Game system and computer program

The game system addresses the challenges of managing game media in mixed environments by enabling conversion between game media usage and play time, thereby reducing operational burdens and costs while enhancing player experience.

JP2025066113AActive Publication Date: 2025-04-22J NET株式会社
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Patent Information

Application Number
JP2025003300
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-10-05
Filing Date
2025-01-09
Publication Date
2025-04-22
Estimated Expiration
2044-07-22

AI Technical Summary

Technical Problem

Existing game systems face challenges in managing game media, such as pachinko balls and pachislot medals, especially in mixed environments with both general game machines and time-based rental services, leading to increased operational burdens and costs for gaming operators.

Method used

A game system that integrates media management, player management, and game provision mechanisms, allowing conversion between game media usage and play time, which can be exchanged for prizes, thereby facilitating flexible responses to changes in game media prices and reducing the need for hardware upgrades.

Benefits of technology

The system enables flexible management of game media usage, reduces operational burdens and costs for gaming operators, and provides a more efficient and player-friendly gaming experience by allowing seamless conversion between game media and play time.

✦ Generated by Eureka AI based on patent content.

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Abstract

To easily realize a time unit game while preventing fraudulent acts.SOLUTION: A game system 1 has: medium management means capable of converting a play time indicating a time that allows a game with a game machine and the number of game media that is used for the game and can change prize gifts; player management means which holds the play time a player has acquired as a stored play time for the player; and game providing means which provides the player with a game environment in a time unit using the game medium in the game machine when the stored play time held is with value. The game providing means is provided with: medium lending means for repeating lending operation of a prescribed number of game media to a game machine each time; and control means which permits the next lending operation in the medium lending means only when a prescribed game continuation condition is satisfied.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to a gaming system in which the number of gaming media used on a gaming machine and which can be exchanged for prizes is treated as play time. [Background technology]

[0002] In arcades that have pachinko and pachislot machines, which are examples of gaming machines, various services are provided to attract repeat customers and new customers. One of the most typical services is exchanging gaming media that customers have acquired through playing games for prizes. Recently, a service called "Saved Balls / Replay" has been provided, which allows players to replay using saved balls. "Saved balls" refer to gaming media that customers have acquired at arcades, such as game balls (pachinko balls) or gaming medals (pachislot medals) that they have saved of their own volition, and "Saved Balls / Replay" allows players to play using saved balls instead of loaned balls.

[0003] On the other hand, a gaming service that rents pachinko balls by the hour has also been proposed. For example, Patent Document 1 discloses a gaming parlor system that allows a player to play as much as he likes, whenever he likes, using a time card or the like during a time period that is set according to the amount of money inserted. In this gaming parlor system, the number of pachinko balls stored in the gaming machine is controlled to a fixed amount regardless of whether or not a prize is won, and the inflow and outflow of game balls is managed by a central management device. Patent Document 2 discloses a gaming system that allows a player to play for a certain amount of time, with a certain amount of yen charged for each minute played. In this gaming system, the time that pachinko balls can be rented is set according to the amount paid. Patent Document 3 discloses a gaming system in which a playing time is set according to the amount paid, and a player can play for the set playing time. In this gaming system, a specific gaming card is issued, and the remaining time of the set playing time is recorded on the specific gaming card.

[0004] In an amusement parlor, a monitoring mechanism (including monitoring by hall employees) to prevent players from cheating is also essential. With this in mind, Patent Document 4 discloses a gaming machine monitoring device that notifies the amusement parlor when the difference between the number of balls lent and the number of balls inserted (differential number) exceeds a predetermined reference value and this state continues for a predetermined period of time. Patent Document 5 discloses a device for dispensing small items for gaming that sets a maximum number of times items can be lent within a predetermined period of time to prevent cheating. Also, amusement parlors that take measures to prevent addiction have been proposed. For example, Patent Document 6 discloses an enclosed gaming machine that sets a limit on the number of times pachinko balls can be lent. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2005-87645 A [Patent Document 2] JP 2002-355430 A [Patent Document 3] JP 2001-29629 A [Patent Document 4] JP 2002-066084 A [Patent Document 5] Japanese Patent Application Publication No. 10-085439 [Patent Document 6] JP 2015-029861 A Summary of the Invention [Problem to be solved by the invention]

[0006] In the gaming systems disclosed in Patent Documents 1 to 3, at least the lending mechanism for lending game balls to gaming machines and the recovery mechanism for game balls including balls acquired and increased during play are specialized for time-rental gaming services (paragraph 0019 of Patent Document 1, etc.). In particular, in the invention described in Patent Document 1, if a certain amount is paid, a minimum amount of play time is guaranteed for that amount, and when the last loaned game ball is left without being consumed, it is difficult to determine whether the intention is to end the game (whether the store can put it away and provide it to another player). The technology disclosed in Patent Document 4 aims to leave evidence of fraudulent acts during play and for the store clerk to monitor the behavior of the perpetrator, so there remains a problem of an increased burden on the store manager to continue monitoring and to warn the fraudster. The technology disclosed in Patent Document 5 remains a problem of forcing the store manager to add equipment. The technology disclosed in Patent Document 6 is not only meaningless if players change their gaming machines, but also has the risk of causing problems for the operation of the parlor if it is implemented thoroughly. In any case, in an arcade that has a mixture of general gaming machines and gaming machines for hourly rental gaming services, it is necessary to clearly distinguish between the gaming environments for both when playing, which imposes a large burden on the arcade manager in terms of capital investment.

[0007] When the game machine is a pachinko machine, the rental cost per pachinko ball is generally much lower than that of regular games that are not rented by the hour. The same is true for pachislot machines and other game machines. Therefore, even though sales are lower, there is a risk of the above-mentioned capital investment and a risk of a large burden on store staff to continue to monitor and warn fraudsters. There is also a problem that it lacks compatibility with existing game services for players, such as regular games using cash or prepaid cards and ball saving and replay. These problems have been one of the factors that have hindered the spread of time-based rental game services. A main object of the present invention is to provide a gaming system that facilitates the provision of gaming services based on a new concept that solves the above problems. [Means for solving the problem]

[0008] One aspect of the present invention is a gaming system having a media management means that enables conversion between play time, which represents the time available for play on a gaming machine, and the number of gaming media used for said play and which can be exchanged for prizes, a player management means that holds the play time acquired by a player as saved play time for that player, and a gaming provision means that provides the player with a gaming environment on an hourly basis using the gaming media on the gaming machine if the saved play time is valuable. Another aspect of the present invention is a computer program for causing a computer to operate as the gaming system described above. Effect of the Invention

[0009] The gaming system of the present invention treats the number of gaming media used on gaming machines that can be exchanged for prizes, such as gaming balls and gaming medals, as play time, making it possible to flexibly respond to changes in the rental price of gaming media and the transition to new gaming environments for hourly play without having to improve existing hardware resources, burdening the amusement facility operator with expenses, or increasing the workload of amusement facility employees. [Brief description of the drawings]

[0010] [Figure 1] FIG. 2 is a diagram illustrating the overall configuration of a gaming system. [Diagram 2] FIG. 1 is a diagram illustrating the configuration of a contactless IC chip. [Diagram 3] FIG. 2 is a diagram illustrating an example of the configuration of a time-unit gaming management device. [Figure 4] FIG. 13 is an example of time unit gaming data. [Diagram 5] FIG. 2 is a diagram illustrating the configuration of a CR unit. [Figure 6] FIG. [Figure 7] FIG. [Figure 8] FIG. 13 is a flowchart illustrating a procedure for a lending control process. [Figure 9] FIG. [Figure 10] FIG. [Figure 11]FIG. 13 is a diagram for explaining the procedure for processing at the time of acceptance when replaying saved time. [Figure 12] A diagram explaining the process of converting stored ball data into storage time. [Figure 13] FIG. 11 is a diagram showing an example of transition of time unit game data in the first embodiment. [Figure 14] FIG. 11 is a diagram showing an example of transition of time unit game data in the second embodiment. [Figure 15] 13A and 13B are diagrams illustrating changes in time-unit game data in the third embodiment. [Figure 16] FIG. 13 is a diagram showing an example of transition of time unit game data in the fourth embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In this embodiment, an example of a gaming system installed in an amusement hall (hereinafter referred to as a "hall") where a plurality of gaming machines and related equipment for these gaming machines are installed will be described. This gaming system accepts member registration of players and can provide a gaming environment in which gaming media are lent to registered players (hereinafter referred to as a "hall member") at a fee per hour in the hall, for example, a gaming environment per hour at a fixed rate. In addition to the gaming environment per hour, this hall can also provide a gaming environment using a gaming medium unit fee and the above-mentioned ball saving and replay, and the basic mechanism for lending gaming machines and gaming media, the gaming medium circulation mechanism for recovering the gaming media lent to the gaming machines from the gaming machines, and the like are the same as those for normal games (games that are not a gaming environment per hour, the same below) and ball saving and replay.

[0012] In the following explanation, it is assumed that the game medium is a pachinko ball and the game machine is a non-enclosed type pachinko machine. Therefore, the game medium used in the game is expressed as "balls" or "game balls", the game medium loaned during the game is expressed as "loan balls", various balls that are normally shot from the game machine and collected from the game machine to the game medium circulation mechanism are expressed as "recovered balls", balls that are paid out from the game machine by the player and acquired by winning a prize or a special prize are expressed as "acquired balls", the loaned balls and acquired balls that remain in the game machine and are not shot into the game machine are expressed as "held balls", the game medium that is the sum of the collected balls and held balls is expressed as "returned balls", the game medium saved in the game system is expressed as "saved balls", etc., but in the case of game media used in game machines other than pachinko machines, "balls" may be replaced with the name of the game medium, for example, medals, etc.

[0013] In this embodiment, in addition to the unit concept of the number of "balls" in normal games, a unit concept of "play time" that can be converted into the number of game balls equivalent to the value of the number of balls is introduced. For example, the time that allows playing on a gaming machine using loaned balls until the time expires is defined as "play time." There are two types of play time: "today's play time," which is acquired (e.g., purchased) for play during a specified time on the day of play and is consumed as time passes after play begins on the gaming machine; and "saved play time," which is stored in the gaming system and can be used as new day's play time, converted into a number of balls that can be exchanged for prizes, or which can be exchanged for prizes on its own. The current day's play time is play time that a player can acquire any number of times depending on the input amount of cash, prepaid value equivalent to cash (prepaid money), replayable saved ball value (saved ball data), and other monetary value (hereinafter, for convenience, collectively referred to as the "deposit amount" except when it is necessary to distinguish between types of monetary value). The saved play time can be said to be the play time equivalent to the value of the saved balls. In other words, saved play time can be accumulated in hours, minutes, and seconds according to the number of balls (including spare balls) that can be exchanged for prizes. For example, accumulating 60 seconds of saved play time will be treated as 1 minute, and accumulating 60 minutes can be treated as 1 hour.

[0014] In a simple example, the play time for that day can be 60 minutes for a deposit equivalent to 1000 yen, but it does not necessarily have to be a fixed amount of play time. Also, the time and deposit amount can be set in minutes according to the ball rental unit price (hereinafter sometimes abbreviated as "unit price") assigned to the gaming machine. For example, for a certain gaming machine, the deposit amount corresponding to 60 minutes of play time for that day can be set to 500 yen, or 1500 yen or more. The unit price of play time and the corresponding deposit method, etc. can be changed after the fact in the gaming system 1.

[0015] In addition, even in the time-based game, the number of balls lent to the game machine in one lending operation is set to a predetermined number corresponding to the unit price. During lending, the number of lent balls is counted by a counting means as in the normal game, and the count value is recorded.

[0016] <Overall composition> FIG. 1 is a diagram showing an example of the overall configuration of a gaming system installed in a hall. A plurality of gaming machines (not shown) are installed in the hall. Each gaming machine can use a predetermined number of gaming balls for each loan operation. The predetermined number can be a numerical value determined according to the unit price. Gaming balls that are loaned or won by winning may be counted and recorded as balls held by the player, and may be returned from the gaming machine to a gaming ball circulation mechanism as appropriate.

[0017] The gaming system 1 has a hall member registration machine 20 that issues a membership card 10, and the hall member registration machine 20 is connected to a hall member server 30. The hall member server 30 operates as a player management means that records hall member information (including the hall member's saved ball data and save time) in a database in an updateable manner.

[0018] The hall member server 30 also monitors and controls the operation of the CR unit 50, the settlement machine 60, the time-unit game management device 70, etc., via the router R1, and acquires various data related to the game from them as appropriate. The CR unit 50 counts the game balls lent to the game machine, the balls held, etc., and performs various calculations according to instructions. The balls collected from the game machine are counted on the game ball circulation mechanism side, and the counting result is notified to the time-unit game management device 70, but the counting may also be performed in the CR unit 50. The settlement machine 60 settles the game results of the time-unit game. The time-unit game management device 70 operates as a medium management means that enables mutual conversion between the play time, which indicates the time during which play is possible on the game machine, and the number of game balls that can be used for normal play and can also be exchanged for prizes. As an example of the operation, in this example, it manages the operation of the entire game system 1 related to the time-unit game.

[0019] The information of hall members recorded in the hall member server 30 is transmitted to the member management system 81 via, for example, a VPN (Virtual Private Network) L1 as necessary. The member management system 81 can centrally manage the information of hall members registered in multiple halls. Each device constituting the gaming system 1 will be described in detail below.

[0020] [Membership Card] The membership card 10 is an IC chip-mounted card having an example functional configuration shown in Fig. 2. The membership card 10 has an analog section 11, which serves as one of the interfaces between the IC chip and external devices, as well as a digital processing section 12 and a non-volatile memory area 13. The analog section 11 is formed with an antenna 111, a detection section 112 that performs clock detection and the like, and a modulation / demodulation section 113, and generates electric power from electromagnetic waves received by the antenna 111. The digital processing section 12 performs analog / digital conversion processing with the analog section 11, and also functions as a control means that performs processing to comprehensively control operations within the card. For example, the digital processing unit 12 operates as a memory control unit 121 that controls the recording of data in the memory area 13 and the reading of data from the memory area 13 based on predetermined conditions, and as an authentication unit 122 that authenticates access authority.

[0021] The memory area 13 of the membership card 10 may be configured to record a member ID (ID is an abbreviation for Identification; the same applies below), which is identification information for a hall member, and the number of held balls, which increases or decreases when the card is inserted into the CR unit 50. In this case, the area that records the number of held balls corresponds to a conventional money box. The number of held balls can be used for play until it reaches zero, exchanged for prizes, or converted into saved balls or saved play time. The memory area 13 may also be configured to record prepaid value, etc., as necessary. There are prepaid values ​​for members that can be used for play only in the hall, and general-purpose prepaid values ​​that can be used in places other than the hall, and these are switched appropriately depending on the reading destination. When saved balls or saved play time for hall members exist (are recorded), the memory area 13 may be configured to record the address of the storage in which they are recorded.

[0022] [Time-unit gaming management device] The time-unit game management device 70 will now be described. As shown in FIG. 3, the time-unit game management device 70 has a control unit 71, a communication unit 72, a card R / W 73, a game setting unit 74, a display unit 75, an identification unit 76, and an input interface 77. The communication unit 72 is a communication interface between the system components. The card R / W 73 is an interface that enables data transfer with the membership card 10. The display unit 75 is a display with an integrated touch panel. The identification unit 76 identifies the input financial value (deposit amount, prepaid value, saved balls, saved play time, etc.). The input interface 77 accepts various instruction inputs via the touch panel of the display unit 75.

[0023] The control unit 71 includes a computer having a CPU (Central Processing Unit) 711, a ROM (Read Only Memory) 712, and a RAM (Random Access Memory) 713, and has a timekeeping function based on a clock built into the CPU 711. The CPU 711 executes a control program installed in a storage device (not shown) to realize a function of comprehensively controlling the operation of the time-unit game management device 70. The ROM 712 stores a basic control program. The RAM 713 is a buffer that functions as a work area for the CPU 711. The control unit 71 also controls the operation of each CR unit 50, the communication unit 72, the card R / W 73, the display unit 75, the identification unit 76, and the input interface 77. The communication unit 72 performs two-way communication with other devices of the game system 1.

[0024] The game setting unit 74 secures dedicated storage for each hall member in the recording area of ​​the hourly game management device 70 or in the database of the hall member server 30, and calculates various data to enable hourly game play based on the instructions of each hall member, generates data, records and updates the calculation results and generated data in the dedicated storage, and detects whether or not there is any fraudulent activity. The data recorded in the dedicated storage for each hall member is called hourly game data 741. The hourly game data 741 is appropriately updated by the game setting unit 74 during the play time of the day.

[0025] 4 is an example of the data structure of the time-unit play data 741. The time-unit play data 741 in this example includes the reception date and time 402 of the play time of the day, the play start time 403, the play end time 404, the cumulative number of loans 405, the cumulative number of loaned balls 406, the cumulative number of collected balls 407, the difference number 408, the play time of the day 409, and the saved play time 410, all of which are associated with the member ID 401.

[0026] The member ID 401 is the same ID recorded on the member card 10, and is referenced when authenticating the member card 10. The acceptance date and time 402 is the date and time when the initial value of the day's play time 409 is set. The game start time 403 is the start time of the hourly game, and is transmitted, for example, successively from the CR unit 50 that lends game balls to the game machine that has started the game. The game end time 404 is the end time of the hourly game, and is transmitted, for example, successively from the CR unit 50. The game end time 404 may be the expiration time of the day's play time, but may be before the expiration of the day's play time, for example, when a hall member ejects the member card to move to another game machine.

[0027] The cumulative number of loans 405 is the number of times game balls are loaned by the CR unit 50 during the play time of the day. Since the number of loaned balls loaned in one loan operation is fixed, the cumulative number of loaned balls 406 is uniquely derived from the number of loans. The cumulative number of recovered balls 407 is the sum of the number of recovered balls that are inserted into the game machine and recovered during the play time, out of the total number of loaned balls and acquired balls, and the number of balls held at the end of the game. The difference number 408 corresponds to the number of balls that can be exchanged for prizes. The difference number 408 can be, for example, a numerical value obtained by subtracting the cumulative number of loaned balls 406 from the cumulative number of recovered balls 407, or a numerical value obtained by subtracting the total value of the cumulative number of loaned balls 406 and the base number of balls from the cumulative number of recovered balls 407.

[0028] The base number of balls is the number of balls taking into consideration the payout rate, which is the minimum percentage of balls that can be won during continuous play per hour as stipulated in the regulations regarding the certification and model inspection of gaming machines, and is one-third of the recovered balls, but in this embodiment, for the sake of convenience, it is set to 30% of the cumulative number of lent balls 406. This base number of balls serves as an adjustment coefficient for the number of balls held and shot into the gaming machine. When the base number of balls is included in the calculation of the difference number 408, this base number of balls can be used to detect fraudulent activity, etc. This will be described later.

[0029] The current day play time 409 indicates the remaining time obtained by subtracting the amount of time elapsed measured by a timer (not shown) from the initial value. In other words, the remaining time gradually decreases as time passes from the initial value set by the acceptance process for the hourly game, and becomes 0 at the end of the game. The saved play time 410 is saved for the hall member in question, and is play time that can be exchanged for prizes, and is also play time that can be used as current day play time or saved ball data on days after the last save date. The play time that can be saved as saved play time 410 can be expressed in hours, minutes, and seconds.

[0030] One of the data calculations performed by the game setting unit 74 is, for example, the calculation of the play time (remaining time) of the day consumed starting from the game start time 403. Another of the data calculations is, for example, the conversion of the difference number 408 based on the instruction of the hall member to the saved play time 410, and yet another of the data calculations is the conversion of the difference number 408 based on the instruction of the hall member to the saved ball data or other monetary value, or from the saved play time 410 to the saved ball data. These conversions can be performed with reference to a predetermined conversion table to improve the efficiency of the calculation process, but may also be performed each time.

[0031] The converted saved play time 410 is recorded in the dedicated storage of the hall member, and can be used as new play time of the day as appropriate. The converted monetary value may be recorded in another area of ​​the dedicated storage or in another storage, instead of the saved play time 410 or in association with the saved play time 410. This monetary value can be consumed as prepaid value for normal play other than the play time of the day, replayable saved ball data, or prizes.

[0032] Another data calculation is, for example, the calculation of the difference number 408 for each play time on the day. The calculation of the difference number 408 can be selectively set to either not taking the base number of balls into consideration in order to reduce the processing load, or to taking the number into consideration even at the expense of the processing load (for example, placing importance on fraud detection). The latter difference number 408 has the following significance. For example, suppose that a hall member does not win a prize or get a special prize even once during that day's play time 409. In this case, the difference number 408 will be 0. On the other hand, if a hall member wins a prize or gets a special prize at least once during that day's play time 409, and the number of balls held temporarily increases, the hall member does not need to give a ball lending instruction until the increased number of balls held becomes 0, so the cumulative number of balls lent 406 will be less than in the above case. However, as long as balls held continue to be thrown into the game machine, the number of balls thrown increases in proportion to the passage of play time, so by adjusting this as the base number of balls, the difference number 408 can be used to detect fraud, as explained below.

[0033] For example, if the number of balls held is sufficient but a player is suspected of fraudulent conduct, such as repeatedly inputting loan instructions to unfairly increase the number of balls held and illegally distributing the balls held, the cumulative number of recovered balls 407 does not increase. Therefore, the above-mentioned fraudulent conduct cannot be detected by simply determining the base number of balls based on the cumulative number of recovered balls 407 using the difference number 408. In such a case, by determining the base number of balls based on the cumulative number of lent balls 406 and reflecting this in the difference number 408, it becomes easier to detect the above-mentioned fraudulent conduct based on the difference number 408.

[0034] If the difference number 408 becomes a value that satisfies a predetermined game continuation condition described later before the end of the game, the game setting unit 74 can output an alarm or notify the CR unit 50 that the game continuation condition is not satisfied, and can stop the lending operation thereafter. At this time, the game setting unit 74 operates as a detection means for detecting the presence or absence of fraudulent acts during the play time of the day. In addition, whether or not fraudulent activity is occurring can also be detected by, for example, comparing the cumulative number of lent balls 406 with the maximum number of shots in the elapsed time.

[0035] The display unit 75 is a display that selectively displays the contents of the time unit game data 741 and various input screens, etc., on the premise that the memory area 13 of the membership card 10 is accessible during play. The identification unit 76 is a unit that identifies the financial value input for the reception process of the time unit game. The financial value that can be input in this embodiment is any of bills, prepaid value, ball storage data, and storage time. In the case of cash, when a bill is inserted into a bill insertion hole (not shown), the denomination of the bill is identified to identify the amount of the deposit. For other financial values, a separate selection screen is displayed on the display unit 75 and input is awaited. The input interface 77 is a touch panel and various buttons integrated with the display unit 75, and can receive various inputs during reception processing.

[0036] [CR unit] The CR unit 50 is a game ball lending unit, a so-called machine-to-machine lending unit, that has a means for supplying loaned balls and held balls from a game ball circulation mechanism to game machines and for counting the number of balls. The hardware of the CR unit 50 can be the same as that for normal games. The difference from a CR unit for normal games is that the hardware is programmed so that the hardware shares various data with the hourly game management device 70, including the play time (remaining time) of the day, the cumulative number of loaned balls, the cumulative number of loaned balls, the cumulative number of collected balls, the number of held balls, the count values ​​of various balls, and the play time, and that part of the lending operation to the game machines is controlled by the hourly game management device 70 or is controlled in cooperation with the hourly game management device 70. Therefore, it is easy to add functions to and appropriately modify existing CR units for normal play, and the cost required for capital investment can be reduced.

[0037] FIG. 5 is a diagram showing an example of the hardware configuration of the CR unit 50. The CR unit 50 includes a control unit 51, a HUB (multi-port repeater) 52, a paired gaming machine 53, a ball dispensing machine 58 for dispensing game balls to the gaming machine 53, a card R / W 54, an identification unit 55, a display control board 56, a counter 57, and a timer 59 as an example of a timing unit. The timer 59 operates to subtract one second from the play time of the day for every second counted, for example. Note that the timer 59 is not an essential part of the CR unit 50 when the above-mentioned control unit 71 can substitute for a similar function. The HUB 52 is a connection interface with the hall member server 30 and the time-based game management device 70. The card R / W 54 is an interface for reading and writing data while the member card 10 is removably housed in the unit. The identification unit 55 may be the same part as the above-mentioned identification unit 76.

[0038] The display control board 56 is a circuit board having electronic components that control the display of a touch panel 561 that also displays information to hall members, various switches (SWs) 562 for switching functions, and light-emitting diodes (LEDs) 563 that display operating status, as well as identifying the operation content. At least the play time (remaining time) of the day and the number of balls held are always displayed on the touch panel 561. The latest play time can also be displayed by performing a predetermined operation. The control unit 51 is a computer unit including a CPU 511, a ROM 512, and a RAM 513.

[0039] The CPU 511 executes a control program installed in a storage device (not shown) to realize a function of controlling the overall operation of the CR unit 50. The CPU 511 also includes a counting means and a timing means, and realizes a function of controlling the time-unit game of this embodiment in cooperation with the time-unit game management device 70. The ROM 512 stores a basic control program. The RAM 513 functions as a buffer for temporarily recording game data (a part of the time-unit game data recorded / updated in the game setting unit 74) for each hall member who operates the CR unit 50.

[0040] In one embodiment, the control unit 51 controls the ball dispensing machine 58 to dispense a predetermined number of game balls to the game machine 53 based on the time-unit game data 741. Specifically, when it detects a dispense instruction input from a hall member via the touch panel 561, it determines whether or not a game continuation condition is met. If the game continuation condition is met, the control unit 51 allows the ball dispensing machine 58 to dispense balls. If the game continuation condition is not met, the control unit 51 restricts the ball dispensing machine 58 from dispensing game balls.

[0041] The game continuation conditions may be, for example, one or more of the following: (1) The play time for that day is valid (e.g., has not expired). (2) The specified time before the expiration of the play time on that day (for example, 5 minutes before the expiration of the period) has not passed. (3) The number of rentals must be less than the maximum number of rentals for the day's play time. (4) The cumulative number of loaned balls 406 is within a certain range in relation to the maximum number of balls that can be inserted during the elapsed time (for example, the maximum number of balls that can be inserted during a 10-minute period is 1,000 balls, so if the loan unit (the number of balls loaned in one operation) is 200 balls, the ...). (5) No fraudulent activity is detected. For example, the cumulative number of recovered balls 407 during a specified period of time is not less than the cumulative number of loaned balls 406 + the base number of balls during that period, or approximately 70% or more of the number of loaned balls last time (considering the base number of balls) have been inserted into the game machine. (6) The cumulative number of loaned balls is less than the sum of the cumulative number of collected balls and the base balls.

[0042] The counter 57 counts the number of balls lent for each lending operation (or the fact of a lending operation) while the time-unit game is being played, the number of balls held by the player for which the counting operation has been performed, etc., and transmits the counting result together with the member ID to the time-unit game management device 70. The timer 59 counts the elapsed time after the start of the time-unit game, and transmits the counting result together with the member ID to the time-unit game management device 70.

[0043] [Payment machine] As shown in FIG. 6, the settlement machine 60 has a control unit 601, a communication unit 602, a memory unit 603, an operation display unit 604, a card indicator 605, a card R / W 608, a display driver 609, and an operation driver 610.

[0044] The control unit 601 of the settlement machine 60 is a computer unit that operates by a settlement program installed in a storage device (not shown), and enables various settlement processes for balls held, balls saved, or time saved that are acquired by a hall member who holds a membership card 10 through normal play. The communication unit 602 communicates with other components of the gaming system 1. The storage unit 603 records various data required for settlement processes. The operation display unit 604 displays differently when the settlement machine 60 is operating normally and when an abnormality occurs. The card indicator 605 displays differently when an acceptable membership card 10 and an unacceptable card are inserted. The card R / W 608 transmits and receives various data to and from the membership card 10. The display driver 609 drives a display unit 6091 that displays a guide screen and the like related to time-based play. The operation driver 610 enables a settlement button 611 and a stop button 612, and selectively accepts input of these operation data.

[0045] <Example of operation mode> Next, an example of the operation of the gaming system 1 configured as above will be described, focusing on an example of playing games by time. A game by time can be started when a hall member acquires play time for that day through a reception process. The reception process may be performed by the CR unit 50 paired with the gaming machine, or by the time-based game management device 70 common to the hall, but the result data of the reception process is managed by the game setting unit 74 of the time-based game management device 70.

[0046] The advantage of performing reception processing in the CR unit 50 is that the hall member does not need to go to the hourly game management device 70, and can operate it while sitting. The advantage of performing reception processing in the hourly game management device 70 is that the time required to secure dedicated storage for the hall member when the hall member first acquires the day's play time is shorter than when reception processing is performed in the CR unit 50, and when another player is playing on a desired game machine but it is likely to become available soon, the time required for reception processing at the game machine can be avoided by acquiring the day's play time in advance in the hourly game management device 70.

[0047] [Reception process] FIG. 7 is a procedure explanatory diagram of the acceptance process for time-unit games. Here, an example in which the CR unit 50 is used will be described, but the procedure is basically the same when the time-unit game management device 70 is used. The hall member instructs the acceptance process for time-unit games, which are different from normal games, and then inserts the member card 10 into the card R / W 54 and undergoes member card authentication including PIN authentication (S101). The member card authentication is a confirmation of whether the member card 10 is compatible with time-unit games, and before the time-unit game data 741 is first created, it is performed by collating the information registered in the hall member server 30 with the member ID recorded on the member card 10. The same applies to the member card authentication in other processes described below.

[0048] If the membership card authentication is successful, the CR unit 50 checks whether the saved time of the hall member associated with the membership card 10 is recorded (S102). If the saved time is recorded (S102: Y), the CR unit 50 displays the latest saved time and a confirmation button image for whether to use the saved time on the touch panel 561 (S103). If the hall member selects "use" on the touch panel 561 and the saved time is equal to or greater than the play time of the day (S103: Y, S104: Y), the play time of the day is set in the dedicated storage of the hall member (S108).

[0049] If the saved play time is not recorded in S102 (S102: N), if the hall member does not want to use his / her saved play time on the day of play (S103: N), or if the saved play time is less than the play time for that day (S104: N), the CR unit 50 displays a confirmation button image on the touch panel 561 to ask whether or not to purchase play time (S105). When the hall member indicates an intention to purchase play time, the CR unit 50 waits until the hall member makes a deposit (S106:N). In this example, for the sake of simplicity, the deposit is assumed to be made in cash, but it may be a prepaid card or other monetary value. The deposit amount may be a fixed amount or may be any amount. When the deposit amount is identified (S106:Y), the CR unit 50 determines the play time of the day according to the deposit amount (S107). Then, the play time of the day is set in the dedicated storage of the hall member (S108). As described above, the play time of the day is determined based on a predetermined formula, but it may also be determined by referring to a table that is created in advance and shows the correspondence between the deposit amount and the available play time.

[0050] The play time of the day is transmitted to the play setting unit 74 together with the member ID. The play setting unit 74 generates the time unit play data 741 of the hall member, which is recorded in a dedicated storage. When the reception process is performed by the CR unit 50, a screen asking the hall member whether or not to continue playing is presented to the hall member (S109). When the hall member instructs to continue playing (S109: Y), the process proceeds to step S202 in FIG. 8, which will be described later. This enables time unit play.

[0051] On the other hand, if it is determined in S105 that play time will not be purchased (S105:N), if it is determined in S109 that play will not continue (S109:N), if the reception process is performed by the time-unit play management device 70, or if an intention to move to another CR unit 50 to play time-unit play after the reception process has been performed at one CR unit 50 is detected, the CR unit 50 will eject the membership card 10 (S110) and end the reception process.

[0052] [Lending control process] Except when the reception process is performed by the CR unit 50, the hall member inserts the membership card 10 into the card R / W 54 of the CR unit 50 that is paired with the desired gaming machine 53. When the membership card 10 is inserted into the card R / W 54, the CR unit 50 performs lending control process in the procedure shown in FIG.

[0053] 8, the CR unit 50 performs membership card authentication (S201) in the same procedure as the membership card authentication (S101) in FIG. 7. If the membership card authentication is successful, the CR unit 50 checks whether or not there is time-unit game data 741 associated with the membership ID (S202). That is, the CR unit 50 reads the membership ID from the authenticated membership card 10, and checks whether or not the time-unit game data 741 for that membership ID is recorded via the game setting unit 74 (S202).

[0054] When the time unit game data 741 is recorded (S202: Y), the CR unit 50 waits for the hall member to input a ball lending instruction (S203). The lending instruction is given, for example, by pressing a lending button provided on the ball lending machine 58. When the lending instruction is input (S203: Y), the CR unit 50 checks whether the play time of the day in the time unit game data 741 remains (there is remaining time) (S204). When the play time of the day remains (S204: Y), the CR unit 50 judges whether other play continuation conditions are met.

[0055] Another condition for continuing the game is that the number of times of loaning is equal to or less than the maximum number of times of loaning during the play time (S205). If the number of game balls that can be shot into the game machine is 100 per minute, for example, if the initial value of the play time on the day is one hour, the maximum number of game balls that can be shot is 6,000, and if the number of balls loaned per time is 200, the maximum number of times of loaning is 30.

[0056] When the current number of times of lending is equal to or less than the maximum number of times of lending with reference to the time unit game data 741 (S205: Y), the CR unit 50 checks whether the difference number 408, which is another game continuation condition, satisfies a predetermined condition. That is, when the difference number 408 counted by the counter 57 satisfies a condition that, for example, about 70% of the lending balls last time have been driven into the game machine and returned to the game ball circulation mechanism at the back of the game machine, and / or the total number of balls collected (accumulated number of balls lent 406) is equal to or greater than the total number of balls lent (accumulated number of balls collected 407) (the difference number 408 considering the base number of balls is a significant value), etc. (S206: Y), the CR unit 50 allows the ball lending machine 58 to lend a predetermined number of game balls to the game machine 53 (S207). The CR unit 50 transmits the fact of the ball lending operation of the relevant time to the game setting unit 74 together with the number of balls lent. The game setting unit 74 adds the number of times loaned and the number of balls loaned to the time unit game data 741 and updates it.

[0057] The CR unit 50 waits for a predetermined time less than the play time of the day until the next ball lending instruction or end instruction is input from the hall member (S208: N). If an end instruction is input (S208: Y), for example, the CR unit 50 performs a process of recording the difference between the number of balls acquired from the start of the play time of the day to the end instruction and the number of balls lent (S209), and ends the lending control process. If the number of balls acquired is less than the number of balls lent, the process of recording the difference is avoided. When the lending control process is ended, the CR unit 50 may display a screen asking whether or not the member wishes to play the time unit game again. If so, the process from S102 onward in FIG. 7 is repeated. In addition, if the time-unit play data 741 is not recorded in S202 (S202:N), if there is no play time remaining on the day in S204 (remaining time is 0:S204:N), if the maximum number of loans is exceeded in S205 (S205:N), or if the difference number 408 does not satisfy a predetermined condition (S206:N), the loan control process is immediately terminated.

[0058] [Processing at the end of time-based play] FIG. 9 is a diagram for explaining the procedure of the process at the time of the end of the time unit game in the CR unit 50. As shown in FIG. When the CR unit 50 detects the end instruction (S208: Y) of FIG. 8 (S301), it performs control processing for collecting game balls in parallel with the difference number recording (S209) of FIG. 8 (S302). Specifically, first, the touch panel 561 of the CR unit 50 displays the procedure for returning all game machines remaining in the game machines to the game ball circulation mechanism for the hall member. When the collection is confirmed, the CR unit 50 collects the data of each ball counted and recorded by the counter 57, and calculates the cumulative number of loans 405, cumulative number of loaned balls 406, cumulative number of collected balls 407, difference number 408, and remaining time at the end of the game from the game start date and time of the hall member to the game end time. After that, the collected data is transmitted to the game setting unit 74 together with the game end time and the member ID (S303).

[0059] Based on these data transmitted from the CR unit 50, the game setting unit 74 updates the time-unit game data 741 of the hall member. When the game setting unit 74 confirms the update notification of the time-unit game data from the CR unit 50 (S304), the CR unit 50 ejects the member card 10 (S305) and ends the time-unit game end process.

[0060] [Settlement process] If the difference 408, the number of saved balls, or the saved play time at the end of the game are valuable (for example, the number of balls exchangeable for prizes or a value equivalent thereto), the hall member can receive settlement. That is, the hall member moves to the settlement machine 60 with the membership card 10 discharged from the CR unit 50. The settlement machine 60 performs settlement processing in the procedure illustrated in FIG.

[0061] That is, the settlement machine 60 authenticates the member card 10 attached to the card R / W 608 (S401). If the authentication is successful, the settlement machine 60 acquires a member ID from the member card 10 (S402) and refers to the remaining time in the time-unit play data 741 through the play setting unit 74 of the time-unit play management device 70. If the remaining time has value (S403: Y), the settlement machine 60 presents a message to the hall member indicating that the remaining time can be added to the saved play time. The remaining time that can be added can be considered valuable when it is a unit time such as 1 to 5 minutes or a multiple thereof. If the hall member confirms that the remaining time has value and inputs an intention to add it to the saved play time, the settlement machine 60 notifies the play setting unit 74 of an instruction to add the remaining time of the value to the saved play time and reset the remaining time up to that point (S404), and proceeds to the processing of S405. If the remaining time is not valuable in S403 (S403: N), the process immediately proceeds to S405.

[0062] In S405, it is determined whether the difference number 408 at the end of the hourly game has value. The difference number 408 has value if it can be converted into prize exchange or saved play time. If the difference number 408 has value (S405: Y), the settlement machine 60 performs a conversion process (S406). The conversion process involves either conversion for prize exchange or conversion into saved play time, or both, and these are presented to the hall member to select. As mentioned above, the conversion of the difference number 408 into saved play time can also be performed through the game setting unit 74, rather than through the settlement machine 60.

[0063] When the settlement process is completed, the settlement machine 60 transmits the data used in the settlement process to the game setting unit 74. The same applies when the difference number 408 has no value in S405 (S405:N). The game setting unit 74 updates the data transmitted from the time-unit game data 741 of the hall member. The remaining time and the difference number 408 that have no value are reset to 0. After the reset, the time-unit game data 741 or the dedicated storage may also be erased. When the reset from the time-unit game data 741 of the hall member from the game setting unit 74 is confirmed (S407), the settlement machine 60 ejects the membership card 10 and terminates the settlement process (S408).

[0064] [Replay of saved time] The gaming system 1 can provide the hall member with a gaming environment for replaying time-unit games using saved time (saved time replay). If the saved time 410 recorded in the hall member's own time-unit game data 741 is valuable, the hall member can accept a part or all of the saved time 410 as the day's game time 409 from the day following the day the saved time 410 was last updated.

[0065] 11 is a diagram for explaining the processing procedure at the time of acceptance in the saved time replay. This processing can also be performed by the time-unit game management device 70, but here, an example in which it is performed by the CR unit 50 will be explained.

[0066] A hall member inputs a command to replay the saved play time in the CR unit 50 paired with the desired gaming machine, and inserts the membership card 10 into the card R / W 54 of the CR unit 50. The CR unit 50 that receives the command authenticates the membership card 10 (S501). If the authentication is successful, the CR card 50 reads out the saved play time 410 of the time-unit play data 741 corresponding to the member ID 401 via the game setting unit 74 (S502). Then, it is determined whether the read saved play time 410 has value (more than the play time of the day) (S503).

[0067] If the saved time 410 is not valuable (S503:N), the CR unit 50 proceeds to the process of S105. At this time, the hall member may be presented with information indicating that the saved time cannot be replayed with the current saved time 410. In this case, the hall member will either carry out the acceptance process for the time unit game shown in FIG. 7 or play a regular game using cash.

[0068] In S503, if the saved time 410 is valuable (S503: Y), the CR unit 50 has the hall member input, for example, how much of the saved time 410 held by the hall member (a natural number multiple of the play time corresponding to the minimum deposit amount by which the play time of the day can be acquired) to be used as the cash deposit amount. When the hall member inputs the deposit amount equivalent, the CR unit 50 transmits the saved time 410 corresponding to the deposit amount together with the member ID 401 to the game setting unit 74, and sets it as the play time of the day 409 of the time unit game data of the hall member (S504). The CR unit 50 also transmits the acceptance date and time of the saved time replay to the game setting unit 74, and records it as the start date and time of the play time of the day 409 (S505). After that, the process of the CR unit 50 moves to the process of S109 in FIG. 7.

[0069] [Conversion of ball data] When the saved ball data of a hall member is recorded in the gaming system 1, the saved ball data can be converted into saved play time and recorded as part of the hourly game data 741. As described above, the saved ball data is associated with the hall member's member ID 401 and managed by the hall member server 30. The conversion of saved ball data into saved play time and recording as part of the hourly game data 741 can also be performed by the hourly game management device 70, but here, an example in which this is performed by the CR unit 50 will be described.

[0070] 12 is a diagram explaining the process of converting stored ball data into free time. When a hall member selects converting stored ball data into free time in any of the CR units 50 and inserts the membership card 10 into the card R / W 54, the CR unit 50 performs the same membership card authentication as in the above example (S601). If the authentication is successful, the CR card 50 inquires of the hall member server 30 whether or not stored ball data linked to the member ID 401 read from the membership card 10 is recorded (S602). If stored ball data is not recorded (S602: N), the CR unit 50 ejects the membership card 10 and ends the conversion process (S605).

[0071] If the saved ball data is recorded (S602: Y), the CR unit 50 reads out the time unit game data 741 of the hall member (S603). Then, the hall member is asked to specify the number of saved balls to be converted from the saved ball data, and the saved ball data is converted to the saved play time 410 through the game setting unit 74, and the hall member server 30 is requested to subtract the specified number of saved balls. The CR unit 50 also requests the game setting unit 74 to add the converted saved play time 410 as part of the time unit game data 741 (S604). When the saved play time addition process is normally completed (when a notification to that effect is received), the CR unit 50 ejects the member card 10 (S605) and ends the conversion process.

[0072] <Example> Next, an embodiment of the gaming system 1 will be specifically described with reference to Fig. 13 to Fig. 16. In Fig. 13 to Fig. 16, in order to simplify the description, the one-digit fractional ball numbers are omitted for the various game ball numbers. Also, the base balls in the difference number 408 and the number of held balls that constantly changes during the game are omitted. [First Example] In the first embodiment, a hall member accepts an hourly game and starts playing on a game machine using loaned balls, but does not like the game machine and moves to another game machine to resume playing. Figure 13 shows an example of the transition of the hourly game data 741 in the first embodiment. The parts that have been changed before and after the update are shaded.

[0073] (ST11): The hourly play data 741 shown in Fig. 3 is generated by the reception process of the play time of the day. The member ID 401 read from the member card 10 is "0001", the reception date and time 402 is 10:10 on November 25, 2022, and the play time of the day 409 is set to 60 minutes. (ST12): The hall member inserts the membership card 10 into the CR unit 50 that is paired with the first gaming machine, undergoes card authentication, and inputs a lending instruction. This causes 200 loaned balls to be supplied to the gaming machine in one go. The game start time 403 is 10:20 on November 25, 2022, the cumulative number of loans 405 is 1 time, and the cumulative number of loaned balls 406 is 200. Since the time measurement in hours starts with the loaned balls, the play time for that day 409 is updated to 59 minutes. (ST13): The hall member stops playing on the first gaming machine in order to move to another machine. The game ends at 10:40 on November 25, 2022 404. After 20 minutes of play, the cumulative number of loans 405 is 3, the cumulative number of loaned balls 406 is 600, and the number of balls held increases due to several wins (small wins), resulting in the cumulative number of collected balls 407 increasing to 720. The difference in the number of balls that can be exchanged for prizes 408 is 120, and the play time for the day 409 has been updated to 40 minutes. (ST14): The hall member undergoes card authentication at the CR unit 50 installed in a pair with the destination gaming machine, and resumes playing. The game start time 403 is updated by the resumption of play, and becomes 10:50 on November 25, 2022. The game end time 404 is reset. Since the various data of the previous gaming machine is carried over, the cumulative number of loans 405, cumulative number of loaned balls 406, and difference number 408 do not change. The play time for that day 409 is updated to 39 minutes.

[0074] In this way, in the first embodiment, even if a hall member changes the game machine and the CR unit 50 during the day's play time 409, the day's play time 409 for that hall member is simply shortened, and the hourly game data 741 of the previous game machine is carried over to the next game machine. Therefore, it is possible to provide the hall member with an environment in which he or she can continue the hourly game with the same feeling as a normal game using cash or a prepaid card.

[0075] [Second Example] In the second embodiment, a special prize (jackpot) occurs as a result of the game resumed in ST14, and after a large number of balls are acquired, the game ends and a prize or saved play time 410 corresponding to the difference number 408 is acquired during the settlement process. Fig. 14 shows an example of the transition of the contents recorded in the time unit game data 741 in the second embodiment. The parts that have been changed before and after the update are indicated by shading.

[0076] (ST21): The number of balls held increases due to the special prize being won, and for a while, the hall member does not need to input a loan instruction because the game can be continued by simply having the recorded number of balls held paid out from the CR unit 50. Therefore, the cumulative number of loans 405 remains 3, the cumulative number of loaned balls 406 remains 600, and the cumulative number of collected balls 407 has increased to 2500. As a result, the difference number 408 becomes 1900, and the play time for the day 409 is updated to 30 minutes.

[0077] (ST22): After the special prize is consumed, the player can continue playing, but can also take a break. However, even if the player takes a break, the play time 409 of the day is consumed sequentially until it expires. In the illustrated example, the player continues playing with a difference number 408 of 1900, but then takes a break, causing the play time 409 of the day to expire. The play time 409 of the day is updated to 0 minutes due to expiration, and the play end time 404 is updated to 11:20 on November 25, 2022.

[0078] (ST23): When the hall member finishes playing, he or she removes the member card 10 from the CR unit 50 and moves it to the settlement machine 60 for settlement processing. As described above, the settlement machine 60 performs settlement processing including confirmation that the hourly game has ended and prize exchange or inclusion in the saved time. The confirmation that the hourly game has ended can be performed, for example, by whether or not the date and time of the day is recorded in the game end time 404. If confirmation is not obtained, the settlement process is terminated. When the hall member instructs inclusion in the saved time through a predetermined interface screen, the settlement machine 60 converts the difference number 408, 1900, into, for example, 19 minutes based on a predetermined standard, and performs processing to incorporate the 19 minutes into the saved time 410 of the hall member. On the other hand, when the hall member instructs in exchange for prizes, the settlement machine 60 performs processing to provide the hall member with prizes for the difference number 408, 1900. In either case, the difference in number 408 after the settlement process will be zero.

[0079] (ST24): After the special prize of ST21 ends, the hall member can immediately input an end command to the CR unit 50 to end the time unit game. This allows the game to end without reducing the current number of balls held, i.e., the difference number 408. At this time, the cumulative number of loans 405 is 3, the cumulative number of loaned balls 406 is 600, the cumulative number of collected balls 407 is 2500, and the difference number 408 is 1900, 0. The game end time 404 is, for example, the time when the instruction to end the game was obtained, which is 11:10 on November 25, 2022, and the play time 409 for that day is 10 minutes remaining.

[0080] (ST25): As in ST23, the hall member instructs the settlement machine 60 to exchange for prizes. In this case, the settlement machine 60 performs processing to provide the hall member with 1900 prizes, which is the difference number 408, and also performs processing to incorporate the remaining 10 minutes of the play time 410 of the day into the saved play time 410 of the hall member. On the other hand, if the hall member instructs the incorporation of the difference number 408, which is 1900, into the saved play time, the settlement machine 60 performs processing to convert the difference number 408, which is 1900, into the saved play time 410 of 19 minutes, which is the difference number 408, as in ST23, and also performs processing to add the remaining 10 minutes of the play time 409 of the day to the saved play time 410 of the hall member, resulting in 29 minutes. This makes it possible to provide the hall member with a time-unit game that is efficient.

[0081] [Third Example] In the first embodiment, in a game resumed in ST14, for example, an example is shown in which the play time 409 of the day expires without any prize or special prize due to a large number of breaks. Fig. 15(a) shows an example of the transition of the time unit play data 741 when the game is played on the game machine until the play time of the day expires, and the parts changed before and after the update are shown in a shaded area. (ST31): The cumulative number of loaned balls 406 is 600, and the cumulative number of collected balls 405 is also 600, so the difference number 408 is 0. The play time 409 of the day is 0 minutes, and the game end time 404 is updated to 11:20 on November 25, 2022.

[0082] (ST32): Since the difference number 408 is 0 and the play time for the day 409 is also 0 minutes, even if the hall member moves to the settlement machine 60 to carry out settlement processing, there is no change in the hourly play data 741. The hall member who is aware of this can leave the hall after the member card 10 is returned from the CR unit 50. The settlement machine 60 can be used, for example, to confirm the current contents of the current hourly play data 741. Note that, considering that the hall member will play again at some time during the day, the fact that a fraudulent act occurred during the previous play may be recorded.

[0083] FIG. 15(b) shows an example of the change in the time-unit play data 741 when a hall member voluntarily ends the time-unit play before the expiration of the day's play time 409, and the parts that have changed before and after the update are shown shaded. (ST41): When the hall member inputs an instruction to end the game into the CR unit 50, the CR unit 50 stops the ball lending operation and stops timing the play time 409 of the day. Then, the game end time 404 stops updating to 11:10 on November 25, 2022. The cumulative number of lent balls 406 is the same as in FIG. 15(a). The cumulative number of collected balls 407 is 600, and the difference number 408 is 0. The play time 409 of the day becomes 10 minutes, which is the remaining time when timing was stopped.

[0084] (ST42): The hall member moves to the payment adjustment machine 60 and instructs it to be incorporated into the saved play time. The payment adjustment machine 60 performs a process to incorporate the remaining 10 minutes of the day's play time 409 into the hall member's saved play time 410, and resets the day's play time 409 to 0 minutes. In the second and third embodiments, the remaining time at the time when the hall member voluntarily stops playing before the day's play time 409 expires may be automatically incorporated into the hall member's saved play time 410 by the play setting unit 74 of the time-unit play management device 70 based on information from the CR unit 50, without relying on the settlement machine 60. With such a configuration, the configuration of the settlement machine 60 is simplified, and the burden on the hall manager's equipment is further reduced.

[0085] [Fourth Example] An embodiment in which a hall member replays a game using his / her own saved playing time 410 will be described. When setting the current day play time 409, the hall member can select his / her own saved play time 410 instead of cash or saved balls. The saved play time 410 that can be set as the current day play time 409 can be any time specified by the hall member, but here, an example is shown in which the current day play time 409 can be set in one-minute increments. Figure 16 shows an example of the transition of the time unit play data 741 of the hall member in the fourth embodiment. The parts that have been changed before and after the update are shown in a shaded area.

[0086] (ST51): When the CR unit 50 succeeds in card authentication of the membership card 10, it displays on the touch panel 561 the saved play time of the hourly play data 741 at the date and time when the hall member last updated the saved play time 410. The example in FIG. 16 shows that 29 minutes of saved play time 410 can be set as the day's play time 409. As mentioned above, this saved play time 410 can be used from the day after the date and time when the last game ended. (ST52): The hall member inserts the membership card 10 into the CR unit 50 that will be paired with the desired gaming machine at 10:10 on November 26, 2022, and undergoes card authentication. If the card authentication is successful, the CR unit 50 sets 29 minutes of saved play time 410 as the day's play time 409 for the hall member based on the hall member's instructions. (ST53): The hall member continues to play on the gaming machine paired with the CR unit 50 in hourly units. The hourly game data 741 is updated so that the game start time 403 is 10:20 on November 26, 2022, the cumulative number of loans 405 is 1, the cumulative number of loaned balls 406 is 200, and the play time 409 for the day is 28 minutes. In the fourth embodiment, hourly games (replays) using the saved play time 410 are possible, so that an efficient hourly game can be provided to the hall member.

[0087] <Effects of this embodiment> In addition to the existing game unit of "number" of game balls, the gaming system 1 of this embodiment introduces the concept of "time" - "play time" and "savings time" - as another game unit, making it possible to convert between the number of balls (numerical data) and time (numerical data) at any time. Therefore, it is possible to realize a gaming environment for time-based games by using the hardware configuration for normal games as is and simply modifying the software. It is also possible to provide hall members with a new gaming environment in which the number of balls is converted into play time and play time is converted into the number of balls.

[0088] In addition, for example, changes in the unit price of rental balls or the transition to a new gaming environment for time-based play can be accommodated by simply replacing the software. Also, improvements to existing hardware resources can be accommodated flexibly. This reduces the financial burden on the hall operator.

[0089] For the hall members, when playing by the hour, the number of play balls that can be played is limited to the play time 409 of the day that is set according to the amount of money deposited, and the number of game balls acquired through playing can be used for prize exchange or can be accumulated as saved play time 410 that can be used on other days, providing a gaming environment with little waste. Also, since the saved play time 410 can be secured instead of prizes, the hall members can be encouraged to play continuously. Regarding the detection of fraudulent activity, the CR unit 50 only needs to restrict the lending operation of game balls a predetermined time before the expiration of the day's play time 409, and when fraudulent activity is suspected, the next lending operation only needs to be restricted, so that the burden on hall employees is significantly reduced.

[0090] [Variations] The number of game balls (loan balls) loaned in one loan operation, the interval between loan operations, and the specified time before the expiration of the day's play time to limit the loan operation can be set in each CR unit 50 by, for example, a device installed in the hall (for example, the hall member server 30). At least one of these values ​​(number of game balls, specified interval, specified time) may be set by a management terminal owned by a third party institution. For example, at least one of the number of loan balls, interval, and specified time may be set by the member management system 81. In this case, the hall member server 30 obtains these setting values ​​from the member management system 81 and sets them in each CR unit 50. The CR unit 50 holds these setting values ​​in the control unit 51.

[0091] In the present embodiment and each example, an example has been described in which the time-unit game data 741 is recorded in the dedicated storage of the time-unit game management device 70, but the time-unit game data 741 may be recorded in the memory area 13 of the membership card 10. In this case, the time-unit game data 74 includes identification information for identifying the hall that accepted the time-unit game. In order to include the hall identification information, the CR unit 50 can limit the time-unit game by the time-unit game data 74 generated in another hall. In addition, the play time of the day may be erased even before the settlement process when the day on which it was recorded is no longer the day.

[0092] In this embodiment, a configuration example in which the CR unit 50 having the counting means and the timing means and the game table 53 are separated has been described, but the present invention can also be applied to a game table in which both are integrated. In addition, the present invention can also be implemented in a configuration in which the functions of the settlement machine 60 and the time-unit game management device 70 are further integrated into such a game table.

[0093] A jet counter may be used as a game ball counting means such as the counter 57. A time counting means such as the timer 59 may be provided in a server (not shown) that manages the operation of the hall member server 30 and each CR unit 50. In addition to counting the game balls, it may be determined whether or not the time is within the time limit by pressing a loan button or updating the timer at regular intervals.

[0094] The time unit game data 741 may be recorded in the hall member server 30, the CR unit 50, the member card 10, or in a storage of a server device (not shown). In other words, the time unit game data 741 may be recorded in any storage as long as it can be read and written by the CR unit 50.

[0095] In the present embodiment and the examples, the case where the play time 409 of the day is consumed successively until it is expired even if a rest is taken has been described, but the rest time may be configured not to be wasted by discharging the member card 10 (of course, counting processing is necessary) and stopping the clock. Also, in the second and third examples, the remaining time at the time when the hall member voluntarily stops playing before the play time 409 of the day expires is settled by the settlement machine 60 or the CR unit 50 and incorporated into the saved play time 410, but the remaining time may be automatically included in the saved play time 410 when the next business day comes without settlement. Furthermore, the saved play time 410 may be configured to be available as play time even on the same day.

[0096] The above explanation is an example assuming that the gaming machine is a non-sealed type pachinko machine, but the present invention can also be implemented with a smart pachinko machine in which the gaming balls are sealed inside the gaming machine and circulate inside, allowing hall members and hall employees to play and count the gaming balls without ever touching them. [Explanation of symbols]

[0097] 1...Gaming system, 10...Membership card, 30...Hall membership server, 50...CR unit, 60...Payment machine, 70...Hourly game management device, 741...Hourly game data.

Claims

1. A gaming system having a media management means for enabling conversion between play time, which indicates the time available for play on a gaming machine, and the number of gaming media used for said play and which can be exchanged for prizes, a player management means for retaining said play time acquired by a player as saved play time for said player, and a gaming provision means for providing said player with a gaming environment on an hourly basis using said gaming media on said gaming machine when said saved play time is of value.

2. The gaming system according to claim 1, wherein the game providing means sets the play time for that day, which is set for play during a specified time on a game day and is consumed as time passes after the start of play, within the range of the saved play time, as the play time that the player can replay.

3. The game providing means includes a medium lending means for repeating a lending operation of a predetermined number of game media to the game machine each time, and a control means for allowing the next lending operation of the medium lending means only when a predetermined game continuation condition is satisfied. The gaming system according to claim 1 .

4. The method further comprises a settlement means for adding the number of game media acquired by the player under the time-based game environment to the saved play time for the player. The gaming system according to claim 1 .

5. A computer program for causing a computer to operate as the gaming system according to any one of claims 1 to 4.

Citation Information

Patent Citations

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