagram of the concept of the gaming management system according to the present 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.

[0017] The inter-machine card processing machine 10 performs various processes related to game balls, such as lending game balls, replaying held and saved balls, and counting acquired game balls and adding them to held balls, based on the player's operation. When the player finishes playing, he or she operates a return button on the gaming machine, and the inter-machine card processing machine 10 associates the number of held balls managed by the machine with a card and then discharges the card.

[0018] Furthermore, the inter-machine card processing machine 10 can temporarily suspend play. In the suspend state, processing involving the increase or decrease of the value used to make game balls available is suppressed. Specifically, some or all of the following processing is prohibited: deposit, ball lending processing, replay processing of held or saved balls, counting processing of counting acquired game balls and adding them to held balls, card insertion, card ejection, etc.

[0019] The inter-machine card processing device 10 discharges a release card when the pause state is started, and releases the pause state when the discharged release card is inserted. The release card is the card that was used for the game up until that point. At this time, if the prepaid value and the balls in possession are both zero and the card that was used is a normal card, the normal card with no prepaid value or balls associated therewith will be discharged as the release card.

[0020] Specifically, as shown in Fig. 1, when the prepaid value and held balls are both zero and the machine has no value (S1), if an operation to start a pause state is accepted (S2), the inter-machine card processing device 10 ejects a general card with no prepaid value or held balls as a release card (S3) and starts a pause state (S4). In Fig. 1, the release card is a general card with a card ID of "1002", a prepaid value of "0", and held balls of "0".

[0021] When this worthless release card is inserted into the original inter-machine card processing machine 10, the inter-machine card processing machine 10 releases the suspended state. When the worthless release card is inserted into another inter-machine card processing machine 10, the suspended state of the original inter-machine card processing machine 10 is released; details of this operation will be described later.

[0022] Here, when a release card with no value is inserted into a card issuing machine and a prepaid value is purchased, the purchased prepaid value is associated with the inserted release card, and the release card becomes one with value. When the release card with no value becomes one with value, the card issuing machine sets a password as release data.

[0023] When the release card that has become valuable is inserted into the original inter-machine card processing machine 10, the pause state is released without password authentication. On the other hand, when the release card that has become valuable is inserted into another inter-machine card processing machine 10, the use of the card is permitted after password authentication, and the pause state of the original inter-machine card processing machine 10 is released.

[0024] In this way, the inter-machine card processor 10 can temporarily suspend play, and when the suspend state starts in a valueless state where the value (prepaid value or held balls) used to make the game medium usable does not meet a standard, the card, which is a storage medium to which value can be associated, is discharged as a release card without associating the value. Then, when the corresponding release card is received in the suspended state, the suspended state is released. This reduces the burden on players regarding the suspension of play and improves convenience.

[0025] 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, a settlement machine 80, and a card issuing machine 90 are connected to the communication line.

[0026] The gaming machine 20 is a device for playing games by shooting gaming balls into the 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 is a big win, 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. The result of the lottery based on the passing of the balls through the starting holes is displayed on a special pattern display device that displays the result of the lottery. The display of the lottery result on this special pattern display device is performed in a manner that displays a fixed result after displaying a variable result for a predetermined period of time. In addition, the game board is provided with a decorative pattern display device that variably displays decorative patterns such as predetermined numbers based on the result of the lottery, and when the result of the lottery is a jackpot, a matching pattern such as (7, 7, 7) is displayed to notify the player. It is also possible to provide an area that serves both as a starting area and a winning area.

[0027] 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.

[0028] Therefore, when the winning sensor detects the passage of a 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 of 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. Furthermore, the game balls that have been inserted are ultimately discharged from the back of the gaming board to the outside of the gaming machine, regardless of whether they have passed through the winning area or not. The game balls discharged to the outside of the gaming machine are detected by an out-ball detection device provided for each gaming machine.

[0029] The inter-machine card processing machine 10 accepts deposits, lends game balls, and communicates with the card management device 40. 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] 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.

[0031] Furthermore, when the inter-machine card processing machine 10 receives a held ball replay operation, it subtracts a predetermined number from the held ball number stored in its own machine, and performs a payout process of the number of game balls corresponding to the subtracted held ball number. Furthermore, when the inter-machine card processing machine 10 receives a saved ball replay operation, it transmits saved ball replay request data to the member management device 50 via the card management device 40, thereby subtracting a predetermined number from the saved ball number managed by the member management device 50, and performs a payout process of the number of game balls corresponding to the subtracted saved ball number.

[0032] 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.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] 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.

[0037] 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.

[0038] 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.

[0039] 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.

[0040] 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.

[0041] The prize management device 60 is a terminal device for prize exchange that is attached to the prize exchange counter in the game center, and performs a prize exchange process to exchange 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 member card (or when it reads the 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 the card ID. In addition, when the saved balls are exchanged for prizes, it requests the number of saved balls from the member management device 50. Note that the prize management device 60 does not request the number of saved balls from the member management device 50, but the member management device 50 that has received a notification of the card ID from the prize management device 60 may notify the prize management device 60 of the number of saved balls (and the PIN number) in return.

[0042] 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. Then, the settlement machine 80 initializes the prepaid value of the inserted card.

[0043] The card issuing machine 90 is a device that issues general cards associated with a prepaid value. The card issuing machine 90 stocks general cards with no value inside, and when it accepts a new card issuance operation and the insertion of cash, it associates the inserted amount of prepaid value with the card and controls its discharge. In addition, when it accepts the insertion of cash after accepting a general card or a membership card, it associates the inserted amount of prepaid value with the accepted card and controls its discharge. Here, if the accepted card is a general card with no value, the card issuing machine 90 sets a password as release data. It is considered that a general card with no value is being used as a release card in one of the inter-machine card processing machines 10. If this release card is inserted into the original inter-machine card processing machine 10, it can be assumed that the card has been used legitimately. However, if the release card is inserted into another inter-machine card processing machine 10, it does not necessarily mean that the player wishes to stop playing on the inactive inter-machine card processing machine 10 and use it on the other inter-machine card processing machine 10, and there is a possibility that another player who has improperly obtained the release card is attempting to use the value. Therefore, by setting release data when the release card is made to have value and permitting use on the condition of authentication using the release data, it is possible to prevent improper use of the value.

[0044] 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.

[0045] 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.

[0046] 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.

[0047] 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.

[0048] 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 should be cleared to zero. When the card management device 40 receives the held ball subtraction request data, it clears to zero the number of held balls for each rate specified by the card ID. When the inter-machine card processing machine 10 receives a held ball replay operation and replays the held balls, it subtracts a predetermined number from the stored held ball number and performs a payout process for the corresponding number of game balls. When performing a payout process, it performs a payout process by sending a payout command to the gaming machine for a multiple of the unit (e.g., 25 balls) that the gaming machine can pay out, and performs a payout process for the remaining number (e.g., less than 25 balls) by paying out from the nozzle unit 18a of the machine itself.

[0049] 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.

[0050] 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 and controls the ejection of the card.

[0051] 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.

[0052] 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 the 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 to the inter-machine card processing device 10. The possible number of stored ball replays indicates the number of balls that can be replayed. This possible number of stored ball replays is a multiple of the number of payout units of game balls in the stored ball replay. If an upper limit is set for the stored ball replay, the maximum value within the range of the number of stored balls and the upper limit becomes the possible number of stored ball replays. Note that the possible number of times stored ball replays can be performed may be used as the number of stored ball replays instead of the possible number of stored ball replays. The number of stored ball replays is the quotient obtained by dividing the number of stored balls by the number of payout units of game balls in the stored ball replay. However, if an upper limit is set for the replay of saved balls, the number of times saved balls can be replayed is limited by this upper limit.

[0053] 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.

[0054] When the inter-machine card processing machine 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.

[0055] 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.

[0056] 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.

[0057] 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. Also, it is determined 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. For the second and subsequent stored ball replays, the PIN number does not need to be confirmed. Note that the PIN number may be confirmed every time. Also, here, the member management device 50 subtracts the balance of the stored balls, and then the inter-machine card processing machine 10 performs the payout process of the game balls. However, the balance of the stored balls may be subtracted after the payout process of the game balls is performed based on the request for replaying the stored balls. This is because the number of possible stored ball replays is indicated in the stored ball replay data before the request for replaying the stored balls, and a situation in which a balance shortage is found after the request for replaying the stored balls is accepted does not occur.

[0058] 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.

[0059] Next, the appearance of the inter-machine card processing machine 10 shown in Fig. 2 will be described. Fig. 3 is a diagram showing the appearance of the inter-machine card processing machine 10. Note that Fig. 3 shows the appearance of the inter-machine card processing machine 10 connected to the gaming machine 20 as the inter-machine card processing machine 10. The gaming machine 20 that is installed is also shown by a dashed line. Also, Fig. 3 shows the inter-machine card processing machine 10 that only accepts paper money, but it is also possible to provide a unit that has the function of accepting electronic money and coins associated with a mobile terminal or a card.

[0060] 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 card insertion slot 14a, a card holding unit 14b, a nozzle unit 18a, and a counting unit 18b.

[0061] The status display unit 11 is, for example, composed of a multi-color LED, and displays the device status of the inter-machine card processing machine 10 by lighting or blinking 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, for example, composed of a full-color touch panel type liquid crystal display, and is a device that displays operation buttons and accepts input operations via the operation buttons. Although detailed illustration of the display operation unit 13 is omitted in FIG. 3, the long side of the display operation unit 13 on the corresponding gaming machine 20 side is in the form of a flat plate attached to the inter-machine card processing machine 10 by being pivoted thereto, and the angle between the front panel of the inter-machine card processing machine 10 and the display surface of the display operation unit 13 can be changed.

[0062] The card insertion slot 14a is an insertion slot for a card held by a player. The holding section 14b is a section where a mobile terminal used for membership registration is held over, and 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. The nozzle unit 18a is a mechanism for dispensing game balls into the gaming machine 20. The nozzle unit 18a is made of a cylindrical nozzle that is horizontally rotatably provided on the front side of the inter-machine card processing machine 10, and the tip of the nozzle can be positioned in the storage section of the gaming machine. The nozzle is supplied with game media from a ball supply device in the inter-machine card processing machine that receives game media from a supply mechanism in the island where the inter-machine card processing machine 10 is installed. The counting unit 18b is a mechanism for counting game balls dropped from the lower tray of the gaming machine 20. The counting unit 18b is composed of a tray that receives game balls, a counting section that is provided at the bottom of the inter-machine card processing machine 10 and counts the game balls with a counting sensor, and a counting passage section that passes the game media from the tray to the counting section. The tray and counting passage section can be removed as a unit from the inter-machine card processing machine 10 based on a predetermined operation (for example, an employee's remote control operation). The counting section has a unit structure, and by removing the counting section, tray, and counting passage section, the inter-machine card processing machine 10 can be operated without the counting function.

[0063] 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 functional 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 holding unit 14b, a communication unit 15, a memory unit 16, a control unit 17, a nozzle unit 18a, and a counting unit 18b.

[0064] 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 has a function of identifying and displaying various information such as the prepaid value, number of balls held, and number of stored balls that can be used for ball lending from the accepted card, a function of displaying other information not related to the card, and a function of accepting various operations such as ball lending operations. In addition to the above-mentioned displays, the display operation unit 13 also has a function of displaying the excess or shortage of the number of cards stored and the communication status with the upper device (online / offline, etc.).

[0065] 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 a mobile terminal or the like is held over the reader / writer 14. The reader / writer 14 also has a function of associating value data such as the balls held and 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 it 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 (minimum number of balls held), 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 discarding cards associated with a small number of balls, and applies to cards received from outside (excluding membership cards) as well as cards stored inside in advance. The fixed number can be set, for example, so that the value of the card or the lowest priced prize in the gaming establishment is the number of balls held multiplied by the rental price per ball, but it is not limited to this and can be freely set according to the policy of the gaming establishment. Also, when controlling so that the card is not returned even if a return operation is performed, the stored balls can be paid out, but a message may be displayed to the effect that the card cannot be returned and / or a message may be displayed encouraging the user to replay the balls held.

[0066] The communication unit 15 is an interface unit for performing data communication between the gaming machine 20 and the island controller 30. The nozzle unit 18a is used for paying out some or all of the gaming balls when paying out the gaming balls by ball lending or replay. The counting unit 18b is a unit for counting the gaming balls.

[0067] The storage unit 16 is a storage device including a hard disk drive, a non-volatile memory, etc. The storage unit 16 stores device status data 16a, card data 16b, and hibernation state data 16c.

[0068] 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 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 a game setting.

[0069] 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, etc. Data on held balls and saved balls exists for each type of game (rate). 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 port 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 port 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.

[0070] The hibernation state data 16c is data related to the hibernation state. Specifically, the hibernation state data 16c indicates whether or not the device is in a hibernation state, and if the device is in a hibernation state, further indicates the start time of the hibernation, the card ID of the release card, and the release data.

[0071] 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 counting processing unit 17b, a pause processing unit 17c, a release card ejection unit 17d, and a pause release unit 17e.

[0072] 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 value data (at least one of the 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 data. 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.

[0073] 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.

[0074] In addition, when a ball lending operation is performed by a player, the data management unit 17a transmits ball lending request data including a card ID and a 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 of a predetermined number of game balls.

[0075] In addition, when a player performs an operation to replay held balls, the data management unit 17a subtracts a predetermined number from the number of held balls indicated in the card data 16b, and performs a payout process for the corresponding number of game balls.

[0076] 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. When saved ball replay data is received as a response to this saved ball replay request data, the number of saved balls in the card data 16b is updated, and a payout process of game balls of the payout unit number of saved ball replay is performed. In addition, when a saved ball replay operation is performed for the first time, a PIN is requested to be input, and saved ball replay request data is transmitted on the condition that it matches the PIN indicated in the card data 16b.

[0077] 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.

[0078] In addition, when the player performs the ball transfer operation with the member card inserted, the data management unit 17a subtracts the number of balls held indicated in the card data 16b, and transfers the held balls to the saved balls by sending the ball addition request data to the member management device 50 via the card management device 40. The ball transfer can also be performed using a mobile terminal instead of a member card. Specifically, when the number of balls held is equal to or greater than a predetermined number, and the mobile terminal is held over the holding unit 14b after the predetermined operation, the data management unit 17a subtracts the number of balls held indicated in the card data 16b, and transfers the held balls to the saved balls by sending the ball addition request data including the IDm read by the holding unit 14b.

[0079] The data management unit 17a can also perform processing related to the wagon service. The wagon service is a service in which an amusement store clerk places products such as drinks and cigarettes in a wagon and travels around the amusement store to sell them to players who are playing. In such a wagon service, payment can be made with owned balls or saved balls in addition to payment with cash or the like. When paying for the wagon service with owned balls or saved balls, the amusement store clerk issues instructions to the inter-machine card processing machine 10 through a store clerk terminal (e.g., a remote control terminal) to make the inter-machine card processing machine 10 in a state where the wagon service can be paid for. Then, information that can identify the number of owned balls or saved balls to be subtracted as compensation is input to the inter-machine card processing machine 10. This input processing is performed by inputting a numerical value through the display operation unit 13 of the inter-machine card processing machine or the operation unit of the store clerk terminal. When the inter-machine card processing machine 10 accepts the input, it waits for the acceptance of an employee's recording medium (e.g., a wagon card) used for the wagon service. When the wagon card is accepted, the data management unit 17a subtracts the input number of balls held or stored from the number indicated by the card data 16b, and discharges the balls in association with the employee recording medium. When the inter-machine card processing machine 10 accepts the employee recording medium without accepting the input of information that can identify the number of balls held or stored to be subtracted as a payment, it returns the employee recording medium without making a payment for the wagon service. When the inter-machine card processing machine 10 accepts the input of information that can identify the number of balls held or stored to be subtracted as a payment during the payment for the wagon service, if a replay operation for the held balls or the return operation for the recording medium is accepted, the replay operation or the return operation is restricted by rejecting the replay operation or the return operation, or the payment for the wagon service is cancelled, thereby preventing the two processes from competing with each other.

[0080] When game balls are inserted into the counting unit 18b, the counting processing unit 17b causes the counting unit 18b to count the game balls, and adds the counting result to the number of held balls in the card data 16b.

[0081] The pause processing unit 17c is a processing unit that temporarily pauses the game. Specifically, when the pause processing unit 17c receives a pause start operation from a player, it causes the release card ejection unit 17d to eject a release card, and registers the pause start time and the release card ID in the pause state data 16c. When the release data is set, it also registers the release data in the pause state data 16c. Then, the pause processing unit 17c updates the pause state of the pause state data 16c to "paused", transmits the pause state data 16c to the card management device 40, and starts the pause state.

[0082] In the pause state, the pause processing unit 17c prohibits processing involving the increase or decrease of the value used when making game balls available. Specifically, some or all of the following processing is prohibited: deposit, ball lending processing, replay processing of held or saved balls, counting processing of counting acquired game balls and adding them to held balls, card insertion, card ejection, etc.

[0083] The release card ejection unit 17d is a processing unit that ejects a release card when the pause state starts. When the pause state starts in a valueless state, the release card ejection unit 17d controls the ejection of a card that can be associated with value as a release card without associating the card with value. A valueless state is a state in which the value used to make a game medium usable does not meet a standard, for example, a state in which both the prepaid value and the balls held are "0". In contrast, a state in which either the prepaid value or the balls held is not "0" is called a valued state.

[0084] When the pause state is started in a valued state, the release card ejection unit 17d controls the ejection of a card associated with value as a release card. Specifically, the prepaid value and balls in the card data 16b are associated with the card shown in the card data 16b and ejected. When an ordinary card with value is ejected as a release card, the release card ejection unit 17d sets a password as release data. Specifically, the player is requested to input a password, and the password is confirmed by further receiving a confirmation input of the entered password.

[0085] Furthermore, when a member's card is accepted, that is, when the card ID of the card data 16b is the card ID of a member's card, the release card ejection unit 17d controls the ejection of the member's card as a release card. At this time, the prepaid value and the balls in the card data 16b are ejected in association with the member's card. When the member's card is used as a release card, a password is set as release data regardless of whether the card has value or not. The password as release data may be newly set, or a password previously set in the member's card may be used.

[0086] The pause canceling unit 17e is a processing unit that cancels the pause state. If the device itself is in a pause state, the pause canceling unit 17e refers to the pause state data 16c when a card is inserted into the reader / writer 14, and determines whether or not the inserted card is a cancellation card for the device itself. If it is a cancellation card for the device itself, the pause canceling unit 17e cancels the pause state and registers the cancellation of the pause state in the card management device 40. On the other hand, if the inserted card is not a cancellation card for the device itself, the pause canceling unit 17e returns the card and ends the process.

[0087] Furthermore, when the card management device 40 instructs the suspension release unit 17e to release the suspension state, the suspension release unit 17e releases the suspension state of its own device.

[0088] Furthermore, the pause canceling unit 17e can cancel the pause state of the other device when the own device is not in a pause state. Specifically, when the pause canceling unit 17e receives a response to the card insertion notification indicating that the card is a release card for the other device, the pause canceling unit 17e determines whether release data exists, and if the release data is not set, requests the card management device 40 to release the pause state of the original device and allows the use of the card. If the release data is set, the pause canceling unit 17e requests the player to input the release data, and if the appropriate release data is input, requests the card management device 40 to release the pause state of the original device and allows the use of the card.

[0089] In addition, when a predetermined time has passed since the start of the pause, the release of the pause state using the release card may be restricted and an operation by a gaming store clerk may be required. Also, if the pause is not released even after a predetermined time has passed since the start of the pause, a notification may be sent to a gaming store clerk.

[0090] 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.

[0091] The own device status data 16a shown in FIG. 5(a) indicates a state in which the ID of the inter-machine card processing machine 10 is "3001" and "1 ball" is set as the game type of the inter-machine card processing machine 10.

[0092] 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 "1001." 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 "375 balls," the number of balls held by ball 2 is "500 balls," and the number of balls held by ball 3 is "2000 balls."

[0093] In addition, the card data 16b can store the PIN number, the number of replayable balls, and the number of balls for each game type as data related to the saved balls, but since FIG. 5(b) shows a state in which a general card has been accepted, these data are displayed as "-" indicating that they are not applicable. Here, the number of balls that can be replayed is stored as the number of replays that can be performed, but the number of replays that can be performed may be stored as the replay frequency. In addition, although not shown, the card management device 40 stores the ON / OFF of a "lock" flag indicating whether the card is valid or invalid, 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 stored in the card data 16b. Furthermore, this "lock" flag can be set for each function (such as "use saved balls" and "entering"), and for example, it is possible to use the "lock" flag to prevent erroneous operation by locking only the "entering" function at the request of the player. In this specification, "joining" refers to converting the number of gaming media at one rate into the number of gaming media at another rate based on the ratio of the unit price of the gaming media and using that. As a specific example, in an inter-machine card processing device 10 associated with a 4 yen rate, the number of balls X at a 1 yen rate is used to process the payout of X x (1 yen / 4 yen) = X / 4. This "joining" function can be enabled / disabled by the member management device 50 according to the store's management policy.

[0094] The hibernation state data 16c shown in Fig. 5(c) is data that associates the hibernation state of the device itself, the hibernation start time, the release card ID, and the release data. In Fig. 5(c), the hibernation state is "Hibernating", the hibernation start time is "12:28", the release card ID is "1002", and the release data is "-", which indicates that it has not been set.

[0095] Next, a description will be given of the configuration of the card management device 40 shown in Fig. 2. Fig. 6 is a functional block diagram showing the configuration of the card management device 40 shown in Fig. 2. As shown in Fig. 6, the card management device 40 has a display unit 41, an input unit 42, an external network communication unit 43, a store network communication unit 44, a storage unit 45, and a control unit 46.

[0096] The display unit 41 is a display device such as a liquid crystal display device. The input unit 42 is an input device such as a keyboard or a mouse. The external network communication unit 43 is an interface unit for data communication via a network outside the gaming facility. The store network communication unit 44 is an interface unit for data communication with the island controller 30, the member management device 50, the prize management device 60, the settlement machine 80, and the card issuing machine 90 via a communication line within the gaming facility.

[0097] The storage unit 45 is a storage device such as a hard disk drive or a non-volatile memory, and stores game type setting data 45a, card management data 45b, device management data 45c, and pause state management data 45d.

[0098] The game type setting data 45a is data that associates the lending rate and display name with the game type. The card management data 45b is data that associates the prepaid value, the number of balls held for each game type, and the destination device ID that indicates the device ID of the inter-machine card processing machine 10 into which the card is inserted with the card ID. The device management data 45c is data related to the devices installed in the gaming facility. This device management data 45c includes the device ID of the inter-machine card processing machine, the address of the inter-machine card processing machine 10, the installation location, the gaming machine ID and model data of the gaming machine installed.

[0099] The pause state management data 45d is data for managing the pause state of the inter-machine card processor 10. Specifically, the pause state management data 45d associates a device ID, an operating status, a pause start time, a release card ID, and release data.

[0100] The control unit 46 is a control unit that controls the entire card management device 40, and has a game type setting management unit 46a, a card management unit 46b, a device management unit 46c, and a pause state management unit 46d. In practice, programs corresponding to these functional units are stored in a ROM or non-volatile memory (not shown), and these programs are loaded into a CPU (Central Processing Unit) and executed, causing the game type setting management unit 46a, the card management unit 46b, the device management unit 46c, and the pause state management unit 46d to execute processes corresponding thereto.

[0101] The game type setting management unit 46a is a processing unit that associates the game types, rates, and display names used in the gaming establishment with each other and manages them as game type setting data 45a.

[0102] The card management unit 46b is a processing unit that manages the card management data 45b. Specifically, when the card management unit 46b receives card insertion notification data from the inter-machine card processing machine 10, the card management unit 46b sets the destination device ID of the card ID indicated in the card insertion notification data to the device ID also indicated in the card insertion notification data. In addition, the card management unit 46b notifies the inter-machine card processing machine 10 of the prepaid value associated with the card ID indicated in the card insertion notification data and the number of balls held for each rate as value data. In addition, if the inserted card is a member card, the card insertion notification data is sent to the member management device. When the card management unit 46b receives ball subtraction request data from the inter-machine card processing machine 10, the card management unit 46b clears the number of balls held for the rate indicated in the ball subtraction request data to zero.

[0103] Furthermore, when the card management unit 46b receives ball lending request data including a card ID from the inter-machine card processing machine 10, it determines whether the prepaid value associated with the card ID is equal to or greater than a predetermined value. If the prepaid value is equal to or greater than the predetermined value, the card management unit 46b subtracts the predetermined value from the prepaid value stored in the card management data 45b, and transmits ball lending permission data including the updated prepaid value to the inter-machine card processing machine 10. On the other hand, if the prepaid value is less than the predetermined value, the card management unit 46b notifies the inter-machine card processing machine 10 of ball lending disallowance data.

[0104] In addition, when the card management unit 46b receives deposit notification data including the amount of coins inserted, the card ID, and the device ID from the inter-machine card processing machine 10, it adds the prepaid value associated with the card ID to the amount indicated in the deposit notification.

[0105] In addition, when the card management unit 46b receives the saved ball replay request data from the inter-machine card processing machine 10, it transfers the saved ball replay request data to the member management device 50. In addition, the card management unit 46b also transfers the response data from the member management device 50 to the saved ball replay request data to the inter-machine card processing machine 10.

[0106] In addition, when the card management unit 46b 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 the corresponding rate. In addition, when the card management unit 46b receives the card ejection notification data, it erases the destination device ID of the card ID.

[0107] Furthermore, when the card management unit 46b receives a card ID from the prize management device 60, it notifies the prize management device 60 of the number of balls held for each rate associated with this card ID. Furthermore, when the card management unit 46b receives a card ID from the settlement machine 80, it notifies the settlement machine 80 of the prepaid value associated with this card ID.

[0108] The device management unit 46c is a processing unit that manages the device management data 45c. The device management unit 46c generates and updates the device management data 45c based on the device ID acquired from the inter-machine card processing machine 10, the address of the inter-machine card processing machine 10, the installation location, and the gaming machine ID.

[0109] The dormant state management unit 46d registers the dormant state data in the dormant state management data 45d when a request for registering dormant state data is received from the inter-machine card processor 10. Similarly, when a request for registering a dormant state release is received from the inter-machine card processor 10, the dormant state management unit 46d updates the dormant state management data 45d.

[0110] Furthermore, when the hibernation management unit 46d receives the card insertion notification data, it refers to the hibernation management data 45d, and if the card is a release card in any device, it responds to that effect. Then, when it receives a request to release the hibernation state, it instructs the original device to release the hibernation state.

[0111] Next, a description will be given of an example of data stored in storage unit 45 of card management device 40 shown in Fig. 6. Figs. 7 and 8 are explanatory diagrams for explaining an example of data stored in storage unit 45 of card management device 40.

[0112] The game type setting data 45a shown in Fig. 7(a) associates the game type name "Ball 1" with the rate "4 yen" and the display name "4 Pachi". The game type setting data 45a also associates the game type name "Ball 2" with the rate "2 yen" and the display name "2 Pachi". The game type setting data 45a also associates the game type name "Ball 3" with the rate "1 yen" and the display name "1 Pachi".

[0113] In the card management data 45b shown in Fig. 7(b), the card ID "1001" is associated with a prepaid value of "2500", the number of held balls "1500" for ball 1, the number of held balls "2300" for ball 2, and the number of held balls "0" for ball 3. In other words, the card with the card ID "1001" is not inserted into the inter-machine card processing device 10, and the management of the held balls is performed by the card management device 40.

[0114] In addition, in the card management data 45b shown in Fig. 7(b), the card ID "1002" is associated with a prepaid value of "0", the number of balls held for each rate of "0", and the destination device ID of "3004". In other words, the card with the card ID "1002" is inserted into the inter-machine card processing device 10 with the device ID "3004", and the management of the number of balls held has been transferred to the inter-machine card processing device 10. Therefore, the number of balls held for each rate is zero.

[0115] In addition, in the card management data 45b shown in Fig. 7(b), the card ID "2002" is associated with a prepaid value of "2000", the number of balls held for each rate of "0", and the destination device ID of use of "3001". In other words, the card with the card ID "2002" is inserted into the inter-machine card processing device 10 with the device ID "3001", and the management of the balls held has been transferred to the inter-machine card processing device 10. Therefore, the number of balls held for each rate is zero.

[0116] Furthermore, the card management data 45b shown in Fig. 7(b) associates the prepaid value with the purchase method, and indicates the balance for each purchase method. Specifically, the prepaid value for card ID "1001" is "2500", which is the sum of "1000" purchased with cash and "1500" purchased with Cashless P1. Similarly, the prepaid value for card ID "2002" is "2000", which is the sum of "1000" purchased with Cashless P1 and "1000" purchased with Cashless P2.

[0117] The device management data 45c shown in Fig. 7(c) indicates that the network address of the inter-machine card processor 10 with ID "3001" is "AB.CD.EF.GH", the installation location is "Island 1-1", the ID of the connected gaming machine 20 is "P001", the game type is "Ball 3", and the model of the connected gaming machine 20 is "EV01". It also indicates that this gaming machine 20 is in use.

[0118] Hibernation state management data 45d shown in Fig. 8(d) associates a device ID, an operating status, a suspension start time, a release card ID, and release data. Specifically, in Fig. 8(d), a device ID "3004" is associated with an operating status "suspended", a suspension start time "12:28", a release card ID "1002", and "-", which indicates that the release data is not set.

[0119] Next, the process procedure for starting the hibernation state will be described. Fig. 9 is a flowchart showing the process procedure for starting the hibernation state. When the hibernation processing unit 17c receives a hibernation state start operation (step S101), the release card ejection unit 17d judges whether the card being used has value (step S102). If the card has no value (step S102; No), it judges whether the card being used is a membership card (step S104).

[0120] If the card being used has value (step S102; Yes), the release card ejection unit 17d associates the value with the card being used (step S103), sets release data (step S105), and makes it a release card.

[0121] If the card being used is a worthless membership card (step S104; Yes), the release card ejection unit 17d sets release data in the card being used (step S105) to make it a release card.

[0122] If the card being used is a worthless general card (step S104; No), the release card ejection section 17d does not set release data in the card being used, but treats it as a release card.

[0123] The hibernation processing unit 17c stores the hibernation start time, the release card ID, and the like in the hibernation state data 16c, updates the hibernation state to "in hibernation" and stores it (step S106). Then, the hibernation state data 16c is registered by transmitting it to the card management device 40 (step S107).

[0124] Then, the release card ejection unit 17d ejects the release card (step S108), and the pause processing unit 17c starts a pause state (step S109), and the process ends.

[0125] Next, the processing procedure when the inter-machine card processor 10 releases its own pause state will be described. Fig. 10 is a flow chart showing the processing procedure when the inter-machine card processor 10 releases its own pause state. First, when the inter-machine card processor 10 in the pause state accepts a card (step S201), the pause release unit 17e refers to the pause state data 16c and determines whether the inserted card is a release card for its own device (step S202).

[0126] If it is a release card for its own device (step S202; Yes), the pause release unit 17e releases the pause state (step S204), registers the release of the pause state in the card management device 40 (step S205), and ends the process. On the other hand, if the inserted card is not a release card for its own device (step S202; No), the pause release unit 17e returns the card (step S203), and ends the process.

[0127] Next, the processing procedure when the inter-machine card processor 10 releases the pause state of another device will be described. Fig. 11 is a flow chart showing the processing procedure when the inter-machine card processor 10 releases the pause state of another device. First, when an inter-machine card processor 10 that is not in the pause state accepts a card (step S301), the pause release unit 17e acquires pause state management data for the inserted card (step S302). This pause state management data is acquired as a response to the card insertion notification.

[0128] If the hibernation state management data indicates that the inserted card is not an unlocking card for another device (step S303; No), the hibernation unlocking unit 17e permits use of the card (step S304) and terminates the process.

[0129] If the hibernation management data indicates that the inserted card is a card for unlocking another device (step S303; Yes), the hibernation release unit 17e judges whether unlocking data exists (step S305). If unlocking data is not set (step S305; No), the hibernation release unit 17e requests the card management device 40 to unlock the hibernation of the original device (step S306), permits the use of the card (step S304), and ends the process.

[0130] If the release data has been set (step S305; Yes), the pause release unit 17e requests the player to input the release data. Then, on condition that the proper release data has been received (step S307; Yes), the pause release unit 17e requests the card management device 40 to release the pause state of the original device (step S306), permits use of the card (step S304), and ends the process. If the proper release data has not been input (step S307; No), the pause release unit 17e returns the card (step S308) and ends the process.

[0131] Next, modified examples of the inter-machine card processing machine 10 will be described. Fig. 12 is an explanatory diagram of a modified interface of the inter-machine card processing machine 10. The inter-machine card processing machine 10 is installed sandwiched between the gaming machines 20. In general, in pachinko games, the inter-machine card processing machine 10 is associated with the gaming machine 20 on the right side as viewed from the front. On the other hand, in slot games, the inter-machine card processing machine 10 is associated with the gaming machine on the left side as viewed from the front. As such, since the machine is associated with a different side, a situation may occur where a player mistakenly operates the inter-machine card processing machine 10 on the opposite side.

[0132] Therefore, the inter-machine card processing device 10 shown in Fig. 12 uses a housing cover that is inclined toward the gaming machine to which it is associated, thereby preventing erroneous operation. Also, by making the housing cover replaceable, it is possible to switch which side of the gaming machine the same inter-machine card processing device 10 is associated with.

[0133] 12 shows a housing cover 10a used when associated with the gaming machine on the left side, and a housing cover 10b used when associated with the gaming machine on the right side. By using these housing covers, it is possible to prevent the insertion of bills into the bill insertion slot 12a from the opposite side. In addition, the display operation unit 13 is provided on the housing cover, and it is possible to prevent the display operation unit 13 from being viewed or operated from the opposite side.

[0134] Fig. 13 is an explanatory diagram of an inter-machine card processing machine 10 that can be used for both pachinko and slot games. The shapes of the machines are different between pachinko and slot games, which results in differences in maintenance. Specifically, as shown in Fig. 13(a), maintenance is performed by opening the pachinko machine, while maintenance is performed by opening the inter-machine card processing machine 10 for slot games. This is because, for slot games, the machine cannot be opened to access the inter-machine card processing machine 10 from the side.

[0135] In order to accommodate such differences in table shape, as shown in Figure 13(b), a fulcrum is provided on the frame of the inter-machine card processing device 10 and the frame is made movable, making it possible to maintain the circuit board and wiring on the back of the frame.

[0136] Fig. 14 is an explanatory diagram of frame fixing. As shown in Fig. 14(a), if the frame of the inter-machine card processing device 10 is fixed directly to the game island, it is difficult to fix it accurately, and skilled techniques are required each time the device is replaced. Therefore, as shown in Fig. 14(b), a frame fixing member is fixed to the game island in advance, and the inter-machine card processing device 10 is slid and fitted into the frame fixing member, making it easy to replace the inter-machine card processing device 10.

[0137] Next, pauses in an enclosed gaming machine will be explained. Figure 15 is an explanatory diagram of pauses in an enclosed gaming machine. Enclosed gaming machines circulate the enclosed gaming balls internally and are used, so players do not touch the gaming balls. Therefore, when lending balls or replaying, the inter-machine card processing machine 10 does not pay out gaming balls, but adds to the number of playable balls managed by the gaming machine. Also, the number of playable balls is transferred to the balls held by the inter-machine card processing machine 10 by a counting operation.

[0138] The inter-machine card processing machine 10 can suppress the counting of actual game balls in the pause state, but cannot suppress the transition from the playable number to the held balls. Therefore, if the transition from the playable number to the held balls is performed in the pause state, the inter-machine card processing machine 10 automatically transitions from the held balls to the playable number.

[0139] In FIG. 15(a), the inter-machine card processing machine 10 is in a pause state, the balls held are "0", and the playable number of the gaming machine 20 is "1000". When a counting operation is accepted in this state, the playable number is transferred to the balls held, and the playable number of the gaming machine 20 becomes "0", and the balls held by the inter-machine card processing machine 10 become "1000", as shown in FIG. 15(b). However, the inter-machine card processing machine 10 in a pause state automatically pays out the balls held that have increased by counting, so that the balls held become "0" and the playable number of the gaming machine 20 becomes "1000", as shown in FIG. 15(c). This makes it possible to avoid a situation in which the playable number is illegally obtained in a pause state.

[0140] Next, the response to fraud in the idle state will be described. Fig. 16 is an explanatory diagram of the response to fraud in the idle state. A person who tries to illegally obtain value from the idle inter-machine card processing machine 10 will act in such a way that he or she will leave before the legitimate player returns, so the possibility of fraud can be identified by detecting such behavior.

[0141] Specifically, as shown in Figure 16, situations in which there is a possibility of fraud include "returning the card without playing after the pause is lifted," "the time between the counting operation and the card being returned after the pause is lifted is short," "the time between the start of the pause and the pause being lifted is short," and "not being seated when the pause is lifted or the counting begins."

[0142] If these conditions are detected, the inter-machine card processing device 10 will take action such as "notifying the store clerk" or "delaying the action for the counting operation until the limit for releasing the pause is reached."

[0143] As described above, in this embodiment, when a pause state is started in a valueless state where the value used to make a game medium usable does not meet the standard, a value is not associated with a storage medium to which a value can be associated, and the storage medium is discharged as a pause release medium without being associated with a value, and the pause state is released when the corresponding pause release medium is received in the pause state. This reduces the burden on players regarding the pause state of games and improves convenience.

[0144] In this embodiment, a value can be added to the storage medium that has been discharge-controlled as a suspension release medium. When adding a value to the suspension release medium, release information can be set, and authentication of the release information can be made a condition for using the suspension release medium in a device other than the device to be released.

[0145] In addition, when the hibernation state is started in a valuable state where the value is equal to or greater than a standard, it is also possible to control the discharge of a storage medium associated with a value as a hibernation release medium. In addition, when the hibernation state is started in a valuable state where the value is equal to or greater than a standard, release information is set, and when the hibernation release medium is used in a device other than the device to be released, authentication of the release information is made a condition. This is also fine.

[0146] In addition, when a suspension state is initiated after a member storage medium associated with the identification information of a member player has been accepted, it is also possible to control the ejection of the member storage medium as a suspension release medium.

[0147] Furthermore, according to this embodiment, when the hibernation resuming medium is used in a device other than the device to be released, the hibernation state of the device to be released can be released.

[0148] In this embodiment, an example has been given of a configuration in which even if the release data is set in the release card, the release data is not requested when the original inter-machine card processing machine 10 releases the hibernation state, but the release data may also be authenticated when the original inter-machine card processing machine 10 releases the hibernation state.

[0149] 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 (Integrated Circuit) cards, etc. In addition, for the sake of convenience, a "card" is used as an example, but the present invention can also be applied to cases where a non-contact chip or stick with an IC built in, a mobile terminal, etc. are used in addition to such a card.

[0150] In addition, in the above embodiment, an example was given in which game balls were used as the game medium, but the present invention is also applicable to the case in which medals for slot machines are used.

[0151] The present invention may also be applied to an enclosed gaming machine that uses enclosed gaming balls. In an enclosed gaming machine, the number of gaming balls that can be thrown onto the gaming board is managed as the playable number, and when lending balls or replaying, the playable number is added up instead of paying out the actual gaming balls.

[0152] 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]

[0153] INDUSTRIAL APPLICABILITY As described above, each machine device and game management system according to the present invention are suitable for reducing the burden on players regarding pauses in play and improving convenience. [Explanation of symbols]

[0154] 10 Card Processing Machines 10a, 10b Housing cover 11 Status display section 12 Banknote transport section 12a Bill insertion slot 13 Display operation section 14 Reader / Writer 14a Card slot 14b Holding Section 15 Communications Department 16, 45 Storage section 16a Device status data 16b Card Data 16c Hibernation Data 17, 46 Control section 17a Data Management Department 17b Counting processing section 17c Pause processing section 17d Release card ejection section 17e Pause release section 18a Nozzle unit 18b Counting unit 20 Gaming Machines 30 Island Controller 40 Card management device 41 Display section 42 Input section 43 External network communication section 44 Store Network Communication Department 45a Game type setting data 45b Card management data 45c Equipment Management Data 45d Hibernation Management Data 46a Game type setting management section 46b Card Management Department 46c Equipment management department 46d Hibernation Management Unit 50 Membership management device 60 Prize Management Device 80 Payment machine 90 Card issuing machine

Claims

1. Each machine device is provided corresponding to the gaming machine, a pause means for temporarily pausing a predetermined function of each of the stand devices; a control means for controlling in the pause state such that an addition process to a possessed playing value number by counting a gaming machine managed value number managed by the gaming machine can be performed, while a replay process based on the possessed playing value number after the addition process is prohibited; Each stand device is characterized by comprising:

2. Each machine device is provided corresponding to the gaming machine, a pause means for temporarily pausing a predetermined function of each of the stand devices; a control means for controlling in the pause state such that, while an addition process to a possessed playing value number by counting a gaming machine managed value number managed by the gaming machine and acceptance of a storage medium are possible, ejection of the storage medium associated with the possessed playing value number after the addition process is prohibited; Each stand device is characterized by comprising:

3. Each machine device is provided corresponding to the gaming machine, a pause means for temporarily pausing a predetermined function of each of the stand devices; In the pause state, the gaming machine is capable of counting the gaming machine managed value number to add the gaming value number to the gaming machine's owned gaming value number and accepting storage media, but is capable of controlling the gaming machine to prohibit deposits. Each stand device is characterized by comprising:

4. Each machine device is provided corresponding to the gaming machine, a pause means for temporarily pausing a predetermined function of each of the stand devices; a control means for controlling in the pause state such that, while an addition process to the possessed playing value number by counting the gaming machine managed value number managed by the gaming machine and acceptance of a storage medium are possible, a lending process of a gaming medium associated with the possessed playing value number after the addition process is prohibited; Each stand device is characterized by comprising:

5. The pause means is 5. The machine device according to claim 1, wherein the pause state is initiated by an operation by a player.

6. The pause means is 5. The apparatus according to claim 1, wherein, when the hibernation state is started, a release storage medium for releasing the hibernation state is ejected.

7. A gaming management system having each machine device provided corresponding to a gaming machine, Each of the stand devices is a pause means for temporarily pausing a predetermined function of each of the stand devices; a control means for controlling in the pause state such that an addition process to a possessed playing value number by counting a gaming machine managed value number managed by the gaming machine can be performed, while a replay process based on the possessed playing value number after the addition process is prohibited; A gaming management system comprising:

Citation Information

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