Each machine device, game system, and game method
The apparatus for each machine in gaming systems addresses the issue of stolen management balls by using storage and control means to manage and secure the number of management media, preventing unauthorized access and ensuring fair gameplay.
Patent Information
- Application Number
- JP2023208048
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-08
- Publication Date
- 2025-06-19
AI Technical Summary
The theft of the number of management balls in gaming machines can lead to troubles between players, especially in smart gaming machines where the number of management media can be quickly transferred.
An apparatus for each machine that includes storage means for identification information, acquisition means to get the number of management media, and control means to manage the return and acceptance of storage media based on matching identification information and conditions.
This solution effectively prevents troubles between players by ensuring that only authorized storage media can be accepted, thereby securing the number of management balls and maintaining fair gameplay.
Smart Images

Figure 2025092270000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an apparatus for each unit, a gaming system, and a gaming method capable of preventing troubles among game players caused by the theft of the number of management balls of a gaming machine.
Background Art
[0002] Conventionally, in a gaming parlor such as a pachinko parlor, gaming machines that enable games using gaming media composed 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") has been known that stores such gaming media as data called the number of management media of the gaming machine inside the gaming machine and enables games using this number of management media of the gaming machine.
[0003] For example, a gaming machine that provides a pachinko game using balls stores data called "the number of management balls of the gaming machine", and a between-unit card processor (apparatus for each unit) installed in the gaming machine stores data called "the number of balls held" (see, for example, Patent Document 1). Then, when a predetermined card return operation is performed, a process of returning the card with the number of balls held associated with the card ID is performed.
[0004] Therefore, if a player hits a jackpot during the game and the number of management balls of the gaming machine increases, the player returns the card once. If the number of management balls of the gaming machine decreases, the player reinserts the returned card into the card insertion slot and performs a predetermined lending operation to increase the number of management balls of 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, if a player leaves the game machine while the number of game machine management balls is stored in the game machine, there is a possibility that a third party may steal the number of game machine management balls. Specifically, a third party inserts a card into the inter-table card processor to perform a counting operation, transfers the number of game machine management balls to the number of balls in hand, and then performs a card return operation. In particular, in the case of a smart game machine, since the number of game machine management balls can be quickly transferred to the number of balls in hand with a simple operation, the possibility of problems associated with stealing the number of game machine management balls increases.
[0007] The present invention has been made to solve the above-described problems of the prior art, and an object thereof is to provide a device for each machine, a game system, and a game method that can prevent troubles between players caused by stealing the number of game machine management balls.
Means for Solving the Problems
[0008] To solve the above problems, the present invention is an apparatus for each machine that is installed in a game machine that provides a game using the number of game machine management media and performs processing related to a storage medium, and includes storage means for storing at least identification information of a first storage medium, acquisition means for acquiring the number of game machine management media from the game machine, and first control means for controlling to return the first storage medium after storing the identification information of the first storage medium in the storage means when a return operation of the first storage medium is received, and second control means for controlling to accept the second storage medium if at least the identification information of the second storage medium matches the identification information of the first storage medium stored in the storage means when the second storage medium is inserted into a predetermined insertion port.
[0009] Further, in the present invention, in the above invention, the second control means controls to accept the second storage medium if at least the identification information of the second storage medium matches the identification information of the first storage medium stored in the storage means when the second storage medium is inserted into the insertion port in a state where a predetermined number or more of the number of held game media exist in each apparatus or a predetermined number or more of the number of game machine management media exist in the game machine.
[0010] Further, in the present invention, in the above invention, the storage means stores identification information of the first storage medium and the medium type, and when a second storage medium is inserted into a predetermined insertion port, the second control means determines whether the identification information of the second storage medium and the medium type match the identification information of the first storage medium and the medium type stored in the storage means. If they match, the second storage medium is controlled to be accepted.
[0011] Further, in the present invention, in the above invention, the storage means stores identification information of the first storage medium and the final update serial number information of the prepaid balance associated with the first storage medium, and when a second storage medium is inserted into a predetermined insertion port, the second control means determines whether the identification information of the second storage medium and the final update serial number information of the prepaid balance stored in the second storage medium match the identification information of the first storage medium and the final update serial number information of the prepaid balance stored in the storage means. If they match, the second storage medium is controlled to be accepted.
[0012] Further, in the present invention, in the above invention, even when the final update serial number information of the prepaid balance stored in the second storage medium does not match the final update serial number information of the prepaid balance stored in the storage means, if the final update serial number information of the prepaid balance stored in the second storage medium is the serial number of the settlement machine that settles the prepaid balance, the second storage medium is controlled to be accepted assuming that they match.
[0013] Further, in the present invention, in the above invention, the storage means stores identification information of the first storage medium and final update serial number information of the number of held game media associated with the first storage medium, and when a second storage medium is inserted into a predetermined insertion port, the second control means determines whether the identification information of the second storage medium and the final update serial number information of the number of held game media stored in the second storage medium match the identification information of the first storage medium and the final update serial number information of the number of held game media stored in the storage means. If they match, the second control means controls to accept the second storage medium.
[0014] Further, in the present invention, in the above invention, even when the final update serial number information of the number of held game media stored in the second storage medium does not match the final update serial number information of the number of held game media stored in the storage means, if the final update serial number information of the number of held game media stored in the second storage medium is the serial number of a prize management device that conducts prize exchange for the number of held game media, the second control means controls to accept the second storage medium as if they match.
[0015] Further, the present invention is a game system including a gaming machine that provides a game using the number of game machine management media, and each device provided in the gaming machine for performing processing related to a storage medium. Each device includes storage means for storing at least identification information of a first storage medium, acquisition means for acquiring the number of game machine management media from the gaming machine, first control means for, when receiving a return operation of the first storage medium, storing the identification information of the first storage medium in the storage means and then controlling to return the first storage medium, and second control means for, when a second storage medium is inserted into a predetermined insertion port, controlling to accept the second storage medium if at least the identification information of the second storage medium matches the identification information of the first storage medium stored in the storage means.
[0016] Further, the present invention is a gaming method executed by each device provided in a gaming machine that provides a game using the number of gaming machine management media and performs processing related to a storage medium, wherein each device includes: an acquisition step of acquiring the number of gaming machine management media from the gaming machine; a first control step of, when receiving a return operation of a first storage medium, controlling to return the first storage medium after storing identification information of the first storage medium in a predetermined storage unit; and a second control step of, when a second storage medium is inserted into a predetermined insertion port, controlling to accept the second storage medium if at least identification information of the second storage medium matches identification information of the first storage medium stored in the storage unit.
Effects of the Invention
[0017] According to the present invention, it is possible to prevent troubles between game players caused by stealing the number of gaming machine management balls.
Brief Description of the Drawings
[0018]
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[0019] [Embodiment 1] Hereinafter, embodiments of each device, gaming system, and gaming method according to the present Embodiment 1 will be described in detail with reference to the drawings.
[0020] In this specification, "held medals" refers to data indicating game media acquired 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 acquired 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 acquired 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 a player can use in the game.
[0021] <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. In the inter-stage card processor of this gaming system, the card information of the most recently returned card is recorded as the previous return card information. This previous return card information includes the card type, card ID, balance final update number machine, and held medal final update number machine.
[0022] As shown in FIG. 1, in the gaming system according to Embodiment 1, when a card with a card ID of "1015" is inserted into the inter-stage card processor 10a of gaming machine No. 1001 to play the game, the remaining prepaid value and the held medals are updated (S1), and when the card is returned, the card information recorded on the card is stored in the inter-stage card processor 10a as the previous return card information.
[0023] For example, as the previous return card information, a state is stored in which the card type is "general", the card ID is "1015", the balance final update number machine is "gaming machine No. 1001", and the held medal final update number machine is "gaming machine No. 1001".
[0024] Next, when the same card is inserted into the under-stage card processor 10b of the 1020th gaming machine to play a game, the remaining balance and the number of balls held are updated (S2). When the card is returned, card information is recorded on the card.
[0025] For example, a state where the card type is "general", the card ID is "1015", the last balance update gaming machine is the "1020th gaming machine", and the last number-of-balls-held update gaming machine is the "1020th gaming machine" is recorded.
[0026] Next, when the same card is inserted into the under-stage card processor 10a of the 1001st gaming machine that has a remaining balance of balls held, since the card information of the previously returned card stored in the under-stage card processor 10a is different from the card information of the inserted card, the card is returned.
[0027] For example, when the last balance update gaming machine of the previously returned card information stored in the under-stage card processor 10a is the "1001st gaming machine", the last number-of-balls-held update gaming machine is the "1001st gaming machine", the last balance update gaming machine of the card information of the inserted card is the "1020th gaming machine", and the last number-of-balls-held update gaming machine is the "1020th gaming machine", since the information of both is different, the card is returned.
[0028] As described above, in the gaming system according to the first embodiment, the under-stage card processor stores the card information of the most recently returned card as the previously returned card information. When the card information of the newly inserted card is different from this previously returned card information, the card is configured to be returned. Therefore, it is possible to prevent troubles between game players caused by stealing the number of management balls of the gaming machine.
[0029] <System configuration according to the first embodiment> Next, the system configuration of the gaming system according to the first embodiment will be described. FIG. 2 is a diagram showing the system configuration of the gaming system according to the first embodiment. As shown in FIG. 2, in the game parlor, a plurality of gaming machines 20 and under-stage card processors 10 provided corresponding to each of the gaming machines 20 are installed.
[0030] The inter-station 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 cash register 70.
[0031] The gaming machine 20 is a device that conducts a game 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" handled as data by the gaming machine 20. The game board surface of this gaming machine 20 is provided with a plurality of winning areas (winning openings), and a predetermined number of game balls are awarded as prize balls based on the game balls passing through the winning areas. In addition, the game board surface is provided with a predetermined number of starting areas (starting openings), 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, such as improving the probability of the game balls passing through the aforementioned winning areas or other starting areas, are performed by the operation of 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.
[0032] The above-mentioned winning areas are provided with winning sensors to detect the passage of game balls into the winning areas, and the winning sensors are configured to detect the passage (winning) of the game balls driven into the winning areas. In addition, 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 management game balls of the gaming machine. Further, the control unit of the gaming machine 20 periodically transmits the number of management game balls of the gaming machine to the inter-station card processor 10.
[0033] When the inter-game card processor 10 receives a deposit from a 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-game card processor 10 can accept the insertion of a card associated with a prepaid value, held balls, stored balls, etc. At the end of the game, it ejects the card associated with the prepaid value, held balls, stored balls, etc. and returns it to the player. Further, the inter-game card processor 10 transmits the history of operations such as deposit, card insertion, and card ejection to the management device 50.
[0034] When a predetermined number of game balls are launched onto the game board surface of the gaming machine 20, it transmits out data to the inter-game card processor 10. Also, when a predetermined number of prize balls are added to the game balls after the game balls pass through the winning area (so-called winning), the gaming machine 20 transmits safe data to the inter-game card processor 10. Furthermore, when a special state such as a jackpot occurs during the game, it transmits special prize data indicating the occurrence of such a state to the inter-game card processor 10.
[0035] The out data corresponds to the number of balls input by the player onto the game board surface, i.e., the number of input balls. The safe data corresponds to the number of prize balls obtained by winning. Also, the special 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 inter-game card processor 10, and the management device 50 can obtain the history of the operation of the gaming machine 20 by accumulating the out data, safe data, and special prize data.
[0036] The inter-stage card processor 10 conducts acceptance of deposits, lending of game balls, communication with the management device 50, and communication with the gaming machine 20. When the inter-stage card processor 10 accepts banknotes inserted by a player, it sends a deposit notice including the deposit amount to the management device 50, causing the management device 50 to add the prepaid value equivalent to the deposit amount to the prepaid value it manages. Then, when a predetermined ball lending operation is performed, it sends a ball lending request to the management device 50, causing the management device 50 to subtract the prepaid value, and notifies the gaming machine 20 of the number corresponding to the subtracted prepaid value, adding it to the number of balls managed by the gaming machine.
[0037] Also, when the inter-stage card processor 10 receives the number of balls managed by the gaming machine 20 from the gaming machine 20, it stores the received number of balls managed by the gaming machine.
[0038] Also, when the inter-stage card processor 10 receives the aggregation setting data from the management device 50, it stores the received data.
[0039] Also, when the inter-stage card processor 10 accepts a card, it reads the card information of the card and stores it in the received card data. And if the aggregation setting of the aggregation setting data corresponding to the card type of the received card data is "none", it sends a card insertion notice to the management device 50. If the aggregation setting is "yes", it compares each item of the received card data and the previous returned card data, and performs the following processing based on this comparison result.
[0040] If all items of the card type, card ID, balance final update number machine, and holding ball final update number machine of the received card data and the previous returned card data are the same, it sends a card insertion notice to the management device 50.
[0041] If both the card type and the card ID are the same, and at least one of the balance final update number machine and the holding ball final update number machine is different, it displays that it has been used by another inter-stage card processor 10 and ejects the card.
[0042] If at least one of the card type and the card ID is not the same, extract the remaining balance of the held balls and the number of balls managed by the gaming machine. Then, when both the remaining balance of the held balls and the number of balls managed by the gaming machine are 0, send a card insertion notification to the management device 50. When at least one of the remaining balance of the held balls and the number of balls managed by the gaming machine is not 0, display that it is different from the card used most recently and eject the card.
[0043] Also, if the inter-stage card processor 10 receives an insertion of paper money or a ball lending operation, it stores its own unit number in the item of the balance final update unit of the received card data. If the inter-stage card processor 10 receives a held ball replay operation or a request for transfer of game balls, it stores its own unit number in the item of the held ball final update unit of the received card data.
[0044] Also, when the inter-stage card processor 10 receives the prepaid value, the remaining balance of the held balls, or the stored balls from the management device 50, it stores the remaining balance. Then, when it receives and stores the remaining balance of the held balls, it sends a held ball subtraction request to the management device 50 to clear the remaining balance (number of held balls) managed by the management device 50 to zero.
[0045] Also, when the inter-stage card processor 10 receives a held ball replay operation, it subtracts a predetermined number from the number of held balls managed by itself, notifies the gaming machine 20 of the number corresponding to the subtracted number of held balls, and adds it to the number of balls managed by the gaming machine. Also, when the inter-stage card processor 10 receives a stored ball replay operation, it sends a stored ball replay request to the management device 50, causing the management device 50 to subtract a predetermined number from the number of stored balls, notifies the gaming machine 20 of the number corresponding to the subtracted number of stored balls, and adds it to the number of balls managed by the gaming machine.
[0046] Also, if the intermediate card processor 10 receives a card return operation, it stores the game type of its own device, the remaining balance of the stored value corresponding to this game type, and the received card data in the previous return card data, and writes them on the card. Then, it sends a stored value addition request including the number of stored values to the management device 50, causes the management device 50 to add the number of stored values, 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 number of management balls of the gaming machine is added to the number of stored values.
[0047] In addition, 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.
[0048] The island controller 30 is a device that groups a group of gaming machines 20 and intermediate card processors 10 provided on the gaming island and relays various information to the management device 50.
[0049] If the management device 50 receives the aggregation setting data, it stores this aggregation setting data and sends it to the intermediate card processor 10.
[0050] Also, if the management device 50 receives a card insertion notification from the intermediate card processor 10, it manages the identification information of the inserted card (hereinafter referred to as "card ID") in association with the intermediate card processor 10, and sends the prepaid value and the remaining balance of the stored value associated with the card ID to the intermediate card processor 10. Also, when the card ID indicated in the card insertion notification is the card ID of the membership card, it sends the stored value replay data to the intermediate card processor 10.
[0051] Also, when the management device 50 receives a stored value subtraction request from the intermediate card processor 10, it clears the remaining balance of the stored value to zero, and when it receives a stored value addition request from the intermediate card processor 10, it adds the number of stored values indicated in the stored value addition request to the remaining balance of the stored value.
[0052] In addition, when the management device 50 receives a ball loan request from the between-platform card processor 10, it subtracts a predetermined value from the prepaid value associated with the card ID and transmits ball loan permission to the between-platform card processor 10. And when it receives a stored ball replay request, it transmits stored ball replay data to the between-platform card processor 10.
[0053] 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 number of stored balls associated with this card ID. Further, if it receives a card ID from the payment machine 70, it notifies the payment machine 70 of the prepaid value associated with this card ID.
[0054] In addition, the management device 50 acquires the game machine ID from the between-platform card processor 10 and manages the game machines 20 installed in its own store. And it acquires an 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 between-platform card processor 10.
[0055] In addition, the management device 50 manages the member management data of the members registered as members in the game store. Specifically, it manages the number of stored balls, points, password, name, etc. in association with the member card ID issued to the member.
[0056] If the management device 50 receives a card insertion notification from the between-platform card processor 10, it transmits stored ball replay data including the remaining balance of stored balls and the password corresponding to the card ID indicated in the card insertion notification to the between-platform card processor 10. Also, if the management device 50 receives a stored ball replay request from the between-platform card processor 10, it subtracts a predetermined number from the remaining balance of stored balls associated with the card ID indicated in the stored ball replay request, and transmits stored ball replay data including the remaining balance of stored balls after subtraction to the between-platform card processor 10.
[0057] In addition, if the management device 50 receives an inquiry about the number of stored balls from the prize management device 60, it notifies the prize management device 60 of the remaining balance of stored balls corresponding to the specified card ID.
[0058] The prize management device 60 is a terminal device for prize exchange installed beside the prize exchange counter in the 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 payout device for paying out prizes are connected to the 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.
[0059] 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.
[0060] 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 floor card processor 10, the floor 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 floor card processor 10, the address or arbitrary identification information identifying the floor card processor 10 as the transmission source, and a ball lending request.
[0061] When the management device 50 receives a message including a ball lending request, it subtracts a predetermined value (for example, 5 times indicating 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 a ball lending permission to the floor card processor 10 as the transmission source. The floor card processor 10 that has received the ball lending permission transmits an addition signal requesting addition to the number of game machine management balls corresponding to the subtracted prepaid value (for example, "125") to the game machine 20.
[0062] 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.
[0063] Next, the holding balls re-play process in the gaming system according to this 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 identifying the rate of the inter-stage card processor 10, and a card insertion notification.
[0064] 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 holding balls of the rate specified by the telegram among the holding balls associated with the card ID in the telegram.
[0065] The inter-stage card processor 10 stores the remaining balance of the holding balls received from the management device 50. Then, it transmits a telegram including the information for identifying the card ID and the rate and a holding balls subtraction request to the management device 50. If the management device 50 receives the holding balls subtraction request, it clears the remaining balance of the holding balls specified by the card ID and the rate to zero. Also, if the inter-stage card processor 10 receives a holding balls re-play operation, it subtracts the remaining balance of the holding balls by a certain number, notifies the corresponding number to the gaming machine 20, and causes it to be added to the number of gaming machine management balls.
[0066] If the inter-stage card processor 10 receives a management transfer request from the gaming machine 20 to transfer the management of the number of gaming machine management balls of the gaming machine 20 to the balls held by the inter-stage card processor 10, it adds the number of gaming machine management balls indicated in the management transfer request to the balls held by its own device. After that, if it receives a card return operation, it transmits a message including a ball holding addition request 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-stage card processor 10 as the transmission source, information for identifying the rate of the inter-stage card processor 10, the remaining balance of the balls held, and a ball holding addition request.
[0067] 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. After that, the inter-stage card processor 10 transmits a card discharge notification to the management device 50 and controls the card discharge.
[0068] Next, the ball storage replay process in the gaming system according to the present embodiment will be described. When the inter-stage 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-stage card processor 10, an address or any identification information for identifying the inter-stage card processor 10 as the transmission source, information for identifying the rate of the inter-stage card processor 10, and a card insertion notification.
[0069] The management device 50 transmits ball storage replay data including the password associated with the card ID in the message and the remaining balance of the ball storage at the rate specified by the message to the inter-stage card processor 10.
[0070] The inter-stage card processor 10 stores the received ball storage replay data and enables the ball storage replay operation when the remaining balance of the ball storage indicated in the ball storage replay data is equal to or greater than the number of game balls paid out in the ball storage replay (the ball storage replay unit number. For example, "125 balls").
[0071] When the inter-table card processor 10 receives the stored ball replay operation for the first time after storing the stored ball replay data, it requests the player to enter a PIN, and checks whether the entered PIN matches the PIN indicated in the stored ball replay data.
[0072] When the PINs match, the inter-table card processor 10 sends 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, the address or any identification information identifying the inter-table card processor 10 as the sender, information for identifying the rate of the inter-table card processor 10, and a stored ball replay request.
[0073] 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 sends the stored ball replay data including the remaining balance after subtraction to the inter-table card processor 10.
[0074] The inter-table 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 number of stored ball replay units, and adds it to the number of management balls in the gaming machine. Also, it determines whether the remaining balance of the updated stored balls has become less than the number of stored ball replay units. If the remaining balance of the updated stored ball data is equal to or greater than the number of stored ball replay units, 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 sent. In the second and subsequent stored ball replay operations, it is not necessary to confirm the PIN. If the remaining balance of the updated stored ball data becomes less than the number of stored ball replay units, the stored ball replay operation cannot be received.
[0075] Next, the transfer from the held balls to the stored balls during the closing process will be described. The management device 50 checks the remaining balance of the held balls in the card management data during the closing process, and if there are held balls with a remaining balance greater than "0", it adds the remaining balance of the held balls to the remaining balance of the stored balls and updates it. After that, the management device 50 clears the remaining balance of the held balls to zero.
[0076] <External Configuration of the Inter-table Card Processor 10 and the Gaming Machine 20> Next, the external configurations of the under-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 under-stage card processor 10 and the gaming machine 20 shown in FIG. 2. In the figure, the under-stage card processor 10 that accepts only banknotes is illustrated, but a unit capable of accepting electronic money can also be provided.
[0077] As shown in FIG. 3, the under-stage card processor 10 is provided with a status display unit 11 that displays the status of the device of the under-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. Note that the deposit with various banknotes may be accepted by a device other than the under-stage card processor 10 (for example, a ticket vending machine). In this case, the banknote insertion slot 12a may not be provided.
[0078] 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.
[0079] The counting button 22 is an operation button for performing a management transfer that subtracts the number of game machine management balls of the gaming machine 20 and adds the corresponding number to the balls held by the under-stage card processor 10, thereby transferring the management of the number of balls that can be thrown from the gaming machine 20 to the under-stage card processor 10. This management transfer corresponds to a counting process in which the under-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.
[0080] <Configuration of the under-stage card processor 10> Next, the configuration of the under-stage card processor 10 shown in FIG. 2 will be described. FIG. 4 is a functional block diagram showing the configuration of the under-stage card processor 10 shown in FIG. 2. As shown in FIG. 4, the under-stage card processor 10 includes a banknote conveyance 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.
[0081] 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. When accepting deposits in various bills by a device other than the counter card processor 10 (for example, a ticket vending machine), the bill transport unit 12 may not be provided. 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 lending operation.
[0082] 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.
[0083] The storage unit 16 is a storage device composed of a hard disk device, a non-volatile memory, etc. The storage unit 16 stores self-device state data 16a, card data 16b, pachinko machine management ball number data 16c, totalization setting data 16d, received card data 16e, and previous return card data 16f.
[0084] The self-device state data 16a is data indicating the state of the counter card processor 10. This self-device state data 16a includes a counter card processor ID, a machine number, a pachinko machine ID, a game type, etc. The counter card processor ID is identification information for uniquely identifying the counter card processor 10 in the pachinko parlor. The game type is data indicating the rate set in the counter card processor 10. When handling game balls of multiple rates in the pachinko parlor, 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 counter 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 counter card processor 10 is installed, or may be changeable by the operation of the game customer.
[0085] The card data 16b is data related to the card being used by the player. The card data 16b includes a card ID, a PIN, a prepaid value, the amount of owned balls, the amount of 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 amount of owned balls and the amount of stored balls indicate their respective remaining balances.
[0086] The game machine management ball number data 16c is data indicating the number of balls managed by the game machine. The consolidation setting data 16d is data indicating the consolidation settings related to the remaining balance and the amount of owned balls for each card type. The received card data 16e is data indicating the card information of the received card. The previous returned card data 16f is data indicating the previous returned card data related to the most recently returned card.
[0087] The game management section 18 is a processing section that performs processes related to authentication and communication with the game machine 20. It is desirable to form this game management section 18 on a circuit board different from the control section 17. The game management section 18 has an authentication processing section 18a, an authentication key management section 18b, and a game machine state management section 18c. Actually, by loading these programs into a CPU (Central Processing Unit) and executing them, processes corresponding to the authentication processing section 18a, the authentication key management section 18b, and the game machine state management section 18c are respectively executed.
[0088] The authentication processing unit 18a performs the authentication of the gaming machine 20 using the authentication key received from the management device 50. If the authentication is successful, the authentication processing unit 18a transmits an operation permission to the gaming machine 20. If the authentication fails, the authentication processing unit 18a prohibits the use of the gaming machine 20. Even if the authentication fails, if it is within a predetermined period from the last successful authentication, an operation permission is transmitted to the gaming machine 20, and after the predetermined period has elapsed since the last successful authentication, an operation permission is not transmitted to the gaming machine 20, and the use of the gaming machine 20 may be prohibited.
[0089] The authentication key management unit 18b is a processing unit that manages the authentication key. A usage time is set for the authentication key, and when the cumulative operation 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 board on which the game management unit 18 is formed as the operation time of the gaming machine 20 and manages the usage time of the authentication key. When the authentication key becomes unusable, the authentication key management unit 18b acquires a new authentication key from the off-site authentication key management center via the management device 50 and updates the authentication key.
[0090] 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 game management balls by lending balls, transmits a request for management transfer from the held balls to the number of game management balls by replaying with the held balls, transmits a request to add to the number of game management balls by replaying the stored balls, receives the game results such as the number of balls inserted and the number of balls awarded in the gaming machine 20, and receives a request for management transfer from the number of game management balls to the held balls by counting. The communication between the such inter-stage card processor 10 and the gaming machine 20 uses encrypted communication using a predetermined encryption method.
[0091] In addition, the gaming machine state management unit 18c further acquires the current number of gaming machine management balls, and the states set for the game, such as start, jackpot, jackpot type, and number of lottery draws, of the gaming machine 20. It is desirable to set the time interval at which the gaming machine state management unit 18c acquires the state of the gaming machine 20 to be shorter than the interval at which game 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.
[0092] 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 between-platform 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, etc., it is possible to acquire the gaming machine ID and determine the replacement of the gaming machine 20. Also, these timings may be used in combination.
[0093] The control unit 17 is a control unit that performs overall control of the between-platform card processor 10, and has a data management unit 17a, a gaming machine management ball number management unit 17b, a combined setting data management unit 17c, a received card data management unit 17d, a card reception control unit 17e, a final update number machine management unit 17f, and a previous returned card data management unit 17g. 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 combined setting data management unit 17c, the received card data management unit 17d, the card reception control unit 17e, the final update number machine management unit 17f, and the previous returned card data management unit 17g are respectively executed.
[0094] The data management unit 17a is a processing unit that manages the card data 16b. If the data management unit 17a receives a card insertion notification instruction from the received card data management unit 17d or the card reception control unit 17e, it transmits a card insertion notification including the card ID and the between-stage card processor ID to the management device 50. Also, when the data management unit 17a receives data including a valuable value (at least any one of prepaid value, held balls, and stored balls) and a password from the management device 50, it updates the card data 16b with the received valuable value and password.
[0095] Also, when a bill is inserted into the bill insertion slot 12a, the data management unit 17a transmits a deposit notification including the amount of the inserted bill, the card ID, and the between-stage card processor ID to the management device 50.
[0096] Also, when a ball loan operation is performed by a game player, the data management unit 17a transmits a ball loan request including the card ID and the between-stage card processor ID to the management device 50. If it receives a ball loan permission as a response to this ball loan 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 game machine management ball number of the gaming machine 20.
[0097] Also, if the data management unit 17a receives a held ball replay operation, it subtracts and updates the held balls in the card data 16b and instructs the game management unit 18 to add the corresponding number of balls to the game machine management ball number of the gaming machine 20.
[0098] In addition, when the remaining credit of the stored balls shown in the card data 16b is equal to or greater than the number of stored ball replay units, the data management unit 17a displays a stored ball replay button on the display operation unit 13 and enables reception of a stored ball replay operation. When a stored ball replay operation is performed by a player, the data management unit 17a transmits a stored ball replay request including the card ID and the between-stage card processor ID to the management device 50. If stored ball replay data is received as a response to this stored ball replay request, the remaining credit of the stored balls in the card data 16b is updated, and the game management unit 18 is instructed to add the number of balls corresponding to the number of stored ball replay units to the game machine management ball number of the gaming machine 20. At the time of the first stored ball replay operation, input of a password is requested, and it is a condition for transmitting the stored ball replay request that it matches the password shown in the card data 16b.
[0099] 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 the number of balls instructed by the game management unit 18 to the balls held in the card data 16b and updates it.
[0100] In addition, when the data management unit 17a receives a card ejection notification instruction from the previous return card data management unit 17g, it transmits a ball addition request including the card ID, the between-stage card processor ID, and the remaining credit of the held 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.
[0101] The game machine management ball number management unit 17b is a processing unit that manages the game machine management ball number data 16c. When the game machine management ball number management unit 17b receives the game machine management ball number from the gaming machine 20, it stores the received game machine management ball number in the game machine management ball number data 16c.
[0102] The total calculation setting data management unit 17c is a processing unit that manages the total calculation setting data 16d. When the total calculation setting data management unit 17c receives the total calculation setting data from the management device 50, it stores the received data in the total calculation setting data 16d.
[0103] The reception card data management unit 17d is a processing unit that manages reception card data 16e. If the reception card data management unit 17d receives a card, it reads the card information of the card and stores it in the reception card data 16e. Then, if the aggregation setting of the aggregation setting data 16d corresponding to the card type of the reception card data 16e is "none", it transfers a card insertion notification instruction to the data management unit 17a, and if this aggregation setting is "yes", it transfers a reception instruction to the card reception control unit 17e.
[0104] The card reception control unit 17e is a processing unit that performs card reception processing. If the card reception control unit 17e receives a reception instruction from the reception card data management unit 17d, it compares each item of the reception card data 16e and the previous returned card data 16f, and performs the following processing based on the comparison result.
[0105] If all items of the card type, card ID, balance final update number, and held ball final update number are the same among the items of the reception card data 16e and the previous returned card data 16f, it transfers a card insertion notification instruction to the data management unit 17a.
[0106] If both the card type and the card ID are the same among the items of the reception card data 16e and the previous returned card data 16f, and at least one of the balance final update number and the held ball final update number is different, it displays that it has been used by another inter-table card processor 10 and ejects the card.
[0107] If at least one of the card type and the card ID is different among the items of the reception card data 16e and the previous returned card data 16f, it extracts the balance of the held balls shown in the card data 16b and the number of game machine management balls shown in the game machine management ball number data 16c. Then, if both the balance of the held balls and the number of game machine management balls are 0, it transfers a card insertion notification instruction to the data management unit 17a. If at least one of the balance of the held balls and the number of game machine management balls is not 0, it displays that it is different from the card used most recently and ejects the card.
[0108] The final update number machine management unit 17f is a processing unit that manages the final update number machine. If the final update number machine management unit 17f receives a bill insertion or ball lending operation, it stores the machine number of the self-device status data 16a in the item of the balance final update number machine of the received card data 16e.
[0109] Also, if the final update number machine management unit 17f receives a ball holding replay operation or a transfer request for game balls, it stores the machine number of the self-device status data 16a in the item of the ball holding final update number machine of the received card data 16e.
[0110] The previous return card data management unit 17g is a processing unit that manages the previous return card data 16f and controls writing to the card. If the previous return card data management unit 17g receives a card return operation, it stores the game type of the self-device status data 16a, the remaining balance of the balls held in the card data 16b corresponding to this game type, and the received card data 16e in the previous return card data 16f. Then, it writes the previous return card data 16f to the card and passes a card ejection notification instruction to the data management unit 17a.
[0111] Next, an example of the data stored in the storage unit 16 of the inter-stage card processor 10 shown in FIG. 4 will be described. FIGS. 5 and 6 are diagrams showing examples of the self-device status data 16a, the game machine management ball number data 16c, the aggregation setting data 16d, the received card data 16e, and the previous return card data 16f shown in FIG. 4.
[0112] The self-device status data 16a shown in FIG. 5(a) indicates that the ID of the inter-stage card processor 10 is "A101", the machine number is "Machine No. 1001", the game machine ID of the connected game machine 20 is "B201", and the game type of the inter-stage card processor 10 is set to "Ball 1".
[0113] The card data 16b shown in Fig. 5(b) indicates a state where the card ID of the card inserted into the pedestal card processor 10 is "2015", the PIN for stored ball replay is "1234", and the prepaid value is "100" degrees. Here, one degree of prepaid value corresponds to 100 yen.
[0114] Also, the card data 16b shows a state where, as the held balls, the remaining balance of held ball 1 is "30" balls, the remaining balance of held ball 2 is "0" balls, the remaining balance of held ball 3 is "0" balls, and as the stored balls, the remaining balance of stored ball 1 is "0" balls, the remaining balance of stored ball 2 is "0" balls, and the remaining balance of stored ball 3 is "0" balls.
[0115] The gaming machine management ball number data 16c shown in Fig. 5(c) indicates that the number of gaming machine management balls is "90" balls.
[0116] The combined setting data 16d shown in Fig. 5(d) associates the state where the combined setting for the card type "member" is "yes" and the state where the combined setting for the card type "general" is "yes".
[0117] The received card data 16e shown in Fig. 6(a) indicates a state where the card type is "general", the card ID is "1015", the last update number of the balance is "Machine No. 1020", and the last update number of the held balls is "Machine No. 1020".
[0118] The previous returned card data 16f shown in Fig. 6(b) indicates a state where the card type is "general", the card ID is "1015", the last update number of the balance is "Machine No. 1001", the last update number of the held balls is "Machine No. 1001", the gaming type is "Ball 1", and the number of held balls is "30" balls.
[0119] <Configuration of Gaming Machine 20> Next, the configuration of the gaming machine 20 shown in FIG. 2 will be described. FIG. 7 is a functional block diagram showing the configuration of the gaming machine 20 shown in FIG. 2. As shown in FIG. 7, 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-base card processor 10. Communication with the inter-base card processor 10 uses encrypted communication using a predetermined encryption method.
[0120] When the gaming machine 20 is activated, the communication control unit 23 reads identification information from the control CPUs 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-base card processor 10 and enters a standby state. In the standby state, if an operation permission is received from the inter-base 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 game.
[0121] The game control unit 25 is a control unit for controlling the game by the gaming machine 20. Actually, a process will be executed by loading and executing a program corresponding to the game control unit 25 into the CPU.
[0122] 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 openings on the game board, acquisition and lottery (special symbols and normal symbols) of random numbers (random number values from 0 to 65535, for which big wins, small wins, and losing numbers are assigned for each predetermined range) by game balls that have entered the start opening, 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 be fraudulent (such as the front frame being open, vibration being detected, etc.), and notification to the upper device.
[0123] A large number of obstacle pins are implanted on the game board surface. The game balls launched onto the game board surface by handle operation fall between the obstacle pins and either win in the winning holes or start holes, or are discharged outside the game board through the out holes on the game board surface without winning. When a game ball wins in the start hole, a lottery is conducted. When it is a big win, a big win game is conducted in which a plurality of predetermined winning holes on the game board surface are controlled to be in an open state for multiple times. By making it easier for the game balls to win in these winning holes, prize balls are awarded to the players.
[0124] 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 player after the big win game ends. The big win game with a privilege includes a probability variable big win and a time shortening big win. The probability variable big win and the time shortening big win each award a probability variable game and a time shortening game as privilege games after the big win. The time shortening game is a privilege game that increases the number of lotteries per unit time and increases the probability of winning a big win per unit time by shortening the variable time (the time from starting the lottery process to displaying the result) of the normal symbol lottery (the opening and closing lottery of the movable member described above) and / or the special symbol lottery (the big win lottery by the winning of the game ball described above). This privilege game may include a normal symbol probability variation that increases the winning probability of the normal symbol. The time shortening game by the time shortening big win ends when the number of lotteries of the special symbol lottery reaches a predetermined number after the big win. The probability variable game will be described later.
[0125] 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 jackpot used in the next lottery when the lottery result falls within a particularly defined random number range among the jackpots (generally, it is made 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 jackpot win. Also, a probability variation game and a time-saving game may be provided simultaneously. However, in order to prevent unexpected damage to the game parlor, when a player obtains a certain number of game media after the start of a probability variation game or a time-saving game, it may be treated as a stop process (once a card is discharged and a prize exchange or a table movement is requested). 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.
[0126] 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 these programs into the CPU and executing them, processes corresponding to the effect symbol lottery unit 24a and the effect lottery unit 24b are executed respectively.
[0127] 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) based on the special symbol lottery in the game control unit 25 (specifically, whether to finally stop the display at 7, 7, 7, etc.).
[0128] 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.
[0129] 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, performs an effect display by superimposing the effect data on the background symbol data. Also, at the time of probability variation, background color data different from the normal state is set.
[0130] 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.
[0131] 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.
[0132] 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 transmits the number of game machine management balls at the data acquisition time to the inter-stage card processor 10 while continuing to update the number of game machine management balls according to the game state without clearing the content of the game ball number memory to zero.
[0133] 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 a 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 game ball control unit 26 detects a pressing operation of the counting button 22 and the detection signal does not fall within a predetermined time after rising, every time the state where the detection signal has risen continues for a certain time, 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). 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.
[0134] The game control unit 25 and the game ball control unit 26 are each configured on separate circuit boards. 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.
[0135] <Configuration of the management device 50> Next, the configuration of the management device 50 shown in FIG. 2 will be described. FIG. 8 is a functional block diagram showing the configuration of the management device 50 shown in FIG. 2. As shown in FIG. 8, 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.
[0136] The display unit 51 is a display device such as a liquid crystal panel or a display apparatus. 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 cashier 70 via a communication line within the game parlor.
[0137] The storage unit 55 is a storage device such as a hard disk drive or a non-volatile memory, and stores card management data 55a, device management data 55b, member management data 55c, and aggregation setting data 55d.
[0138] 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 of the stored tokens, etc. with the card ID of the membership card issued to the member. The aggregation setting data 55d is data indicating the aggregation setting regarding the balance and the number of tokens for each card type.
[0139] The control unit 56 is a control unit that performs overall control of the management device 50, and includes a card management unit 56a, a device management unit 56b, a member management unit 56c, and an aggregation setting unit 56d. Actually, by loading these programs into the CPU and executing them, processes corresponding to the card management unit 56a, the device management unit 56b, the member management unit 56c, and the aggregation setting unit 56d will be executed respectively.
[0140] The card management unit 56a is a processing unit that manages the card management data 55a. The card management unit 56a communicates with the pedestal card processor 10, the prize management device 60, and the cashier 70 to update the prepaid value and the remaining number of tokens associated with the card ID.
[0141] In addition, when the card management unit 56a receives a card insertion notification from the between-stage card processor 10 or a request for valuable value associated with the card from the prize management device 60, it notifies the valuable value associated with the card and the remaining balance of the stored credits.
[0142] Also, when the card management unit 56a receives a request for valuable value associated with the card from the payment machine 70, it notifies the remaining balance of the valuable value associated with the card.
[0143] 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 between-stage card processor ID, installation location, and gaming machine ID obtained from the between-stage card processor 10.
[0144] The member management unit 56c is a processing unit that manages the member management data 55c. The member management unit 56c communicates with the between-stage card processor 10 and the prize management device 60 to update the remaining balance of the stored credits associated with the card ID. Also, 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.
[0145] Here, the stored credit replay process by the member management unit 56c will be described. If the member management unit 56c receives stored credit replay request data from the between-stage card processor 10, it subtracts the payout unit amount from the remaining balance of the stored credits of the payout destination rate among the stored credits associated with the card ID in the stored credit replay request data, and recalculates the number of possible stored credit replays. Then, it transmits the stored credit replay data including the remaining balance after subtraction and the number of possible stored credit replays to the between-stage card processor 10.
[0146] The aggregation setting unit 56d is a processing unit that manages the aggregation setting data 55d. If the aggregation setting unit 56d receives the aggregation setting data from the input unit 52, it stores this aggregation setting data in the aggregation setting data 55d and transmits it to the between-stage card processor 10.
[0147] Next, an example of the data stored in the storage unit 55 of the management device 50 shown in FIG. 8 will be described. FIG. 9 is a diagram showing an example of the card management data 55a, device management data 55b, and member management data 55c shown in FIG. 8.
[0148] In the card management data 55a shown in FIG. 9(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 floor card processor 10 with the device ID "A101", and the management of the held balls has been transferred to the floor card processor 10. Therefore, the remaining balance of the held balls for each rate becomes zero.
[0149] 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 floor card processor 10, and the management of the held balls is being performed by the management device 50.
[0150] The device management data 55b shown in FIG. 9(b) associates the floor card processor 10 with the ID "A101" with 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 shows that this gaming machine 20 is in use.
[0151] In addition, the device management data 55b associates the pedestal card processor 10 with the ID "A201" in a state where its installation location is "Island 2-1", the ID of the connected gaming machine 20 is "B506", the gaming table number is "21", the gaming type is "Ball 3", the model of the gaming machine 20 is "DX03", and the manufacturing number is "g". It also indicates that this gaming machine 20 is in a state of being in use.
[0152] The membership management data 55c shown in FIG. 9(c) indicates the name, stored balls, etc. associated with the card ID. Specifically, the membership management data 55c associates the card ID "2015" with a state where 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.
[0153] The totalization setting data 55d shown in FIG. 9(d) associates a state where the totalization setting is "Yes" with the card type "Member" and a state where the totalization setting is "Yes" with the card type "General". <An example of the response according to the usage status of the card according to Embodiment 1> Next, an example of the response according to the usage status of the card according to Embodiment 1 will be described. FIG. 10 is a diagram showing an example of the response according to the usage status of the card according to Embodiment 1.
[0154] As shown in FIG. 10(a), when there are three gaming tables, namely Machine No. 1001, Machine No. 1020, and Machine No. 1035, the response when a card is inserted into Machine No. 1001, that is, the processing related to the acceptance / return and display of the card will be described.
[0155] As shown in FIG. 10(b), if the inserted card was the one most recently used on Machine No. 1001, this card is accepted and a normal display indicating that the game is possible is performed. This is because it is determined that the card is the one returned by the same person last time.
[0156] If the inserted card was the one most recently used in gaming machine 1020, return this card and perform the normal procedure indicating that it was used elsewhere. This is because, although it is the card of the person who returned it last time, it was determined that it was used on another gaming machine.
[0157] If the inserted card was the one most recently used in gaming machine 1035, return this card and perform the normal procedure indicating that it was used elsewhere. This is because, although it is the card of the person who returned it last time, it was determined that it was used on another gaming machine.
[0158] If the inserted card is different from the card returned last time, return this card and perform the normal procedure indicating that it is not the card used immediately before. This is because it was determined that the player is different from the previous player.
[0159] <An example of the display in the inter-stage card processor 10 according to Embodiment 1> Next, an example of the display in the inter-stage card processor 10 according to Embodiment 1 of the present invention will be described. FIG. 11 is a diagram showing an example of the display in the inter-stage card processor 10 according to Embodiment 1 of the present invention.
[0160] As shown in FIG. 11(a), among the items of the received card data 16e and the previous returned card data 16f, if both the card type and the card ID are the same, and at least one of the balance final update gaming machine and the credit final update gaming machine is not the same, a display indicating that it was used on another inter-stage card processor 10 is performed. Specifically, it is displayed as "This is a card used elsewhere."
[0161] As shown in FIG. 11(b), among the items of the received card data 16e and the previous returned card data 16f, if at least one of the card type and the card ID is not the same, a display indicating that it is different from the card used most recently is performed. Specifically, it is displayed as "This is not the card returned immediately before."
[0162] <Processing procedure in the inter-stage card processor 10 according to Embodiment 1> Next, the processing procedure in the between-stage card processor 10 according to Embodiment 1 will be described. FIG. 12 is a flowchart showing the processing procedure in the between-stage card processor 10 according to Embodiment 1.
[0163] As shown in FIG. 12, when the between-stage card processor 10 accepts a card (step S101; Yes), it reads card information from the card (step S102) and stores it in the received card data 16e.
[0164] If the summation setting of the summation setting data 16d corresponding to the card type of the received card data 16e is "none" (step S103; No), the game menu is displayed (step S107), and the processing is terminated as it is.
[0165] If the summation setting is "yes" (step S103; Yes), each item of the received card data 16e and the previous returned card data 16f is compared (step S104, step S105).
[0166] If all items of the card type, card ID, balance final update number machine, and holding ball final update number machine are the same (step S104; Yes, step S105; Yes), the game menu is displayed (step S106), and the processing is terminated as it is.
[0167] If both the card type and the card ID are the same (step S104; Yes) and at least one of the balance final update number machine and the holding ball final update number machine is different (step S105; No), a display indicating that it has been used elsewhere is made (step S108), the card is discharged (step S109), and the processing is terminated as it is.
[0168] If at least one of the card type and the card ID is different (step S104; No), the remaining balance of the holding balls shown in the card data 16b and the number of game machine management balls shown in the game machine management ball number data 16c are extracted.
[0169] If both the remaining balance of the held balls and the number of game machine management balls are 0 (step S110; Yes), the game menu is displayed (step S106), and the process ends as it is.
[0170] If at least one of the remaining balance of the held balls and the number of game machine management balls is not 0 (step S110; No), a display indicating that another card has been inserted is made (step S111), the card is discharged (step S112), and the process ends.
[0171] As described above, in the game system according to the first embodiment, the inter-stage card processor stores the card information of the most recently returned card as the previous return card information, and when the card information of the newly inserted card is different from this previous return card information, the card is configured to be returned. Therefore, it is possible to prevent troubles between game players caused by embezzlement of the number of game machine management balls.
[0172] In the above-described first embodiment, the configuration in which the inserted card is accepted when the card type, card ID, balance final update number machine, and held ball final update number machine of the received card data match the previous return card data has been described. However, the present invention is not limited to this. In addition to the card type, card ID, balance final update number machine, and held ball final update number machine, it is also possible to configure to accept the inserted card on the condition that the balance and the remaining balance of the held balls match.
[0173] Also, in the above-described first embodiment, the configuration in which the card is returned when the content of the received card data is different from the previous return card data has been described. However, the present invention is not limited to this. When the content of the received card data is different from the previous return card data, it is also possible to configure to return the card and display "Please insert the card into the original stand".
[0174] [Modification Example] Incidentally, in the above-described Embodiment 1, the inter-base card processor stores the card information of the most recently returned card as the previous return card information, and accepts the card only when the card information of the newly inserted card completely matches this previous return card information. However, the present invention is not limited to this.
[0175] A game player may once pause the game to conduct prize exchange or perform settlement, and then continue the game on the same gaming table. In such a case, in the gaming system according to the above-described Embodiment 1, continuation of the game becomes impossible.
[0176] To solve this problem, when the difference between the previous return card information stored in the inter-base card processor and the card information of the newly inserted card is such that the balance final update unit is the settlement machine or the holding credit final update unit is the prize management device, it is also possible to configure the system to allow the game using the inserted card.
[0177] In this modification example, a gaming system that allows the game using the inserted card when the difference between the previous return card information stored in the inter-base card processor and the card information of the newly inserted card is such that the balance final update unit is the settlement machine or the holding credit final update unit is the prize management device will be described.
[0178] <Outline of the gaming system according to the modification example> The outline of the gaming system according to this modification example will be described. FIG. 13 is an explanatory diagram of the outline of the gaming system according to this modification example.
[0179] As shown in FIG. 13, in the gaming system according to this modification example, when a card with a card ID of "1015" is inserted into the inter-base card processor 100 of the No. 1001 machine to play the game, the remaining balance of the prepaid value and the holding credits are updated (S11), and when the card is returned, the card information recorded on the card is stored in the inter-base card processor 100 as the previous return card information.
[0180] For example, as the previous return card information, a state is memorized where the card type is "General", the card ID is "1015", the balance final update machine number is "Machine No. 1001", and the coin balance final update machine number is "Machine No. 1001".
[0181] Next, when the same card is inserted into the prize management device 60 of Machine No. 9730 to conduct prize exchange, the coin balance is updated (S12), and when the card is returned, card information is recorded on the card.
[0182] For example, a state is recorded where the card type is "General", the card ID is "1015", the balance final update machine number is "Machine No. 1001", and the coin balance final update machine number is "Machine No. 9730".
[0183] Next, when the same card is inserted into the inter-stage card processor 100 of Machine No. 1001 which has a remaining coin balance, although the previous return card information memorized by the inter-stage card processor 100 and the card information of the inserted card are different, the difference is only in the coin balance final update machine number. The content of this difference is that the coin balance final update machine number is Machine No. 9730, but since Machine No. 9730 is a prize management device, it is acceptable, the card is accepted (S13), and the game is permitted.
[0184] <An example of the response according to the usage status of the card according to the modified example> Next, an example of the response according to the usage status of the card according to this modified example will be described. FIG. 14 is a diagram showing an example of the response according to the usage status of the card according to this modified example.
[0185] As shown in FIG. 14(a), when there are the inter-stage card processor 100 of Machine No. 1001, the prize management device 60 of Machine No. 9730, and the payment machine 70 of Machine No. 9600, the response when a card is inserted into Machine No. 1001, that is, the processes regarding card reception / return and display will be described.
[0186] As shown in FIG. 14(b), if the inserted card was the one most recently used in Machine No. 1001, this card is accepted and a normal display enabling the game is performed. This is because it is determined that this is the card of the person who returned it last time.
[0187] If the inserted card was the one most recently used in Machine No. 9730, this card is accepted and a normal display enabling the game is performed. This is because it is determined that this is a coin exchange by the person himself / herself.
[0188] If the inserted card was the one most recently used in Machine No. 9600, this card is accepted and a normal display enabling the game is performed. This is because it is determined that this is a balance settlement by the person himself / herself.
[0189] As described above, in the game system according to this modified example, when the difference between the previously returned card information stored in the between-stage card processor and the card information of the newly inserted card is such that the balance final update machine is the settlement machine or the coin final update machine is the prize management device, the game by the inserted card is enabled. Therefore, it is possible to prevent troubles between game customers caused by embezzlement of the number of management balls of the gaming machine.
[0190] [Embodiment 2] Incidentally, in the above-described Embodiment 1, the configuration in which the between-stage card processor stores the card information of the most recently returned card as the previously returned card information and accepts the card only when the card information of the newly inserted card completely matches this previously returned card information has been described. However, the present invention is not limited to this.
[0191] When the inter-table card processor and the gaming machine are not connected, the host device cannot receive the pulse signal regarding the gaming information from the gaming machine. There may be a case where the gaming machine is not connected during the installation, replacement, or maintenance of the inter-table card processor. In this case, there arises a problem that the connection test between the inter-table card processor and the host device cannot be completed. To solve this problem, when the inter-table card processor and the gaming machine are not connected, it is also possible to configure the inter-table card processor to pseudo-output the pulses output by the gaming machine in the maintenance mode.
[0192] In the second embodiment, a gaming system that pseudo-outputs the pulses output by the gaming machine in the maintenance mode of the inter-table card processor when the inter-table card processor and the gaming machine are not connected will be described.
[0193] <Overview of the gaming system according to the second embodiment> The overview of the gaming system according to the second embodiment will be described. FIG. 15 is an explanatory diagram of the overview of the gaming system according to the second embodiment.
[0194] As shown in FIG. 15, in the gaming system according to the second embodiment, the inter-table card processor 200 transmits an event log to the card system server 300 via the island controller 30.
[0195] Also, the inter-table card processor 200 outputs a pseudo signal of the pulse signal output by the gaming machine 20 to the hall combobox 400 by setting the state of its own device to the maintenance mode. If the hall combobox 400 receives this pseudo signal, it outputs a pulse corresponding to the pseudo signal to the hall computer 500.
[0196] <An example of the transition conditions to the maintenance mode according to the second embodiment> Next, an example of the transition conditions to the maintenance mode according to the second embodiment will be described. FIG. 16 is a diagram showing an example of the transition conditions to the maintenance mode according to the second embodiment. In the gaming system according to the second embodiment, in the maintenance mode, a pseudo signal is output from the inter-table card processor 200.
[0197] As shown in FIG. 16, there are five conditions as examples of the transition conditions to the maintenance mode. The first condition is that the store is closed. Note that this condition includes the degenerate state during store closure. The reason for setting this condition is to prevent inconsistencies in the aggregation due to mode transitions during store opening, as the aggregation of the hall computer 500 will not match if a pulse test is performed during store opening.
[0198] The second condition is that the card collection / supplementation operation is not being performed. The reason for setting this condition is the same as in the current RAS, i.e., not to allow mode transitions during transactions.
[0199] The third condition is that no staff operation is in progress. The reason for setting this condition is the same as for card collection / supplementation, i.e., not to allow mode transitions uniformly when a staff member is operating something.
[0200] The fourth condition is that the bill validator is not unlocked. The reason for setting this condition is the same as for card collection / supplementation, i.e., not to allow mode transitions uniformly when a staff member is operating something.
[0201] The fifth condition is that the system is not in error down state. The reason for setting this condition is that although the current RAS is not transitionable only for specific errors, for simplicity, mode transitions are not allowed uniformly. Note that since game table errors do not enter the error down state during store closure, mode transitions are possible.
[0202] <An example of the display related to the maintenance mode according to the second embodiment> Next, an example of the display related to the maintenance mode according to Embodiment 2 will be described. FIG. 17 is a diagram showing an example of the display related to the maintenance mode according to Embodiment 2.
[0203] As shown in FIG. 17, if the staff operation is started during the store closure, the staff operation menu is displayed. Note that "Maintenance Mode" is displayed and selectable in the staff operation menu only when a predetermined condition is satisfied. The predetermined condition is that the unified store code has been acquired, that is, the setting for the card unit to be normally startable has been received from the upper server.
[0204] When the item "Maintenance Mode" is selected and executed, the system transitions to the maintenance mode. Note that it is also checked whether the predetermined condition is satisfied immediately before starting the execution, and if not, the start is not allowed.
[0205] "Pulse Output Test" is displayed as a menu in the maintenance mode. By selecting this "Pulse Output Test" and pressing the "Settings" key on the remote control, the pulse output test is performed. To return to the menu in the maintenance mode, press the "Cancel" key on the remote control.
[0206] When the "Staff Operation" key on the remote control is pressed while the menu in the maintenance mode is being displayed, a reboot is performed. Note that it is not possible to release the main body lock using the "Unlock" key on the remote control.
[0207] <An example of the display of the pulse output test screen according to Embodiment 2> Next, an example of the display of the pulse output test screen according to Embodiment 2 will be described. FIG. 18 is a diagram showing an example of the display of the pulse output test screen according to Embodiment 2.
[0208] As shown in FIG. 18, on the pulse output test screen, items such as port information display, pulse output test, card reader test, and mobile reader test are displayed.
[0209] <Example of Display Operation of Pulse Output Test According to Embodiment 2> Next, an example of the display operation of the pulse output test according to Embodiment 2 will be described. FIG. 19 is a diagram showing an example of the display operation of the pulse output test according to Embodiment 2.
[0210] As shown in FIG. 19, in the menu of the maintenance mode, select "Pulse Output Test" and press the "Settings" key of the remote control to transition to the initialization completion waiting state.
[0211] In the initialization completion waiting state, initialize the SC board of the hole combobox 400. If the initialization is completed normally, it will transition to the start waiting state, and if it ends abnormally, it will transition to the error in progress state.
[0212] In the start waiting state, no pulse is output yet, and "0 times" is displayed. Press the "Reset" key of the remote control to transition to the pulse output in progress state, and press the "Cancel" key to transition to the menu screen. In addition, when an error occurs, it will transition to the error in progress state.
[0213] In the pulse output in progress state, increment the "number of times" by 1 and perform the pulse output for one time. If the "number of times" reaches 999 or more, it will be displayed as "999". After performing the pulse output, it will transition to the start waiting state after 20 seconds. In addition, when an error occurs, it will transition to the error in progress state.
[0214] In the start waiting state, no pulse output is performed, and the number of times of test output is displayed as it is. Press the "Reset" key of the remote control to transition to the pulse output in progress state, and press the "Cancel" key to transition to the menu screen. In addition, when an error occurs, it will transition to the error in progress state.
[0215] In the error in progress state, no pulse output is performed, and the error code and the number of times of test output are displayed. Press the "Cancel" key of the remote control to transition to the menu screen.
[0216] <An example of the specifications of the pulse output test according to Embodiment 2> Next, an example of the specifications of the pulse output test according to Embodiment 2 will be described. FIG. 20 is a diagram showing an example of the specifications of the pulse output test according to Embodiment 2.
[0217] The inter-stage card processor 200 notifies the hall combobox 400 to output all pulses simultaneously in one test. The number of pulses to be output at this time is as shown in FIG. 20, and thus wiring errors can also be checked.
[0218] As shown in FIG. 20, when the item name for which output is to be confirmed is "deposit", the signal name in the smart pachi is "deposit amount", the signal type is "pulse", the signal name in the smart slot is "deposit amount", the signal type is "pulse", and the number of pulses to be output is "1". The value displayed on the hall computer 500 is "1000 yen" in the smart pachi and "1000 yen" in the smart slot.
[0219] Also, when the item name for which output is to be confirmed is "special prize", the signal name in the smart pachi is "big win 1", the signal type is "status", the signal name in the smart slot is "RB", the signal type is "status", and the number of pulses to be output is "2". The value displayed on the hall computer 500 is "2 times" in the smart pachi and "2 times" in the smart slot.
[0220] For example, if the wiring of the deposit amount signal and the consumption amount signal is swapped, the cumulative number of pulses on the hall computer 500 side will also be swapped, so wiring errors can be checked. The pulse width of the pulse signal is 50 milliseconds both for ON and OFF according to the specifications of the hall combobox 400.
[0221] Regarding the status signal, by continuously instructing "ON" and "OFF" to the hall combobox 400, the hall combobox 400 will output it like a pulse. Since the communication between the inter-base card processor 200 and the hall combobox 400 is performed at a cycle of about 300 milliseconds, the pulses in this state are assumed to be 300 milliseconds both for ON and OFF.
[0222] As described above, in the gaming system according to the second embodiment, when the inter-base card processor and the gaming machine are not connected, in the maintenance mode of the inter-base card processor, it is possible to pseudo-output the pulses output by the gaming machine.
[0223] In the above-described second embodiment, the configuration for controlling the transition to the maintenance mode and the pulse output operation by the remote controller has been described. However, the present invention is not limited to this, and it can also be configured to be controlled by a terminal having a touch panel.
[0224] Also, in the above-described second embodiment, the configuration for automatically outputting based on a predetermined output pattern regarding the pulse output has been described. However, the present invention is not limited to this, and it can also be configured to individually output by specifying a signal and the number of times.
[0225] Also, in the above-described second embodiment, the configuration for pseudo-outputting the pulses output by the gaming machine in the inter-base card processor has been described. However, the present invention is not limited to this, and it can also be configured to notify and record the requested log to a higher-level device. By checking this notification content by the higher-level device, it may be possible to extract or correct the deviation in the aggregation in the hall computer 500.
[0226] In the above-described Embodiment 2, in the inter-stage card processor, a configuration for pseudo-outputting pulses output by the gaming machine has been described. However, the present invention is not limited to this. Depending on the hall combobox 400, there is also a device that does not perform pulse output and performs serial communication with the hall computer 500. In this case, it can also be configured to suppress the output by the pulse output test.
[0227] In addition, in each of the above-described embodiments, in the gaming machine information providing system related to smart pachinko using game balls as gaming media, a configuration for applying the present invention has been described. However, the present invention is not limited to this, and it can also be configured to be applicable to a gaming machine information providing system related to smart pachislot.
[0228] In addition, each configuration illustrated in each of the above-described embodiments is schematic in function, 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, usage situations, etc.
Industrial Applicability
[0229] Each device, gaming system, and gaming method according to the present invention is suitable for preventing troubles among game players caused by the theft of the number of management balls of gaming machines.
Explanation of Signs
[0230] 10, 10a, 10b Inter-stage card processor 11 Status display unit 12 Banknote transport unit 12a Banknote 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 Game Machine Management Ball Count Data 16d Aggregation Setting Data 16e Reception Card Data 16f Previous Return Card Data 17 Control Unit 17a Data Management Section 17b Game Machine Management Ball Count Management Section 17c Aggregation Setting Data Management Section 17d Reception Card Data Management Section 17e Card Reception Control Section 17f Latest Update Number Machine Management Section 17g Previous Return Card Data Management 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 Count 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 Count Management Section 30 Island Controller 50 Management Device 51 Display Unit 52 Input Unit 53 External Network Communication Unit 54 Store Network Communication Unit 55 Memory Unit 55a Card Management Data 55b Device Management Data 55c Member Management Data 55d Aggregation Setting Data 56 Control Unit 56a Card Management Section 56b Device Management Section 56c Member Management Section 56d Aggregation Setting Section 60 Prize Management Device 70 Cashier Machine 100 inter - card processors 200 inter - card processors 300 card system servers 400 hall comboboxes 500 hall computers
Claims
1. Each device that is installed in a gaming machine that provides a game using the number of gaming machine management media and performs processing related to a storage medium, a storage means for storing at least identification information of a first storage medium; an acquisition means for acquiring the number of gaming machine management media from the gaming machine; a first control means for controlling to return the first storage medium after storing the identification information of the first storage medium in the storage means when a return operation of the first storage medium is received; a second control means for controlling to accept the second storage medium if at least the identification information of the second storage medium matches the identification information of the first storage medium stored in the storage means when the second storage medium is inserted into a predetermined insertion port; Each device characterized by comprising the above.
2. The second control means, when the second storage medium is inserted into the insertion port in a state where there are a predetermined number or more of held game media in each device or a predetermined number or more of the gaming machine management media in the gaming machine, controls to accept the second storage medium if at least the identification information of the second storage medium matches the identification information of the first storage medium stored in the storage means. The device for each unit according to claim 1.
3. The storage means, stores the identification information and medium type of the first storage medium, The second control means, when the second storage medium is inserted into a predetermined insertion port, controls to accept the second storage medium if the identification information and medium type of the second storage medium match the identification information and medium type of the first storage medium stored in the storage means. The device for each unit according to claim 1 or 2.
4. The storage means, Store the identification information of the first storage medium and the information of the last update serial number of the prepaid balance associated with the first storage medium. The second control means When a second storage medium is inserted into a predetermined insertion port, if the identification information of the second storage medium and the information of the last update serial number of the prepaid balance stored in the second storage medium match the identification information of the first storage medium and the information of the last update serial number of the prepaid balance stored in the storage means, the second storage medium is controlled to be accepted. The device for each unit according to claim 1 or 2.
5. The second control means Even when the information of the last update serial number of the prepaid balance stored in the second storage medium does not match the information of the last update serial number of the prepaid balance stored in the storage means, if the information of the last update serial number of the prepaid balance stored in the second storage medium is the serial number of the serial number machine that performs the settlement of the prepaid balance, the second storage medium is controlled to be accepted on the assumption that the two match. The device for each unit according to claim 4.
6. The storage means Store the identification information of the first storage medium and the information of the last update serial number of the number of unused gaming media associated with the first storage medium. The second control means When a second storage medium is inserted into a predetermined insertion port, if the identification information of the second storage medium and the information of the last update serial number of the number of unused gaming media stored in the second storage medium match the identification information of the first storage medium and the information of the last update serial number of the number of unused gaming media stored in the storage means, the second storage medium is controlled to be accepted. The device for each unit according to claim 1 or 2.
7. The second control means Even when the final updated machine information of the number of held gaming media stored in the second storage medium does not match the final updated machine information of the number of held gaming media stored in the storage means, if the final updated machine information of the number of held gaming media stored in the second storage medium is the machine number of the prize management device that conducts prize exchange for the number of held gaming media, control is performed so as to accept the second storage medium assuming that both match. The individual device according to claim 6, characterized in that.
8. A gaming system having a gaming machine that provides a game using the number of gaming machine management media, and individual devices that are installed in the gaming machine and perform processing related to a storage medium, Each of the individual devices Storage means for storing at least identification information of a first storage medium, Acquisition means for acquiring the number of gaming machine management media from the gaming machine, First control means for, when a return operation of the first storage medium is received, storing the identification information of the first storage medium in the storage means and then controlling to return the first storage medium, Second control means for, when a second storage medium is inserted into a predetermined insertion slot, controlling to accept the second storage medium if at least the identification information of the second storage medium matches the identification information of the first storage medium stored in the storage means A gaming system characterized by comprising.
9. A gaming method executed by individual devices that are installed in a gaming machine that provides a game using the number of gaming machine management media and perform processing related to a storage medium, An acquisition step in which each of the individual devices acquires the number of gaming machine management media from the gaming machine, A first control step in which each of the individual devices, when a return operation of a first storage medium is received, stores the identification information of the first storage medium in a predetermined storage unit and then controls to return the first storage medium, When a second storage medium is inserted into a predetermined insertion port in each of the devices, if at least the identification information of the second storage medium matches the identification information of the first storage medium stored in the storage unit, a second control step of controlling to accept the second storage medium A gaming method characterized by including the above.
Citation Information
Patent Citations
Each game device and game medium count management method
JP2021040875A
Cited By
Inter-machine device and gaming system
JP2025173285A