Each machine device, game system, and owned ball processing method
The described system addresses the challenge of inefficient ball-in-hand processing by using a device with specific storage, reception, and control means to manage and transfer game media within the gaming system, ensuring efficient operations even when held media falls short of the return condition.
Patent Information
- Application Number
- JP2023207941
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-08
- Publication Date
- 2025-06-19
AI Technical Summary
Existing gaming systems face challenges in efficiently performing ball-in-hand related processes when the number of held game media is less than the predetermined return condition, as they cannot specify exact balls in hand for return.
A device communicably connected to a gaming machine, equipped with a return minimum number storage means, a reception means for inputting a target number of held game media, and a control means that enables the reception operation when the sum of held and game machine-managed media meets or exceeds the return minimum number, allowing for efficient transfer and display controls.
Enables efficient performance of predetermined ball-in-hand related processing by allowing the transfer of game machine-managed media to match the target number of held game media, even when the initial number of held media is insufficient.
Smart Images

Figure 2025092203000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to each device, a gaming system, and a method for handling stored balls that can efficiently perform predetermined stored ball-related processing when there is no stored gaming medium equal to or more than a predetermined number that is a return condition for the storage medium, if there is a number of gaming machine-managed gaming media.
Background Art
[0002] Conventionally, in a gaming parlor such as a pachinko parlor, gaming machines that enable games using gaming media made of physically existing balls or medals have been installed in the gaming parlor. Recently, however, a smart gaming machine (hereinafter simply referred to as a "gaming machine") that stores such gaming media as data called the number of gaming machine-managed media inside the gaming machine and enables games using this number of gaming machine-managed media is known.
[0003] For example, a gaming machine that provides a pachinko game using balls stores data called the "number of balls managed by the gaming machine", and an inter-unit card processor (each device) installed in the gaming machine stores data called the "number of stored balls" (see, for example, Patent Document 1). Then, when a predetermined replay operation is performed, a process of subtracting the number of replay balls from the number of stored balls and adding the number of replay balls to the number of balls managed by the gaming machine is performed.
[0004] When performing such a replay of stored balls, a technique is known in which the number of balls to be left in the inter-unit card processor among the number of stored balls (exact stored balls) is specified, the exact stored balls are associated with the card and returned, and the remaining number of balls is added to the number of balls managed by the gaming machine. For example, if there is a number of stored balls of "3000 balls" and "2000 balls" among them are specified as exact stored balls, then "2000 balls" can be returned in association with the card, and "1000 balls" obtained by subtracting "2000 balls" from the number of stored balls is added to the number of balls managed by the gaming machine.
Prior Art Documents
Patent Documents
[0005]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0006] However, according to the above Patent Document 1, when the number of balls in hand is less than the minimum number of balls in hand cards to be returned, even if there is a "number of game machine management balls" that can be transferred to the number of balls in hand, it is not possible to specify the exact balls in hand. This is because, in order to prevent the discard of balls-in-hand cards associated with a small number of balls in hand, if there are no balls in hand exceeding the minimum number of balls in hand cards to be returned, the balls-in-hand cards cannot be returned.
[0007] Therefore, when there are no balls in hand exceeding the minimum number of balls in hand cards to be returned, the problem is how to enable efficient exact balls in hand. Note that such a problem is not limited to exact balls in hand, but also occurs in the same way when performing ball-in-hand related processes such as splitting balls in hand.
[0008] The present invention has been made to solve the above problems of the prior art, and when there are not a predetermined number or more of held game media that are return conditions of the storage medium, if there is a number of game machine management game media, an object of the present invention is to provide each device, a game system, and a method for handling balls in hand that can efficiently perform a predetermined ball-in-hand related process.
Means for Solving the Problems
[0009] To solve the above problems, the present invention is a device for each unit that is communicably connected to a game machine that stores the number of game machine management game media used in a game and stores the number of held game media that can be mutually transferred with the number of game machine management game media, and includes a return minimum number storage means for storing a return minimum number that enables the return of a storage medium, a reception means for receiving an input operation of a target number of the number of held game media to be left in the own device among the number of held game media, and a control means for controlling such that the reception operation of the target number by the reception means is possible at least when the sum of the number of held game media and the number of game machine management game media is equal to or greater than the return minimum number.
[0010] Further, in the present invention, in the above invention, when the control means receives the target number in a state where the number of held game media is less than the target number and the sum of the number of held game media and the number of game machine - managed game media is equal to or greater than the target number, the control means notifies to perform a predetermined counting operation.
[0011] Further, in the present invention, in the above invention, when the control means receives the counting operation in response to the notification of the counting operation, the control means performs transfer control to transfer the number of game machine - managed game media to the number of held game media so that the number of held game media matches the target number.
[0012] Further, in the present invention, in the above invention, when the number of held game media matches the target number, the control means performs display control to display a predetermined target - reached screen on a predetermined display unit.
[0013] Further, the present invention is each device that is communicably connected to a game machine that stores the number of game machine - managed game media used in a game and stores the number of held game media that can be mutually transferred with the number of game machine - managed game media, and includes a return - minimum - number storage means for storing a return minimum number that enables the return of a storage medium, a reception means for receiving an input operation of a division number associated with a storage medium of a division destination by a predetermined coin - splitting of the number of held game media, and a control means for controlling so that the reception operation of the division number by the reception means is possible at least when the sum of the number of held game media and the number of game machine - managed game media is equal to or greater than the return minimum number.
[0014] Furthermore, the present invention relates to a gaming system having a gaming machine that stores the number of gaming media for managing the gaming machine used in the game, and each device that is communicably connected to the gaming machine and stores the number of held gaming media that can be mutually transferred with the number of gaming media for managing the gaming machine. Each device includes a return minimum number storage means for storing a return minimum number that enables the return of the storage medium, a reception means for receiving an input operation of a target number of the number of held gaming media to be left in the own device among the number of held gaming media, and a control means for controlling such that the reception operation of the target number by the reception means becomes possible at least when the sum of the number of held gaming media and the number of gaming media for managing the gaming machine is equal to or more than the return minimum number.
[0015] Furthermore, the present invention relates to a gaming system having a gaming machine that stores the number of gaming media for managing the gaming machine used in the game, and each device that is communicably connected to the gaming machine and stores the number of held gaming media that can be mutually transferred with the number of gaming media for managing the gaming machine. The gaming system includes a return minimum number storage means for storing a return minimum number that enables the return of the storage medium, a reception means for receiving an input operation of a division number associated with the storage medium of the division destination by a predetermined held ball division among the number of held gaming media, and a control means for controlling such that the reception operation of the division number by the reception means becomes possible at least when the sum of the number of held gaming media and the number of gaming media for managing the gaming machine is equal to or more than the return minimum number.
[0016] Furthermore, the present invention relates to a method for handling held balls in each device that is communicably connected to a gaming machine that stores the number of gaming media for managing the gaming machine used in the game and stores the number of held gaming media that can be mutually transferred with the number of gaming media for managing the gaming machine. The method includes a storage step of storing a return minimum number that enables the return of the storage medium in a return minimum number storage unit, a reception step of receiving an input operation of a target number of the number of held gaming media to be left in the own device among the number of held gaming media, and a control step of controlling such that the reception operation of the target number by the reception step becomes possible at least when the sum of the number of held gaming media and the number of gaming media for managing the gaming machine is equal to or more than the return minimum number.
[0017] The present invention also relates to a method for handling stored credits in each device that is communicably connected to a gaming machine that stores the number of gaming media managed by the gaming machine and stores the number of stored gaming media that can be mutually transferred with the number of gaming media managed by the gaming machine. The method includes a storage step of storing in a return minimum number storage unit a return minimum number that enables the return of a storage medium, a reception step of receiving an input operation of a division number associated with a storage medium to be divided by a predetermined stored credit division among the number of stored gaming media, and a control step of controlling to enable the reception operation of the division number by the reception step at least when the sum of at least the number of stored gaming media and the number of gaming media managed by the gaming machine is equal to or greater than the return minimum number.
Effect of the Invention
[0018] According to the present invention, when there are no stored gaming media equal to or more than a predetermined number that is a return condition of the storage medium, if there is a number of gaming media managed by the gaming machine, predetermined stored credit related processing can be efficiently performed.
Brief Description of the Drawings
[0019]
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BEST MODE FOR CARRYING OUT THE INVENTION
[0020] [Embodiment 1] Hereinafter, embodiments of each gaming device, gaming system, and holding ball processing method according to the present Embodiment 1 will be described in detail with reference to the drawings.
[0021] In this specification, "held medals" refers to data indicating game media obtained by a player in a game, which can be used again in the game only on the same day (before the closing time of the game parlor). Note that "the number of held medals" refers to the number of game media obtained by the player through the game. Also, "stored medals" refers to data indicating game media deposited by the player in the game parlor, which can be used again in the game even after the next day (after the closing time of the game parlor). Note that "the number of stored medals" refers to the number of game media deposited by the player in the game parlor. Held medals can be used by both general players and member players, and are used when, for example, the gaming machine is moved. Stored medals can generally be used only by member players, and are used when the obtained game media are to be used in the game of the gaming machine after the next day. Also, "the number of gaming machine management medals" refers to the number of gaming machine management medals that can be used by the player in the game.
[0022] <Overview of the gaming system according to Embodiment 1> First, the overview of the gaming system according to Embodiment 1 will be described. FIG. 1 is an explanatory diagram for explaining the overview of the gaming system according to Embodiment 1. Note that the process of controlling so that the number of held medals after counting becomes the number of medals specified by the player when transferring the number of gaming machine management medals to held medals is called "perfect held medals". Also, there is a minimum number limit for the number of held medals that can be associated with the card, and this minimum number is called "the minimum number of held medals for card return".
[0023] As shown in FIG. 1, in the gaming system according to Embodiment 1, when the sum of the number of held medals and the number of gaming machine management medals is equal to or greater than the minimum number of held medals for card return, the perfect held medals button is displayed on the apron card processor 10. For example, when the number of held medals is 30 medals, the number of gaming machine management medals is 90 medals, and the minimum number of held medals for card return is 40 medals, the perfect held medals button is displayed.
[0024] Press the perfect held medals button to input the target number of held medals (S1). When the number of held medals does not reach the target number, a display prompting counting is performed. For example, when the target number is input as 100 medals, since the number of held medals is 30 medals and does not reach the target number of 100 medals, a display prompting counting is performed.
[0025] If the count button is pressed (S2) and counting processing is performed, the game machine management balls are transferred to the balls in hand so that the number of balls in hand reaches the target number. For example, the number of balls in hand becomes 100 balls and the number of game machine management balls becomes 20 balls.
[0026] As described above, in the game system according to the first embodiment, when the sum of the number of balls in hand and the number of game machine management balls is equal to or more than the minimum number of balls to be returned for the balls-in-hand card, the exact balls-in-hand button is displayed, and when this exact balls-in-hand button is pressed, if the number of balls in hand is less than the target number, a display prompting counting is performed. Therefore, when there are no more than a predetermined number of held game media that are the return conditions of the storage medium, if there is a number of game machine management game media, predetermined ball-in-hand related processing can be efficiently performed.
[0027] <System configuration according to the first embodiment> Next, the system configuration of the game system according to the first embodiment will be described. FIG. 2 is a diagram showing the system configuration of the game system according to the first embodiment. As shown in FIG. 2, in the game parlor, a plurality of game machines 20 and stand - between card processors 10 provided corresponding to each of the game machines 20 are installed.
[0028] The stand - between card processor 10 is connected to a communication line, which is an in - store network, via the island controller 30. The communication line is connected to the island controller 30, the management device 50, the prize management device 60, and the calculator 70.
[0029] The gaming machine 20 is a device that conducts games by driving game balls enclosed inside the device onto the game board surface. Note that these game balls are physical "balls" used in the game, and are different from the "game balls" that the gaming machine 20 treats as data. A plurality of winning areas (winning holes) are provided on the game board surface of this gaming machine 20, and a predetermined number of game balls are awarded as prize balls based on the game balls passing through the winning areas. Also, a predetermined number of starting areas (starting holes) are provided on the game board surface, and a predetermined lottery is conducted based on the game balls passing through the starting areas. If the lottery results in a big win, operations that are advantageous for the game are performed, such as improving the passing probability of game balls to the aforementioned winning areas or other starting areas, by operating a predetermined movable member or the like. Note that there may be an area that serves as both a starting area and a winning area.
[0030] A winning sensor is provided in the above-mentioned winning area to detect the passage of game balls into the winning area, and the winning sensor is configured to detect the passage (winning) of game balls driven into the winning area. Also, the control unit of the gaming machine 20 has a prize ball memory that stores how many game balls are to be awarded as prize balls for each winning area, and a game ball number memory that indicates the number of game balls managed by the gaming machine. Further, the control unit of the gaming machine 20 periodically transmits the number of game balls managed by the gaming machine to the inter-stage card processor 10.
[0031] When the inter-stage card processor 10 accepts a deposit from a game player, it associates the prepaid value corresponding to the amount of the deposit with the identification information (card ID) of a card stored inside the device. This prepaid value can be used to lend game balls. Also, the inter-stage card processor 10 can accept the insertion of a card with which a prepaid value, held balls, stored balls, etc. are associated. Then, at the end of the game, it ejects the card with which a prepaid value, held balls, stored balls, etc. are associated and returns it to the game player. Further, the inter-stage card processor 10 transmits the history of operations such as deposits, card insertions, and card ejections to the management device 50.
[0032] If a predetermined number of game balls are launched onto the game board surface, the gaming machine 20 transmits out data to the podium card processor 10. Further, if a predetermined number of prize balls are added to the game balls as the game balls pass through the winning area (so-called winning), the gaming machine 20 transmits safe data to the podium card processor 10. Furthermore, if a special state such as a jackpot occurs during the game, the gaming machine 20 transmits prize data indicating the occurrence of such a state to the podium card processor 10.
[0033] The out data corresponds to the number of balls input by the player onto the game board surface. The safe data corresponds to the number of prize balls obtained by winning. Further, the prize data indicates the state of the gaming machine 20 such as a jackpot. Each data is transmitted to the management device 50 via the podium card processor 10, and the management device 50 can obtain the operation history of the gaming machine 20 by accumulating the out data, the safe data, and the prize data. Note that the data to be accumulated may be only the out data and the safe data.
[0034] The podium card processor 10 performs acceptance of deposits, lending of game balls, communication with the management device 50, and communication with the gaming machine 20. If the podium card processor 10 accepts paper money inserted by the player, it transmits a deposit notice including the deposit amount to the management device 50, so that the management device 50 adds a prepaid value equivalent to the deposit amount to the prepaid value it manages. Then, if a predetermined ball lending operation is performed, it transmits a ball lending request to the management device 50, subtracts the prepaid value managed by the management device 50, and notifies the gaming machine 20 of a number corresponding to the subtracted prepaid value, which is added to the number of game balls managed by the gaming machine.
[0035] If the podium card processor 10 accepts the insertion of a card, it transmits a card insertion notice to the management device 50. Further, when the podium card processor 10 receives the prepaid value, the remaining amount of the held balls, or the stored balls from the management device 50, it stores the remaining amount. Then, when it receives and stores the remaining amount of the held balls, it transmits a held ball subtraction request to the management device 50 to clear the remaining amount (number of held balls) of the held balls managed by the management device 50 to zero.
[0036] Also, when the intermediate card processor 10 receives a hold coin replay operation, it subtracts a predetermined number from the number of hold coins managed by itself, notifies the gaming machine 20 of the number corresponding to the subtracted number of hold coins, and causes the number to be added to the gaming machine management coin number. Further, when the intermediate card processor 10 receives a stored coin replay operation, it sends a stored coin replay request to the management device 50, causing the management device 50 to subtract a predetermined number from the number of stored coins it manages, notifies the gaming machine 20 of the number corresponding to the subtracted number of stored coins, and causes the number to be added to the gaming machine management coin number.
[0037] Also, if the intermediate card processor 10 receives a card return operation, it sends a hold coin addition request including the number of hold coins to the management device 50, causes the management device 50 to add the number of hold coins, and then sends a card ejection notification to the management device 50 to control the card ejection. Note that if a counting operation is received from the gaming machine 20 before the card return operation, the gaming machine management coin number is added to the number of hold coins.
[0038] Also, the intermediate card processor 10 has a function of acquiring the gaming machine ID from the gaming machine 20 and authenticating the gaming machine 20 using the acquired gaming machine ID and the authentication key received from the management device 50. This authentication is performed at the time of store opening processing or the like, and the gaming machine 20 becomes playable on the condition that the authentication is successful.
[0039] Also, if the intermediate card processor 10 receives the gaming machine management coin number from the gaming machine 20, it stores the received gaming machine management coin number. The intermediate card processor 10 displays an exact hold coin button when the sum of the number of hold coins corresponding to the game type of its own device and the gaming machine management coin number is equal to or more than the minimum number of hold coins for card return.
[0040] Also, when the intermediate card processor 10 receives an exact hold coin operation, it displays a target number input screen. If it receives the target number, it compares this target number with the number of hold coins and performs the following processing according to the comparison result. If the target number is the same as the number of hold coins, it displays a target number reached screen. If the target number is larger than the number of hold coins, it displays a counting request screen prompting for counting. If the target number is smaller than the number of hold coins, it displays a replay request screen prompting for coin replay.
[0041] In addition, when the on-stage card processor 10 is displaying a counting request screen and the number of held balls exceeds the target number during the counting process, it identifies the excess number of balls. Then, it notifies the gaming machine 20 to add the excess number of balls to the gaming machine management ball number, and displays a target number reached screen.
[0042] In addition, when the on-stage card processor 10 receives a held ball replay operation while displaying a replay request screen, it identifies the difference between the number of held balls and the target number. Then, it notifies the gaming machine 20 to add the identified number of balls to the gaming machine management ball number, and displays a target number reached screen.
[0043] The island controller 30 is a device that bundles a group of gaming machines 20 and on-stage card processors 10 provided on the gaming island and relays various information to the management device 50.
[0044] When the management device 50 receives a card insertion notification from the on-stage card processor 10, it manages by associating the identification information of the inserted card (hereinafter referred to as "card ID") with the on-stage card processor 10, and transmits the prepaid value and the remaining balance of the held balls associated with the card ID to the on-stage card processor 10. Also, when the card ID indicated in the card insertion notification is the card ID of the membership card, it transmits the stored ball replay data to the on-stage card processor 10.
[0045] In addition, when the management device 50 receives a held ball subtraction request from the on-stage card processor 10, it clears the remaining balance of the held balls to zero, and when it receives a held ball addition request from the on-stage card processor 10, it adds the number of held balls indicated in the held ball addition request to the remaining balance of the held balls.
[0046] In addition, when the management device 50 receives a ball lending request from the on-stage card processor 10, it subtracts a predetermined value from the prepaid value associated with the card ID and transmits a ball lending permission to the on-stage card processor 10. Then, when it receives a stored ball replay request, it transmits the stored ball replay data to the on-stage card processor 10.
[0047] In addition, if the management device 50 receives a card ID from the prize management device 60, it notifies the prize management device 60 of the amount of stored coins associated with this card ID. Further, if the management device 50 receives a card ID from the payment machine 70, it notifies the payment machine 70 of the prepaid value associated with this card ID.
[0048] In addition, the management device 50 acquires the game machine ID from the inter-stage card processor 10 and manages the game machines 20 installed in its own store. Then, it acquires the authentication key for authenticating the game machines 20 set in its own store from an authentication key management center (not shown) outside the game store and distributes it to the inter-stage card processor 10.
[0049] In addition, the management device 50 manages the membership management data of members registered as members in the game store. Specifically, it manages the stored coin amount, points, password, name, etc. in association with the member card ID issued to the member.
[0050] If the management device 50 receives a card insertion notification from the inter-stage card processor 10, it transmits the stored coin replay data including the remaining balance of the stored coins and the password corresponding to the card ID indicated in the card insertion notification to the inter-stage card processor 10. Also, if the management device 50 receives a stored coin replay request from the inter-stage card processor 10, it subtracts a predetermined number from the remaining balance of the stored coins associated with the card ID indicated in the stored coin replay request and transmits the stored coin replay data including the remaining balance of the stored coins after subtraction to the inter-stage card processor 10.
[0051] In addition, if the management device 50 receives an inquiry about the amount of stored coins from the prize management device 60, it notifies the prize management device 60 of the remaining balance of the stored coins corresponding to the specified card ID.
[0052] The prize management device 60 is a terminal device for prize exchange installed together with a prize exchange counter in a game parlor, and performs prize exchange processing for acquired balls, stored balls, and held balls. A card reader for reading the card ID of a card and a prize dispensing device for dispensing prizes are connected to this prize management device 60. When the prize management device 60 reads the card ID from a general card or a membership card, it transmits the card ID to the management device 50 and requests the remaining balance of the held balls corresponding to the card ID. Also, when exchanging stored balls for prizes, it requests the remaining balance of the stored balls from the management device 50.
[0053] The payment machine 70 is a device for settling the remaining balance of the prepaid value associated with a card. When a card associated with a prepaid value is inserted into the payment machine 70, it transmits the card ID of this card to the management device 50, acquires the prepaid value associated with the card, and pays out cash corresponding to the acquired prepaid value.
[0054] Next, the ball lending process in the game system according to this embodiment will be described. When a game player performs a ball lending operation on the apron card processor 10, the apron card processor 10 transmits a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the apron card processor 10, the address or arbitrary identification information identifying the apron card processor 10 as the transmission source, and a ball lending request.
[0055] When the management device 50 receives a message including a ball lending request, it subtracts a predetermined value (for example, 5 times corresponding to 500 yen when the value per time is 100 yen) from the prepaid value associated with the card ID in the message to update the card management data, and transmits ball lending permission to the apron card processor 10 as the transmission source. The apron card processor 10 that has received the ball lending permission transmits an addition signal requesting addition to the number of game machine managed balls corresponding to the subtracted prepaid value (for example, "125") to the game machine 20.
[0056] The gaming machine 20 that has received the addition signal adds the number of gaming machine management balls and transmits the number of gaming machine management balls after the addition to the inter-stage card processor 10. The inter-stage card processor 10 compares the sum of the number of gaming machine management balls before the addition and the number of balls lent with the number of gaming machine management balls after the addition to determine whether the addition of the number of gaming machine management balls has been appropriately performed. Note that when the gaming machine 20 performs the addition process of the number of gaming machine management balls, it may be determined whether the addition of the number of gaming machine management balls has been appropriately performed based on the response signal transmitted to the inter-stage card processor 10.
[0057] Next, the ball holding replay process in the gaming system according to the present embodiment will be described. When the inter-stage card processor 10 receives the insertion of a general card or a membership card, it transmits a telegram addressed to the local address of the management device 50. This telegram includes the card ID of the card inserted into the inter-stage card processor 10, the address or any identification information for identifying the inter-stage card processor 10 as the transmission source, the information for specifying the rate of the inter-stage card processor 10, and a card insertion notification.
[0058] If the management device 50 receives a card insertion notification from the inter-stage card processor 10, it notifies the inter-stage card processor 10 of the remaining balance of the balls held at the rate specified by the telegram among the balls held associated with the card ID in the telegram.
[0059] The inter-stage card processor 10 stores the remaining balance of the balls held received from the management device 50. Then, it transmits a telegram including the information for specifying the card ID and the rate and a ball holding subtraction request to the management device 50. If the management device 50 receives the ball holding subtraction request, it clears the remaining balance of the balls held specified by the card ID and the rate to zero. Further, when the inter-stage card processor 10 receives a ball holding replay operation, it subtracts the remaining balance of the balls held by a fixed number, notifies the corresponding number to the gaming machine 20, and causes it to be added to the number of gaming machine management balls.
[0060] If the inter-table card processor 10 receives from the gaming machine 20 a management transfer request to transfer the management of the number of gaming machine management balls of the gaming machine 20 to the balls held by the inter-table card processor 10, the inter-table card processor 10 adds the number of gaming machine management balls indicated in the management transfer request to the balls held by its own device. Thereafter, if a card return operation is received, a message including a ball holding addition request is transmitted to the management device 50. This message includes the card ID of the card to be discharged, an address or any identification information for identifying the inter-table card processor 10 as the transmission source, information for identifying the rate of the inter-table card processor 10, the remaining balance of the balls held, and a ball holding addition request.
[0061] If the management device 50 receives a ball holding addition request, it updates the remaining balance (number of balls held) of the balls held associated with the card ID in the message to the value received for the balls held at the rate specified by the message. Thereafter, the inter-table card processor 10 transmits a card discharge notice to the management device 50 and controls the card discharge.
[0062] Next, the stored ball replay process in the gaming system according to the present embodiment will be described. When the inter-table card processor 10 receives a membership card, it transmits a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-table card processor 10, an address or any identification information for identifying the inter-table card processor 10 as the transmission source, information for identifying the rate of the inter-table card processor 10, and a card insertion notice.
[0063] The management device 50 transmits stored ball replay data including the password associated with the card ID in the message and the remaining balance of the stored balls at the rate specified by the message to the inter-table card processor 10.
[0064] The inter-table card processor 10 stores the received stored ball replay data, and enables the stored ball replay operation when the remaining balance of the stored balls indicated in the stored ball replay data is equal to or greater than the number of game balls paid out per stored ball replay (the number of stored ball replay units. For example, "125 balls").
[0065] When the inter-stage card processor 10 receives a stored ball replay operation for the first time after storing the stored ball replay data, it requests the player to input a PIN number, and checks whether the input PIN number matches the PIN number indicated in the stored ball replay data.
[0066] When the PIN numbers match, the inter-stage card processor 10 transmits a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-stage card processor 10, the address or any identification information that identifies the inter-stage card processor 10 as the sender, information for identifying the rate of the inter-stage card processor 10, and a stored ball replay request.
[0067] The management device 50 subtracts a predetermined value from the remaining balance of the stored balls at the rate specified by the message from among the stored balls associated with the card ID in the message, and transmits the stored ball replay data including the remaining balance after the subtraction to the inter-stage card processor 10.
[0068] The inter-stage card processor 10 receives the stored ball replay data, updates the remaining balance of the stored balls, notifies the gaming machine 20 of the number corresponding to the stored ball replay unit number, and adds it to the number of management stored balls in the gaming machine. Further, it determines whether the remaining balance of the updated stored balls has become less than the stored ball replay unit number. If the remaining balance of the updated stored ball data is equal to or greater than the stored ball replay unit number, it is possible to receive the stored ball replay operation again, and if the stored ball replay operation is received, a stored ball replay request is transmitted. In the stored ball replay operation for the second time and later, confirmation of the PIN number is not required. If the remaining balance of the updated stored ball data becomes less than the stored ball replay unit number, the stored ball replay operation cannot be received.
[0069] Next, the transfer from the held balls to the stored balls in the closing process will be described. The management device 50 checks the remaining balance of the held balls in the card management data at the time of the closing process, and if there is a held ball whose remaining balance is greater than "0", it adds the remaining balance of the held ball to the remaining balance of the stored balls and updates it. After that, the management device 50 clears the remaining balance of the held ball to zero.
[0070] <External configurations of the inter-stage card processor 10 and the gaming machine 20> Next, the external configurations of the between-stage card processor 10 and the gaming machine 20 shown in FIG. 2 will be described. FIG. 3 is a diagram showing the external configurations of the between-stage card processor 10 and the gaming machine 20 shown in FIG. 2. In this figure, the between-stage card processor 10 that accepts only banknotes is illustrated, but a unit capable of accepting electronic money can also be provided.
[0071] As shown in FIG. 3, the between-stage card processor 10 is provided with a status display unit 11 that displays the status of the device of the between-stage card processor 10 by lighting or blinking a lamp of a predetermined color, a banknote insertion slot 12a for accepting various banknotes, a display operation unit 13 such as a touch panel display, and a card insertion slot 14a for accepting a card associated with a card ID.
[0072] The gaming machine 20 is provided with a game board surface, a handle 21 used when throwing the enclosed game balls onto the game board surface, and a counting button 22.
[0073] The counting button 22 is an operation button for performing a management transfer that subtracts the number of management balls of the gaming machine 20 and adds the corresponding number to the balls held by the between-stage card processor 10, thereby transferring the management of the number of balls that can be thrown from the gaming machine 20 to the between-stage card processor 10. This management transfer corresponds to a counting process in which the between-stage card processor 10 counts the paid-out game balls and adds them to the held balls in an open-type gaming machine 20 where actual game balls are paid out upon winning.
[0074] <Configuration of the between-stage card processor 10> Next, the configuration of the between-stage card processor 10 shown in FIG. 2 will be described. FIG. 4 is a functional block diagram showing the configuration of the between-stage card processor 10 shown in FIG. 2. As shown in FIG. 4, the between-stage card processor 10 includes a banknote transport unit 12, a display operation unit 13, a reader / writer 14, a communication unit 15, a storage unit 16, a control unit 17, and a game management unit 18.
[0075] The bill transport unit 12 is a transport unit that transports the bills inserted from the bill insertion port 12a to a bill storage unit (not shown) while discriminating the denomination and authenticity of the bills. The display operation unit 13 is an input / output device such as a touch panel display that performs display of various information such as valuable value and accepts various operations such as the operation of lending balls.
[0076] The reader / writer 14 is a reading unit that reads the card ID from the card inserted into the card insertion port 14a. The card inserted into the card insertion port 14a is stored in a card storage unit (not shown) via this reader / writer 14. The communication unit 15 is an interface unit for performing data communication with the management device 50 via the island controller 30.
[0077] The storage unit 16 is a storage device composed of a hard disk device, a non-volatile memory, etc. The storage unit 16 stores the self-device state data 16a, the card data 16b, the minimum number of returnable cards with held balls data 16c, and the game machine management ball number data 16d.
[0078] The self-device state data 16a is data indicating the state of the inter-stage card processor 10. This self-device state data 16a includes the inter-stage card processor ID, the game machine ID, the game type, etc. The inter-stage card processor ID is identification information for uniquely identifying the inter-stage card processor 10 in the game store. The game type is data indicating the rate set for the inter-stage card processor 10. When handling game balls of multiple rates in the game store, the game type name is set and managed for each rate, such as "ball 1" for 4-yen rate game balls, "ball 2" for 2-yen rate game balls, and "ball 3" for 1-yen rate game balls. The inter-stage card processor 10 selects the rate to be used in the game from these game types and stores it as the game type. The game type may be fixed for each section where the inter-stage card processor 10 is installed, or may be changeable by the operation of the game customer.
[0079] The card data 16b is data related to the card being used by the player. The card data 16b includes card type, card ID, PIN, prepaid value, credits, stored balls, etc. The card ID is the card ID read by the reader / writer 14. When the card is conveyed from a card storage section (not shown) to the card insertion slot 14a and then discharged, the card data 16b is updated by the card ID read by the reader / writer 14 during this conveyance. Also, when the card is conveyed from the card insertion slot 14a to a card storage section (not shown), the card data 16b is updated by the card ID read by the reader / writer 14 during this conveyance. The prepaid value indicates the remaining balance of the prepaid value available for ball lending, and the credits and stored balls indicate their respective remaining balances.
[0080] The minimum number of credit card return data 16c is data indicating the minimum number of credit cards to be returned. The game machine management ball number data 16d is data indicating the number of balls managed by the game machine.
[0081] The game management unit 18 is a processing unit that performs processes related to authentication and communication with the game machine 20. It is desirable to form this game management unit 18 on a substrate different from the control unit 17. The game management unit 18 has an authentication processing unit 18a, an authentication key management unit 18b, and a game machine state management unit 18c. In practice, by loading these programs into a CPU (Central Processing Unit) and executing them, processes corresponding to the authentication processing unit 18a, the authentication key management unit 18b, and the game machine state management unit 18c are respectively executed.
[0082] The authentication processing unit 18a performs authentication of the game machine 20 using the authentication key received from the management device 50. If the authentication is successful, the authentication processing unit 18a transmits an operation permission to the game machine 20. If the authentication fails, the authentication processing unit 18a prohibits the use of the game machine 20. Even when the authentication fails, if it is within a predetermined period from the last successful authentication, an operation permission may be transmitted to the game machine 20, and after the predetermined period has elapsed since the last successful authentication, an operation permission is not transmitted to the game machine 20, and the use of the game machine 20 may be prohibited.
[0083] The authentication key management unit 18b is a processing unit that manages authentication keys. A usage time is set for the authentication key, and when the cumulative operating time of the gaming machine 20 reaches the usage time of the authentication key, the authentication key becomes unusable. Specifically, the authentication key management unit 18b uses the energization time of the circuit board formed by the game management unit 18 as the operating time of the gaming machine 20 to manage the usage time of the authentication key. When the authentication key becomes unusable, the authentication key management unit 18b acquires a new authentication key from the authentication key management center outside the store via the management device 50 and updates the authentication key.
[0084] The gaming machine state management unit 18c is a processing unit that communicates with the gaming machine 20 and manages the state of the gaming machine 20. Specifically, the gaming machine state management unit 18c acquires the gaming machine ID from the gaming machine 20, transmits a request to add to the number of gaming machine management balls by lending balls, transmits a request for management transfer from the held balls to the number of gaming machine management balls by replaying the held balls, transmits a request to add to the number of gaming machine management balls by replaying the stored balls, receives the gaming results such as the number of balls inserted and the number of prize balls in the gaming machine 20, and receives a request for management transfer from the number of gaming machine management balls to the held balls by counting. The communication between the inter-stage card processor 10 and the gaming machine 20 uses encrypted communication using a predetermined encryption method.
[0085] In addition, the gaming machine state management unit 18c further acquires the current number of gaming machine management balls of the gaming machine 20 and the states set for the game, such as start, jackpot, jackpot type, and number of lottery draws. It is desirable that the time interval at which the gaming machine state management unit 18c acquires the state of the gaming machine 20 be set shorter than the interval at which gaming balls are launched (used) in the gaming machine 20. Further, when the gaming machine state management unit 18c acquires the number of gaming machine management balls from the gaming machine 20, it delivers the number of gaming machine management balls to the control unit 17.
[0086] Note that the timing at which the gaming machine state management unit 18c newly acquires the gaming machine ID from the gaming machine 20 is not limited to before opening. When the power of the pedestal card processor 10 is turned on or off, during regular communication, when processing related to the number of gaming machine management balls (such as ball lending, replay, counting, etc.), or when returning from the offline state, it is possible to acquire the gaming machine ID and determine whether to replace the gaming machine 20. Also, these timings may be used in combination.
[0087] The control unit 17 is a control unit that performs overall control of the pedestal card processor 10, and includes a data management unit 17a, a gaming machine management ball number management unit 17b, a holding ball control unit 17c, a perfect holding ball control unit 17d, a counting control unit 17e, and a replay control unit 17f. Actually, by loading these programs into the CPU and executing them, processes corresponding to the data management unit 17a, the gaming machine management ball number management unit 17b, the holding ball control unit 17c, the perfect holding ball control unit 17d, the counting control unit 17e, and the replay control unit 17f are respectively executed.
[0088] The data management unit 17a is a processing unit that manages the card data 16b. When a card is inserted, the data management unit 17a sends a card insertion notification including the card ID and the pedestal card processor ID to the management device 50. Also, when the data management unit 17a receives data including a valuable value (at least one of prepaid value, held balls, and stored balls) and a password from the management device 50, it updates the card data 16b based on the received valuable value and password.
[0089] Also, when a bill is inserted into the bill insertion slot 12a, the data management unit 17a sends a deposit notification including the amount of the inserted bill, the card ID, and the pedestal card processor ID to the management device 50.
[0090] In addition, when a ball lending operation is performed by a player, the data management unit 17a transmits a ball lending request including the card ID and the inter-stage card processor ID to the management device 50. If it receives a ball lending permission as a response to this ball lending request, the data management unit 17a subtracts the prepaid value of the card data 16b and instructs the game management unit 18 to add a predetermined number of balls to the number of balls managed by the gaming machine 20 of the gaming machine.
[0091] In addition, when the data management unit 17a receives a hold ball replay operation, it subtracts and updates the hold balls of the card data 16b and instructs the game management unit 18 to add the corresponding number of balls to the number of balls managed by the gaming machine 20 of the gaming machine.
[0092] In addition, when the remaining balance of the stored balls shown in the card data 16b is equal to or more than the stored ball replay unit number, the data management unit 17a displays a stored ball replay button on the display operation unit 13 to enable the reception of a stored ball replay operation. When a player performs a stored ball replay operation, the data management unit 17a transmits a stored ball replay request including the card ID and the inter-stage card processor ID to the management device 50. If it receives stored ball replay data as a response to this stored ball replay request, it updates the remaining balance of the stored balls in the card data 16b and instructs the game management unit 18 to add the number of balls corresponding to the stored ball replay unit number to the number of balls managed by the gaming machine 20 of the gaming machine. Note that at the time of the first stored ball replay operation, the input of a password is required, and it is a condition for transmitting a stored ball replay request that it matches the password shown in the card data 16b.
[0093] In addition, when the game management unit 18 receives a transfer request for game balls from the gaming machine 20, the data management unit 17a adds and updates the number of balls instructed by the game management unit 18 to the hold balls of the card data 16b.
[0094] In addition, when the data management unit 17a receives a card return operation, it transmits a hold ball addition request including the card ID, the inter-stage card processor ID, and the remaining balance of the hold balls to the management device 50. Then, after clearing the card data 16b, it transmits a card ejection notification to the management device 50 and ejects the card.
[0095] The gaming machine management ball number management unit 17b is a processing unit that manages the gaming machine management ball number data 16d. When the gaming machine management ball number management unit 17b receives the gaming machine management ball number from the gaming machine 20, it stores the received gaming machine management ball number in the gaming machine management ball number data 16d.
[0096] The held ball control unit 17c is a processing unit that performs counting processing and payout processing of held balls. When the held ball control unit 17c receives a counting operation, it adds a predetermined gaming machine management ball number to the number of held balls. When the held ball re-play operation is received, the held ball control unit 17c subtracts a predetermined number from the number of held balls managed by the self-device, and notifies the gaming machine 20 of the number corresponding to the subtracted number of held balls.
[0097] The perfect held ball control unit 17d is a processing unit that controls the display related to the perfect held ball. When the sum of the number of held balls in the card data 16b corresponding to the game type of the self-device and the gaming machine management ball number in the gaming machine management ball number data 16d is equal to or more than the minimum number of held ball card returns in the held ball card return minimum number data 16c, the perfect held ball button is displayed on the display operation unit 13.
[0098] Further, when the perfect held ball control unit 17d receives a perfect held ball operation, it displays a target number input screen on the display operation unit 13. If the target number is received on the target number input screen, the target number is compared with the number of held balls, and the following processing is performed according to the comparison result.
[0099] If the target number is the same as the number of held balls, a target number reached screen is displayed on the display operation unit 13. If the target number is larger than the number of held balls, a counting request screen for prompting counting is displayed. If the target number is smaller than the number of held balls, a re-play request screen for prompting held ball re-play is displayed.
[0100] The counting control unit 17e is a processing unit that performs control related to the counting of the exact holding balls. When the game management unit 18 receives a transfer request of game balls from the gaming machine 20 while the counting request screen is being displayed on the display operation unit 13, and the number of holding balls in the card data 16b exceeds the target number, the counting control unit 17e identifies the exceeded number of balls. Then, the exceeded number of balls is subtracted from and updated in the holding balls of the card data 16b, and the game management unit 18 is instructed to add the exceeded number of balls to the number of management balls of the gaming machine 20. At the same time, the target number reached screen is displayed on the display operation unit 13.
[0101] The replay control unit 17f is a processing unit that performs control related to the holding ball replay for the exact holding balls. When the holding ball replay operation is received while the replay request screen is being displayed on the display operation unit 13, the replay control unit 17f identifies the difference between the number of holding balls in the card data 16b and the target number. Then, the identified number of balls is subtracted from and updated in the holding balls of the card data 16b, and the game management unit 18 is instructed to add the identified number of balls to the number of management balls of the gaming machine 20. At the same time, the target number reached screen is displayed on the display operation unit 13.
[0102] Next, an example of the data stored in the storage unit 16 of the between-stage card processor 10 shown in FIG. 4 will be described. FIG. 5 is a diagram showing an example of the self-device state data 16a, card data 16b, minimum number of holding card return data 16c, and gaming machine management ball number data 16d shown in FIG. 4.
[0103] The self-device state data 16a shown in FIG. 5(a) indicates a state where the ID of the between-stage card processor 10 is "A101", the gaming machine ID of the connected gaming machine 20 is "B201", and "Ball 1" is set as the game type of the between-stage card processor 10.
[0104] The card data 16b shown in FIG. 5(b) indicates a state where the card type inserted into the between-stage card processor 10 is "member", the ID is "2015", the password for the stored ball replay is "1234", and the prepaid value is "100" degrees. Here, one degree of the prepaid value corresponds to 100 yen.
[0105] In addition, the card data 16b shows a state where, as the held balls, the remaining number of held balls of ball 1 is "30" balls, the remaining number of held balls of ball 2 is "0" balls, and the remaining number of held balls of ball 3 is "0" balls; and as the stored balls, the remaining number of stored balls of ball 1 is "0" balls, the remaining number of stored balls of ball 2 is "0" balls, and the remaining number of stored balls of ball 3 is "0" balls.
[0106] The minimum number of held ball cards to be returned data 16c shown in FIG. 5(c) indicates that the minimum number of held ball cards to be returned is "40" balls. The gaming machine managed ball number data 16d shown in FIG. 5(d) indicates that the number of balls managed by the gaming machine is "90" balls.
[0107] <Configuration of Gaming Machine 20> Next, the configuration of the gaming machine 20 shown in FIG. 2 will be described. FIG. 6 is a functional block diagram showing the configuration of the gaming machine 20 shown in FIG. 2. As shown in FIG. 6, the gaming machine 20 includes a communication control unit 23, a presentation control unit 24, a game control unit 25, and a game ball control unit 26. The communication control unit 23 is a control unit for controlling data communication with the inter-stage card processor 10. The communication with the inter-stage card processor 10 uses encrypted communication using a predetermined encryption method.
[0108] When the gaming machine 20 is activated, the communication control unit 23 reads identification information from the control CPU provided in the game control unit 25 and / or the game ball control unit 26, checks whether the identification information is appropriate, and if it is appropriate, establishes communication with the inter-stage card processor 10 and enters a standby state. In the standby state, if an operation permission is received from the inter-stage card processor 10, the presentation control unit 24, the game control unit 25, and the game ball control unit 26 are activated to enable the gaming state.
[0109] The game control unit 25 is a control unit for controlling the game by the gaming machine 20. Actually, a process is executed by loading a program corresponding to the game control unit 25 into the CPU and executing it.
[0110] Specifically, the game control unit 25 performs control of launching game balls onto the game board by detecting handle operations, detection of game balls that have entered the winning holes on the game board, acquisition and lottery (special symbols and normal symbols) of random numbers (among random values from 0 to 65535, for which winning, non-winning, and losing numerical values are assigned for each predetermined range) by game balls that have entered the start hole, control of movable members (such as tulips) provided on the game board, display control of the special symbol display device provided on the game board, detection of abnormalities that may pose a risk of fraud (such as the front frame being open, vibration detected, etc.), and notification to the upper device, etc.
[0111] A large number of obstacle pins are implanted on the game board. The game balls launched onto the game board by handle operations fall between the obstacle pins and either win at the winning holes or the start hole, or are discharged outside the game board through the out hole on the game board without winning. When a game ball wins at the start hole, a lottery is conducted. If it is a big win, a big win game is performed in which a plurality of predetermined winning holes on the game board are controlled to be in an open state, and by making it easier for game balls to win at these winning holes, prize balls are awarded to the game players.
[0112] In addition, among the big wins, there is a big win game with a privilege in which a predetermined privilege game is awarded to the game player after the big win game ends. The big win game with a privilege includes a probability-variable big win and a time-saving big win. The probability-variable big win and the time-saving big win each award a probability-variable game and a time-saving game as privilege games after the big win. The time-saving game is a privilege game that increases the number of lottery draws per unit time and the probability of winning a big win per unit time by shortening the variable time (the time from the start of the lottery process to the display of the result) of the normal symbol lottery (the opening and closing lottery of the above-mentioned movable member) and / or the special symbol lottery (the big win lottery by the winning of the above-mentioned game balls). This privilege game may include a normal symbol probability variation that increases the winning probability of the normal symbol. The time-saving game by the time-saving big win ends when the number of lottery draws of the special symbol lottery reaches a predetermined number after the big win. The probability-variable game will be described later.
[0113] The game control unit 25 has a probability variation function. The probability variation function is a function that performs control to change the random number range for a big win used in the next lottery when the lottery result falls within a particularly specified random number range among big wins (generally making it about 10 times). The probability variation game performs a special symbol lottery using the probability after this change. The probability variation game continues until the next big win is selected. Also, a probability variation game and a time shortening game may be provided simultaneously. However, in order to prevent unexpected damage to the game parlor, when a player acquires a certain number of game media after the start of a probability variation game or a time shortening game, a stop (once discharging cards and requesting prize exchange or table movement) process may be performed. In this case, it can be realized by counting the number of game media after the probability variation game state is reached by the gaming machine 20 and performing game stop control such as stopping the launch of game balls when this count value reaches a predetermined value.
[0114] The effect control unit 24 is a control unit that controls the effects during the game and has an effect symbol lottery unit 24a and an effect lottery unit 24b. Actually, by loading and executing these programs in the CPU, processes corresponding to the effect symbol lottery unit 24a and the effect lottery unit 24b are respectively executed.
[0115] The effect symbol lottery unit 24a performs a lottery of effect symbols (symbols displayed on an effect symbol display device such as a display device on the game board surface) (specifically, whether to finally stop the display at 7, 7, 7, etc.) based on the special symbol lottery in the game control unit 25.
[0116] The effect lottery unit 24b performs a lottery of the type of effect to be performed until the lottery result based on the effect symbols is displayed (such as a character appearing and performing a reach effect). Such effects are set so that the effects selected for the main lottery result are different.
[0117] The effect control unit 24 stores the effect data of each effect. Further, the effect control unit 24 controls the display of the effect symbol display device, and at the time of effect execution, overlays the effect data on the background symbol data to perform an effect display. Also, at the time of probability variation, background color data different from the normal state is set.
[0118] The game ball control unit 26 is a control unit that controls the number of game machine management balls. Actually, by loading and executing a program corresponding to the game ball control unit 26 into the CPU, the process will be executed. The game ball number management unit 26a is a management unit that manages the number of game balls, that is, the number of game machine management balls.
[0119] Specifically, the game ball control unit 26 stores the number of game machine management balls in the game ball number memory, subtracts "1" from the number of game machine management balls each time a game ball is launched, and adds the number of prize balls obtained by winning to the number of game machine management balls. Also, when the number of balls is notified by the inter-stage card processor 10, the notified number of balls is added to the number of game machine management balls, and a confirmation signal indicating that the number has been added to the number of game machine management balls is sent to the inter-stage card processor 10. Further, the game ball control unit 26 can also perform cleaning control of the game balls (circulating balls) enclosed in the game machine 20.
[0120] In addition, the game ball control unit 26 periodically sends the number of game machine management balls stored in the game ball number memory to the inter-stage card processor 10. In this case, the game ball control unit 26 sends the number of game machine management balls at the data acquisition time to the inter-stage card processor 10 while continuously updating the number of game machine management balls according to the game state without clearing the content of the game ball number memory.
[0121] In addition, the gaming machine 20 is provided with a counting button 22, and a signal indicating that the counting button 22 has been pressed is input to the game ball control unit 26. When the game ball control unit 26 detects the pressing operation of the counting button 22 and the time from the rising edge to the falling edge of the detection signal is less than a certain time, it transmits a management transfer request to the inter-stage card processor 10 together with data on the number of gaming machine management balls in a certain number (for example, 100 balls per operation). Then, the number of balls transferred to the management of the inter-stage card processor 10 is subtracted (invalidated) from the number of gaming machine management balls. Also, when the pressing operation of the counting button 22 is detected and the falling edge is not detected for a predetermined time or more after the detection signal rises, a management transfer request is transmitted to the inter-stage card processor 10 together with data on the number of gaming machine management balls in a certain number (for example, 200 balls per 5 seconds) every time the state where the detection signal has risen continues for a certain time. Then, the number of balls transferred to the management of the inter-stage card processor 10 is subtracted (invalidated) from the number of gaming machine management balls. When subtracting from the number of gaming machine management balls, methods such as decrementing the value to be subtracted from the value of 1 stored in the memory, updating the value stored in the memory with the value after subtraction, and deleting or logically deleting the value before subtraction to invalidate it can be considered, but there is no particular limitation as long as the value after subtraction can be specified.
[0122] The game control unit 25 and the game ball control unit 26 are each configured on an individual circuit board. The game control circuit board on which the game control unit 25 is configured and the game ball control circuit board on which the game ball control unit 26 is configured each have a unique ID. The gaming machine 20 combines the ID of the game control circuit board and the ID of the game ball control circuit board and uses them as the gaming machine ID.
[0123] <Configuration of the management device 50> Next, the configuration of the management device 50 shown in FIG. 2 will be described. FIG. 7 is a functional block diagram showing the configuration of the management device 50 shown in FIG. 2. As shown in FIG. 7, the management device 50 is connected to a display unit 51 and an input unit 52, and has an external network communication unit 53, a store network communication unit 54, a storage unit 55, and a control unit 56.
[0124] The display unit 51 is a display device such as a liquid crystal panel or a display device. The input unit 52 is an input device such as a keyboard or a mouse. The external network communication unit 53 is an interface unit for data communication with an authentication key management center (not shown) via an external network. The store network communication unit 54 is an interface unit for data communication with the island controller 30, the prize management device 60, and the payment machine 70 via a communication line within the game parlor.
[0125] The storage unit 55 is a storage device such as a hard disk device or a non-volatile memory, and stores card management data 55a, device management data 55b, and member management data 55c.
[0126] The card management data 55a is data associating the remaining prepaid value, the remaining number of tokens, etc. with the card ID. The device management data 55b is data regarding the devices installed in the game parlor. The member management data 55c is data associating the name of the member, the information on the stored tokens, etc. with the card ID of the membership card issued to the member.
[0127] The control unit 56 is a control unit that performs overall control of the management device 50, and has a card management unit 56a, a device management unit 56b, and a member management unit 56c. Actually, by loading these programs into the CPU and executing them, processes corresponding to the card management unit 56a, the device management unit 56b, and the member management unit 56c are executed respectively.
[0128] The card management unit 56a is a processing unit that manages the card management data 55a. The card management unit 56a communicates with the between-stage card processor 10, the prize management device 60, and the payment machine 70 to update the prepaid value and the remaining number of tokens associated with the card ID.
[0129] Also, when the card management unit 56a receives a card insertion notification from the between-stage card processor 10 and when it receives a request for the valuable value associated with the card from the prize management device 60, it notifies the valuable value and the remaining number of tokens associated with the card.
[0130] In addition, when the card management unit 56a receives a request for valuable value associated with the card from the calculator 70, it notifies the remaining balance of the valuable value associated with the card.
[0131] The device management unit 56b is a processing unit that manages the device management data 55b. The device management unit 56b generates and updates the device management data 55b based on the inter-bay card processor ID, installation location, and gaming machine ID obtained from the inter-bay card processor 10.
[0132] The member management unit 56c is a processing unit that manages the member management data 55c. The member management unit 56c communicates with the inter-bay card processor 10 and the prize management device 60 to update the remaining balance of the stored balls associated with the card ID. In addition, when the member management unit 56c receives a member registration request, it performs an update to add a member to the member management data 55c.
[0133] Here, the stored ball replay process by the member management unit 56c will be described. If the member management unit 56c receives stored ball replay request data from the inter-bay card processor 10, it subtracts the payout unit amount from the remaining balance of the stored balls of the payout destination rate among the stored balls associated with the card ID in the stored ball replay request data, and recalculates the possible number of stored ball replays. Then, it transmits the stored ball replay data including the remaining balance after subtraction and the possible number of stored ball replays to the inter-bay card processor 10.
[0134] Next, an example of the data stored in the storage unit 55 of the management device 50 shown in FIG. 7 will be described. FIG. 8 is a diagram showing an example of the card management data 55a, the device management data 55b, and the member management data 55c shown in FIG. 7.
[0135] In the card management data 55a shown in FIG. 8(a), for the card ID "1001", the prepaid value is "0" degrees, the remaining balance of the held balls for each rate is "0" balls, and the usage destination ID is "A101". That is, the card with the card ID "1001" is inserted into the intermediate card processor 10 with the device ID "A101", and the management of the held balls has been transferred to the intermediate card processor 10. Therefore, the remaining balance of the held balls for each rate becomes zero.
[0136] Also, in the card management data 55a, for the card ID "2015", the prepaid value is "100" degrees. Also, as the held balls, the remaining balance of the held balls of ball 1 is "30" balls, the remaining balance of the held balls of ball 2 is "0" balls, and the remaining balance of the held balls of ball 3 is "0" balls. However, the usage destination ID is not associated. That is, the card with the card ID "2015" is not inserted into the intermediate card processor 10, and the management of the held balls is being performed by the management device 50.
[0137] The device management data 55b shown in FIG. 8(b) associates, for the intermediate card processor 10 with the ID "A101", the installation location being "Island 1-1", the ID of the connected gaming machine 20 being "B201", the gaming table number being "11", the gaming type being "ball 1", the model of the gaming machine 20 being "EV01", and the manufacturing number being "a". It also indicates that this gaming machine 20 is in use.
[0138] Also, the device management data 55b associates, for the intermediate card processor 10 with the ID "A201", the installation location being "Island 2-1", the ID of the connected gaming machine 20 being "B506", the gaming table number being "21", the gaming type being "ball 3", the model of the gaming machine 20 being "DX03", and the manufacturing number being "g". It also indicates that this gaming machine 20 is in use.
[0139] The membership management data 55c shown in FIG. 8(c) shows the name, stored balls, etc. associated with the card ID. Specifically, the membership management data 55c associates the state where, for the card ID "2015", the name is "Patent Taro", the remaining balance of the stored balls of ball 1 is "0" balls, the remaining balance of the stored balls of ball 2 is "0" balls, and the remaining balance of the stored balls of ball 3 is "0" balls.
[0140] <An example of the display related to the exact number of held balls according to Embodiment 1> Next, an example of the display related to the exact number of held balls according to Embodiment 1 of the present invention will be described. FIGS. 9 and 10 are diagrams showing an example of the display related to the exact number of held balls according to Embodiment 1 of the present invention.
[0141] As shown in FIGS. 9(a) and 9(b), the display control of the exact number of held balls button is performed based on the number of held balls corresponding to the game type of the own device and the number of balls managed by the gaming machine. Specifically, if the sum of the number of held balls and the number of balls managed by the gaming machine is less than the minimum number of balls for returning the held balls card, as shown in FIG. 9(a), the exact number of held balls button is not displayed. If the sum of the number of held balls and the number of balls managed by the gaming machine is greater than or equal to the minimum number of balls for returning the held balls card, as shown in FIG. 9(b), the exact number of held balls button is displayed.
[0142] As shown in FIGS. 9(c) and 9(d), if an exact number of held balls operation is received, a display related to the input of the target number is performed. Specifically, as shown in FIG. 9(c), after displaying "Adjust to the specified number of held balls. Please enter the target number", as shown in FIG. 9(d), a target number input screen for inputting the target number is displayed.
[0143] As shown in FIG. 10, if the target number is input on the target number input screen, the target number and the number of held balls are compared, and a display according to the comparison result is performed. Specifically, as shown in FIG. 10(a), if the target number is greater than the number of held balls, a counting request screen for prompting counting is displayed. For example, "Please count" is displayed.
[0144] As shown in Fig. 10(b), if the target number is the same as the number of held balls, display the target number reached screen. For example, display "The set target number has been reached". As shown in Fig. 10(c), if the target number is smaller than the number of held balls, display a replay request screen prompting a replay of the held balls. For example, display "Please press the replay button. The excess will be paid out".
[0145] <Processing procedure for perfectly held balls according to Embodiment 1> Next, the processing procedure for perfectly held balls according to Embodiment 1 will be described. Fig. 11 is a flowchart showing the processing procedure for perfectly held balls according to Embodiment 1.
[0146] As shown in Fig. 11, when the sum of the number of held balls and the number of game machine management balls is less than the minimum number of held ball cards to be returned (step S101; No), the perfectly held ball button is made invisible (step S102), and the process proceeds to step S101.
[0147] When the sum of the number of held balls and the number of game machine management balls is equal to or more than the minimum number of held ball cards to be returned (step S101; Yes), the perfectly held ball button is displayed (step S103). If the perfectly held ball button is not pressed (step S104; No), the process proceeds to step S101.
[0148] When the perfectly held ball button is pressed (step S104; Yes) and the target number is received (step S105; Yes), compare the target number with the number of held balls and perform processing according to the comparison result.
[0149] If the target number is the same as the number of held balls (step S106; Yes), display the target number reached screen (step S112) and end the process as it is.
[0150] If the target number is less than the number of held balls (step S106; No, step S107; No), a replay request screen prompting a replay with the held balls is displayed (step S110). If a replay with the held balls is accepted, the held balls are paid out so that the number of held balls becomes the same as the target number (step S111). Then, a target number reached screen is displayed (step S112), and the process ends as it is.
[0151] If the target number is greater than the number of held balls (step S107; Yes), a counting request screen prompting counting is displayed (step S108). If a counting operation is accepted, counting processing and payout processing are performed so that the number of held balls becomes the same as the target number (step S109). Then, a target number reached screen is displayed (step S112), and the process ends.
[0152] As described above, in the gaming system according to the first embodiment, when the sum of the number of held balls and the number of game machine management balls is equal to or more than the minimum number of held ball cards to be returned, an exact held ball button is displayed, and when this exact held ball button is pressed, if the number of held balls is less than the target number, a display prompting counting is made. Therefore, when there are not a predetermined number or more of held gaming media that are the return conditions of the storage medium, if there is a number of game machine management gaming media, predetermined held ball related processing can be efficiently performed.
[0153] In the above first embodiment, the configuration of displaying an exact held ball button when the sum of the number of held balls and the number of game machine management balls is equal to or more than the minimum number of held ball cards to be returned has been described. However, the present invention is not limited to this. It is also possible to configure to display an exact held ball button when the sum of the number of held balls and the number of game machine management balls is equal to or more than the sum of the minimum number of held ball cards to be returned and a predetermined number. This predetermined number is set to avoid a shortage of the number of game machine management balls required for counting during the time difference between the timing of pressing the exact held ball button and the timing of pressing the counting button because the number of game machine management balls increases or decreases during the game.
[0154] In addition, in the above-described Embodiment 1, the configuration in which the exact holding button is displayed when the sum of the number of held balls and the number of game machine control balls is equal to or greater than the minimum number of balls for returning the holding card has been described. However, the present invention is not limited to this. In a game table where the exact holding is set, when a predetermined time has elapsed without a leaving operation and no game is being played, if the sum of the number of held balls and the number of game machine control balls is less than the minimum number of balls for returning the holding card, the configuration may be such that the setting of the exact holding is cancelled.
[0155] In addition, in the above-described Embodiment 1, the configuration in which the exact holding button is displayed when the sum of the number of held balls and the number of game machine control balls is equal to or greater than the minimum number of balls for returning the holding card has been described. However, the present invention is not limited to this. When the card type of the inserted card is a member or there is a value associated with the card, the configuration may be such that the exact holding button is unconditionally displayed.
[0156] [Embodiment 2] By the way, in the above-described Embodiment 1, the configuration in which the exact holding button is displayed when the sum of the number of held balls and the number of game machine control balls is equal to or greater than the minimum number of balls for returning the holding card, and when this exact holding button is pressed, a display prompting counting is performed when the number of held balls is less than the target number has been described. However, the present invention is not limited to this.
[0157] When performing ball holding division in which the ball holding managed by the inter-table card processor is divided into two and each is associated with two cards and returned, the conditions for the availability of the ball holding division differ depending on the content of the card information of the card being inserted. Therefore, using the minimum division number set according to the card information of the card inserted into the inter-table card processor, the configuration may be such that the ball holding division button is displayed when the sum of the number of held balls and the number of game machine control balls is equal to or greater than the minimum division number.
[0158] In this Embodiment 2, a game system will be described in which the ball holding division button is displayed when the sum of the number of held balls and the number of game machine control balls is equal to or greater than the minimum division number using the minimum division number set according to the card information of the card inserted into the inter-table card processor.
[0159] <Overview of the gaming system according to Embodiment 2> The overview of the gaming system according to Embodiment 2 will be described. FIGS. 12 and 13 are explanatory diagrams of the overview of the gaming system according to Embodiment 2.
[0160] As shown in FIG. 12(a), in the gaming system according to Embodiment 2, when the card inserted into the inter-stage card processor 100 already has a prepaid value associated with it and can be returned without newly associating a holding value, in order to accept holding value splitting, the condition is that the sum of the holding value number and the gaming machine management value number is equal to or more than the minimum number of holding value cards to be returned. That is, the minimum number of splits is the same as the minimum number of holding value cards to be returned.
[0161] For example, if the information of the card inserted into the inter-stage card processor 100 is such that the card type is general and the prepaid value is 30 degrees, this card can be returned as it is without newly associating a holding value. In this case, the minimum number of splits, which is a condition for accepting holding value splitting, is 40 tokens, and since the sum of the holding value number and the gaming machine management value number is 60 tokens, the holding value split button is displayed.
[0162] As shown in FIG. 12(b), when the card inserted into the inter-stage card processor 100 cannot be returned without associating a holding value, in order to accept holding value splitting, the condition is that the sum of the holding value number and the gaming machine management value number is equal to or more than twice the minimum number of holding value cards to be returned. That is, the minimum number of splits is twice the minimum number of holding value cards to be returned.
[0163] For example, if the information of the card inserted into the inter-stage card processor 100 is such that the card type is general and the prepaid value is 0 degrees, this card cannot be returned without associating a holding value. In this case, the minimum number of splits, which is a condition for accepting holding value splitting, is 80 tokens, and since the sum of the holding value number and the gaming machine management value number is 60 tokens, the holding value split button is not displayed.
[0164] As shown in FIG. 13, when the card type of the card inserted into the under-stage card processor 100 is general, the prepaid value is 0 degrees, the number of held medals is 10 medals, and the number of medals managed by the gaming machine is 80 medals, if the minimum number of returned held medals is 40 medals, the held medal split button is displayed. This is because the sum of the number of held medals and the number of medals managed by the gaming machine (90 medals) is equal to or greater than the minimum split number (80 medals).
[0165] Press the held medal split button and then continue with the counting process (S11). Enter the split number for splitting into the second card (S12) and split the held medals. For example, when the number of held medals after counting is 90 medals, if the split number is entered as 50 medals, 40 medals will be associated and returned to the first card and 50 medals will be associated and returned to the second card.
[0166] As described above, in the gaming system according to the second embodiment, the minimum split number set according to the card information of the card inserted into the under-stage card processor is used, and when the sum of the number of held medals and the number of medals managed by the gaming machine is equal to or greater than the minimum split number, the held medal split button is configured to be displayed. Therefore, when there are no more than a predetermined number of held gaming media that are the return conditions of the storage medium, if there is a number of gaming media managed by the gaming machine, predetermined held medal-related processes can be efficiently performed.
[0167] <Configuration of the Under-Stage Card Processor 100> Next, the configuration of the under-stage card processor 100 according to the second embodiment will be described. FIG. 14 is a functional block diagram showing the configuration of the under-stage card processor 100 according to the second embodiment. As shown in FIG. 14, the under-stage card processor 100 includes a bill transport unit 12, a display operation unit 13, a reader / writer 14, a communication unit 15, a storage unit 110, a control unit 120, and a gaming management unit 18. Note that the description of the functional units similar to those of the under-stage card processor 10 shown in FIG. 4 is omitted.
[0168] The storage unit 110 is a storage device composed of a hard disk drive, a non-volatile memory, etc. The storage unit 110 stores the self-device state data 16a, card data 16b, the minimum number of held cards to be returned data 16c, the number of game machine management balls data 16d, and the minimum division number data 111. The minimum division number data 111 is data indicating the minimum division number.
[0169] The control unit 120 is a control unit that performs overall control of the between-platform card processor 100, and has a data management unit 17a, a game machine management ball number management unit 17b, a minimum division number management unit 121, a held ball control unit 17c, a display control unit 122, a counting control unit 123, and a held ball division control unit 124. Actually, by loading and executing these programs in the CPU, processes corresponding to the data management unit 17a, the game machine management ball number management unit 17b, the minimum division number management unit 121, the held ball control unit 17c, the display control unit 122, the counting control unit 123, and the held ball division control unit 124 will be executed respectively.
[0170] The minimum division number management unit 121 is a processing unit that manages the minimum division number data 111. When the card type of the card data 16b is "general", the prepaid value is 0 degrees, and the held balls other than the game type of the self-device are 0 balls, the minimum division number management unit 121 stores in the minimum division number data 111 a number that is twice the minimum number of held cards to be returned in the held card return minimum number data 16c.
[0171] Also, when the card type of the card data 16b is "member", or the prepaid value is 1 degree or more, or the held balls other than the game type of the self-device are 1 ball or more, the minimum division number management unit 121 stores in the minimum division number data 111 the minimum number of held cards to be returned in the held card return minimum number data 16c.
[0172] The display control unit 122 is a processing unit that controls the display related to the held ball division. When the sum of the number of held balls in the card data 16b corresponding to the game type of the self-device and the number of game machine management balls in the game machine management ball number data 16d is equal to or greater than the minimum division number in the minimum division number data 111, the display control unit 122 displays a held ball division button on the display operation unit 13.
[0173] Further, when the sum of the number of held balls in the card data 16b corresponding to the game type of the own device and the number of game machine management balls in the game machine management ball number data 16d is less than the minimum division number in the minimum division number data 111, the display control unit 122 does not display the held ball division button on the display operation unit 13.
[0174] Also, when the display control unit 122 accepts the held ball division while the held ball division button is being displayed on the display operation unit 13, it compares the number of held balls in the card data 16b corresponding to the game type of the own device with the minimum division number in the minimum division number data 111. If the number of held balls is less than the minimum division number, it displays a counting request screen on the display operation unit 13.
[0175] The counting control unit 123 is a processing unit that controls the counting related to the held ball division. When the game management unit 18 receives a transfer request for game balls from the game machine 20 while the counting request screen is being displayed on the display operation unit 13 and the number of held balls in the card data 16b becomes equal to or more than the minimum division number in the minimum division number data 111, the counting control unit 123 displays a division number input screen on the display operation unit 13.
[0176] The held ball division control unit 124 is a processing unit that controls the held ball division. When the held ball division control unit 124 receives the number of divided balls on the division number input screen displayed on the display operation unit 13, it transmits a held ball addition request including the number of balls obtained by subtracting the number of divided balls from the number of held balls in the card data 16b to the management device 50. After causing the management device 50 to add the number of held balls, it transmits a card ejection notification to the management device 50 and controls the card ejection. Then, it transmits a held ball addition request related to a new card including the number of divided balls to the management device 50. After causing the management device 50 to add the number of held balls, it transmits a card ejection notification to the management device 50 and controls the ejection of this new card.
[0177] Next, an example of the data stored in the storage unit 110 of the inter-stage card processor 100 shown in FIG. 14 will be described. FIG. 15 is a diagram showing an example of the minimum division number data 111 shown in FIG. 14. The minimum division number data 111 shown in FIG. 15 indicates that the minimum division number is "80" balls.
[0178] <Example of Display Related to Holding Coin Division According to Embodiment 2> Next, an example of the display related to the holding coin division according to Embodiment 2 will be described. FIGS. 16 and 17 are diagrams showing an example of the display related to the holding coin division according to Embodiment 2.
[0179] As shown in FIG. 16(a), when the sum of the number of holding coins and the number of game machine management coins is equal to or greater than the minimum division number, a holding coin division button is displayed. As shown in FIG. 16(b), when the holding coin division is accepted and the number of holding coins is less than the minimum division number, a counting request screen is displayed.
[0180] As shown in FIG. 16(c), if the number of holding coins becomes equal to or greater than the minimum division number by the counting process, a division number input request screen for requesting the input of the division number is displayed. Then, as shown in FIG. 16(d), a division number input screen is displayed.
[0181] As shown in FIG. 17(a), if the division number is received on the division number input screen, a holding coin division confirmation screen for confirming the division number is displayed. Then, as shown in FIG. 17(b), a screen for discharging the first card is displayed to discharge the first card, and then, as shown in FIG. 17(c), a screen for discharging the second card is displayed to discharge the second card.
[0182] <Processing Procedure Related to Holding Coin Division According to Embodiment 2> Next, the processing procedure related to the holding coin division according to Embodiment 2 will be described. FIG. 18 is a flowchart showing the processing procedure related to the holding coin division according to Embodiment 2.
[0183] As shown in FIG. 18, when the card type of the inserted card is general and there is no value associated with the card (step S201; Yes), the minimum division number is set to twice the minimum number of holding coin cards to be returned (step S202).
[0184] If the card type of the inserted card is a membership card or there is value associated with the card (step S201; No), set the minimum number of held cards to be returned as the minimum split number (step S203).
[0185] If the sum of the number of held balls and the number of game machine management balls is less than the minimum split number (step S204; No), hide the held ball split button (step S205) and proceed to step S204.
[0186] If the sum of the number of held balls and the number of game machine management balls is greater than or equal to the minimum split number (step S204; Yes), display the held ball split button (step S206). If this held ball split button is not pressed (step S207; No), proceed to step S204.
[0187] If the held ball split button is pressed (step S207; Yes), compare the number of held balls with the minimum split number (step S208). If the number of held balls is greater than or equal to the minimum split number (step S208; No), proceed to step S212.
[0188] If the number of held balls is less than the minimum split number (step S208; Yes), display the counting request screen (step S209). If a counting operation is received, perform the counting process (step S210). If the number of held balls is less than the minimum split number (step S211; No), proceed to step S210.
[0189] If the number of held balls is greater than or equal to the minimum split number (step S211; Yes), display the split number input screen. If a split number is received on the split number input screen (step S212; Yes), perform the split process and eject two cards (step S213), and end the process.
[0190] As described above, in the gaming system according to the second embodiment, when the sum of the number of held balls and the number of gaming machine management balls is equal to or greater than the minimum number of divisions set according to the card information of the card inserted into the inter-stage card processor, the held ball division button is displayed. Therefore, when there are no more than a predetermined number of held gaming media that are the return conditions of the storage medium, if there is a number of gaming machine management gaming media, predetermined held ball-related processing can be efficiently performed.
[0191] In addition, in each of the above embodiments, in the gaming machine information providing system related to smart pachinko using gaming balls as gaming media, the configuration to which the present invention is applied has been described. However, the present invention is not limited to this, and it can also be configured to be applied to a gaming machine information providing system related to smart pachislo.
[0192] Also, each configuration illustrated in each of the above embodiments is functionally schematic, and it is not necessarily physically configured as illustrated. That is, the form of dispersion and integration of each device is not limited to that illustrated, and all or part of it can be functionally or physically dispersed and integrated in any unit according to various loads and usage situations.
Industrial Applicability
[0193] Each device, gaming system, and held ball processing method according to the present invention is suitable for efficiently performing predetermined held ball-related processing when there is a number of gaming machine management gaming media if there are no more than a predetermined number of held gaming media that are the return conditions of the storage medium.
Explanation of Reference Numerals
[0194] 10 Inter-stage card processor 11 Status display unit 12 Bill transport unit 12a Bill insertion slot 13 Display operation unit 14 Reader / writer 14a Card insertion slot 15 Communication unit 16 Storage unit 16a Self-device status data 16b Card data 16c Minimum number of held cards to be returned data 16d Number of game machine management balls data 17 Control unit 17a Data management section 17b Number of game machine management balls management section 17c Held ball control section 17d Perfect held ball control section 17e Counting control section 17f Replay control section 18 Game management section 18a Authentication processing section 18b Authentication key management section 18c Game machine status management section 20 Game machine 21 Handle 22 Counting button 23 Communication control unit 24 Effect control unit 24a Effect symbol lottery section 24b Effect lottery section 25 Game control unit 26 Game ball control unit 26a Game ball number management section 30 Island controller 50 Management device 51 Display section 52 Input section 53 External network communication unit 54 Store network communication unit 55 Memory section 55a Card management data 55b Device management data 55c Member management data 56 Control unit 56a Card management section 56b Device management section 56c Member management section 60 Prize management device 70 Cashier machine 100 Inter-machine card processor 110 Memory section 111 Minimum divided number data 120 Control Unit 121 Minimum Division Number Management Unit 122 Display Control Unit 123 Counting Control Unit 124 Held Ball Division Control Unit
Claims
1. Each device that is communicably connected to a gaming machine that stores the number of gaming media managed for gaming, and stores the number of held gaming media that can be mutually transferred with the number of gaming media managed by the gaming machine, Return minimum number storage means for storing the minimum number of returns that enables the return of a storage medium, Reception means for receiving an input operation of a target number of the number of held gaming media to be left in the own device among the number of held gaming media, Control means for controlling so that the reception operation of the target number by the reception means becomes possible when at least the sum of the number of held gaming media and the number of gaming media managed by the gaming machine is equal to or more than the return minimum number Each device characterized by comprising the above.
2. The control means, When the number of held gaming media is less than the target number and the sum of the number of held gaming media and the number of gaming media managed by the gaming machine is equal to or more than the target number, and the target number is received, the control means is characterized by notifying to perform a predetermined counting operation. The device for each unit according to claim 1.
3. The control means, When the counting operation is received in response to the notification of the counting operation, the control means is characterized by performing transfer control to transfer the number of gaming media managed by the gaming machine to the number of held gaming media so that the number of held gaming media matches the target number. The device for each unit according to claim 2.
4. The control means, When the number of held gaming media matches the target number, the control means is characterized by performing display control to display a predetermined target number reached screen on a predetermined display unit. The device for each unit according to claim 3.
5. Each device that is communicably connected to a gaming machine that stores the number of gaming media managed for gaming, and stores the number of held gaming media that can be mutually transferred with the number of gaming media managed by the gaming machine, Return minimum number storage means for storing the minimum number of returns that enables the return of a storage medium, Receiving means for receiving an input operation of the number of divisions to be associated with the storage medium of the division destination by a predetermined holding game medium division among the number of held game media; Control means for controlling so that the receiving operation of the number of divisions by the receiving means becomes possible when at least the sum of the number of held game media and the number of game machine-managed game media is equal to or greater than the return minimum number; Each device characterized by comprising the above.
6. A game system having a game machine that stores the number of game machine-managed game media used in the game, and each device that is communicably connected to the game machine and stores the number of held game media that can be mutually transferred with the number of game machine-managed game media, Each of the devices, Return minimum number storage means for storing the return minimum number that enables the return of the storage medium; Receiving means for receiving an input operation of the target number of held game media to be left in the own device among the number of held game media; Control means for controlling so that the receiving operation of the target number by the receiving means becomes possible when at least the sum of the number of held game media and the number of game machine-managed game media is equal to or greater than the return minimum number; A game system characterized by comprising the above.
7. A game system having a game machine that stores the number of game machine-managed game media used in the game, and each device that is communicably connected to the game machine and stores the number of held game media that can be mutually transferred with the number of game machine-managed game media, Return minimum number storage means for storing the return minimum number that enables the return of the storage medium; Receiving means for receiving an input operation of the number of divisions to be associated with the storage medium of the division destination by a predetermined holding game medium division among the number of held game media; Control means for controlling so that the receiving operation of the number of divisions by the receiving means becomes possible when at least the sum of the number of held game media and the number of game machine-managed game media is equal to or greater than the return minimum number; A game system characterized by comprising the above.
8. A method for handling held game media in each device that is communicably connected to a gaming machine that stores the number of game media managed for the game and stores the number of held game media that can be mutually transferred with the number of game media managed by the gaming machine, comprising: a storage step of storing a minimum return number that enables the return of a storage medium in a minimum return number storage unit; a reception step of receiving an input operation of a target number of held game media to be left in the own device among the number of held game media; a control step of controlling such that the reception operation of the target number by the reception step is possible when at least the sum of the number of held game media and the number of game media managed by the gaming machine is equal to or greater than the minimum return number; A method for handling held game media, characterized by including the above.
9. A method for handling held game media in each device that is communicably connected to a gaming machine that stores the number of game media managed for the game and stores the number of held game media that can be mutually transferred with the number of game media managed by the gaming machine, comprising: a storage step of storing a minimum return number that enables the return of a storage medium in a minimum return number storage unit; a reception step of receiving an input operation of a number to be associated with a storage medium of a destination by a predetermined division of the number of held game media; a control step of controlling such that the reception operation of the number by the reception step is possible when at least the sum of the number of held game media and the number of game media managed by the gaming machine is equal to or greater than the minimum return number; A method for handling held game media, characterized by including the above.
Citation Information
Patent Citations
Each game device and game medium count management method
JP2021040875A