Game device
The gaming device manages storage media returns by considering the minimum number of held game media, addressing inefficiencies in existing systems by allowing returns when the number is below a threshold and prohibiting them when above, thus optimizing operations and reducing player wait times.
Patent Information
- Application Number
- JP2025068283
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-17
- Publication Date
- 2025-07-10
- Estimated Expiration
- 2040-12-21
AI Technical Summary
Existing gaming machines excessively suppress card return and lending functions when errors occur, leading to inefficiency and player waiting, without considering the minimum number of held game media.
A gaming device that includes storage means, acquisition means, and control means to manage the return of storage media based on a predetermined number of gaming machine management numbers, allowing return when the number is less than the minimum and prohibiting return when it exceeds the predetermined number, while displaying the remaining balance.
The device effectively controls the return of storage media, ensuring efficient function restrictions based on error patterns and the minimum number of held game media, preventing unnecessary player waiting and maintaining operational efficiency.
Smart Images

Figure 2025105671000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming device that can appropriately control the return of a storage medium while considering the minimum number of returned balls.
Background Art
[0002] Conventionally, game arcades have provided pachinko games, pachislot games, etc. using game media. For example, in a pachinko game, game balls are used as game media, and the game is played by shooting the game balls onto the game board surface. Many gaming machines are equipped with individual devices. Each individual device accepts deposits and performs a lending process for game media. Further, each individual device stores the number of game media obtained through the game as the number of held game media, and performs a replay process of subtracting the number of held game media and paying out the game media.
[0003] Such gaming machines are provided with a big winning opening on the game board, an opening / closing door for opening and closing the big winning opening, a variable winning device for opening and closing the opening / closing door, etc., and use a predetermined sensor to detect the presence or absence of an error. For example, Patent Document 1 discloses a technique of providing a variable winning detection sensor that detects game balls that have won in the big winning opening in a variable winning device, and if this variable winning detection sensor detects an error, outputting a signal indicating the occurrence of the error to the main control board. Due to this error detection, each individual device installed in the gaming machine also shuts down due to an error, and control is performed so that card return and lending of game media cannot be performed.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, if, as in the above Patent Document 1, card return and lending of game media are made impossible each time an error occurs in the gaming machine, the functions of card return and lending of game media will be excessively suppressed, resulting in inefficiency.
[0006] For example, when card return is possible but lending of game media is impossible, it should not be made impossible to return the card on the grounds that an error has occurred indicating that lending of game media is impossible. This is because, even though the player can return the card and play on other gaming machines, it will result in keeping the player waiting.
[0007] Also, there is a lower limit (hereinafter referred to as the "minimum number of return balls") for the number of held game media that a player can possess. When returning a card, if the number of held game media is less than the minimum number of return balls, lending is automatically performed for that number of held game media. Therefore, when suppressing the functions of card return and lending, it is necessary to consider the minimum number of return balls.
[0008] The present invention has been made to solve the above problems of the prior art, and an object thereof is to provide a gaming device capable of appropriately controlling the return of a storage medium while considering the minimum number of return balls.
Means for Solving the Problems
[0009] To solve the above problems, the present invention is a gaming device provided corresponding to a gaming machine, comprising storage means for storing value, acquisition means for acquiring a gaming machine management number stored in the gaming machine, reception means for receiving a return operation of a storage medium, and control means for prohibiting the return of the storage medium when the return operation of the storage medium is received in a state where the value exists and the gaming machine management number acquired by the acquisition means is a predetermined number or more, and permitting the return of the storage medium when the return operation of the storage medium is received in a state where the value exists and the gaming machine management number acquired by the acquisition means is less than the predetermined number. Further, in the present invention, in the above invention, the value is a second number of credits at a rate different from the balance or the rate of the first number of credits available for use by the gaming machine. Further, in the present invention, in the above invention, the predetermined number is the minimum return number that can return the first number of credits in association with the storage medium. Further, in the present invention, in the above invention, when the control means prohibits the return of the storage medium, the control means controls to display on the gaming machine that the number of gaming machine management numbers remains. Further, in the present invention, in the above invention, when the control means permits the return of the storage medium, the control means controls to return only the balance or the second number of credits in association with the storage medium.
Effect of the Invention
[0010] According to the present invention, it is possible to appropriately control the return of the storage medium while considering the minimum return number of balls.
Brief Description of the Drawings
[0011]
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[0012] [Embodiment 1] Hereinafter, the gaming device according to the present Embodiment 1 will be described in detail.
[0013] In this specification, "held balls" 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 balls" refers to the number of game media acquired by the player through the game. Also, "stored balls" refers to data indicating game media deposited by the player at 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 balls" refers to the number of game media deposited by the player at the game parlor. Held balls can be used by both general players and member players, and are used when, for example, the gaming machine is moved. Stored balls 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 game balls" refers to the number of balls that can be used by the player in the game.
[0014] <Overview of the Gaming System> 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 gaming system according to Embodiment 1, if an error occurs in the gaming machine (S1), control of card return and lending is performed according to the error pattern and the number of held balls (S2).
[0015] For example, when an error occurs in the gaming machine where card return is possible but lending is not possible, if the number of held balls is 20 balls and less than the minimum return ball number, in addition to not being able to lend, control is performed to also make card return impossible. This is because performing card return would automatically lend out the number of held balls that is less than the minimum return ball number, which would violate the non-lending classification in the error pattern.
[0016] In this way, when an error occurs in the gaming machine, the gaming system can perform efficient function restrictions according to the occurred error pattern.
[0017] <System Configuration> 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 a game parlor, a plurality of gaming machines 20 and pedestal card processors 10 provided corresponding to each of the gaming machines 20 are installed. The pedestal card processor 10 is connected to a communication line, which is an in-store network, via an island controller 30. The communication line is connected to an island controller 30, a management device 50, a prize management device 60, and a change machine 70.
[0018] The gaming machine 20 is a device that plays a game by driving game balls enclosed inside the device onto the game board surface. Note that this game ball is a physical "ball" used in the game, and is different from the "game ball" that the gaming machine 20 treats as data. A plurality of winning areas (winning holes) are provided on the game board surface of this gaming machine 20, and a predetermined number of game balls are given as prize balls based on the game ball passing through the winning area. Also, a predetermined number of start areas (start holes) are provided on the game board surface, and a predetermined lottery is conducted based on the game ball passing through the start area. If the lottery is a big win, operations that are advantageous in the game, such as improving the passing probability of the game ball to the aforementioned winning area or other start 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 start area and a winning area.
[0019] A winning sensor is provided in the winning area to detect the passing of the game ball into the winning area, and the winning sensor is configured to detect the passing (winning) of the game ball driven into the winning area. Also, the control unit of the gaming machine 20 has a prize ball memory that stores how many game balls are given as prize balls for each winning area, and a playable number memory that indicates the number of game balls. Further, the control unit of the gaming machine 20 periodically transmits the number of game balls to the pedestal card processor 10.
[0020] When the inter-stage 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 for lending game balls. In addition, the inter-stage 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. Also, the inter-stage card processor 10 transmits the history of operations such as deposit, card insertion, and card ejection to the management device 50.
[0021] 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-stage 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-stage 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-stage card processor 10.
[0022] The out data corresponds to the number of balls input by the player onto the game board surface, i.e., the input ball number. 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-stage 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.
[0023] The between-platform 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 between-platform card processor 10 accepts banknotes inserted by a player, it transmits 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 transmits a ball lending request to the management device 50, causing the management device 50 to subtract the prepaid value it manages, and notifies the gaming machine 20 of the number corresponding to the subtracted prepaid value, which is added to the number of game balls.
[0024] When the between-platform card processor 10 accepts the insertion of a card, it transmits a card insertion notice to the management device 50. Also, when the between-platform card processor 10 receives the remaining amount of prepaid value, held balls, or stored balls from the management device 50, it stores the remaining amount. And when it receives and stores the remaining amount of held balls, it transmits a held ball subtraction request to the management device 50, clearing the remaining amount (number of held balls) of the held balls managed by the management device 50 to zero.
[0025] When the between-platform card processor 10 accepts a held ball replay operation, it subtracts a predetermined number from the number of held balls it manages, notifies the gaming machine 20 of the number corresponding to the subtracted number of held balls, and adds it to the number of game balls. Also, when the between-platform card processor 10 accepts a stored ball replay operation, it transmits 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 it manages, notifies the gaming machine 20 of the number corresponding to the subtracted number of stored balls, and adds it to the number of game balls.
[0026] When the between-platform card processor 10 accepts a card return operation, it transmits a held ball addition request including the number of held balls to the management device 50, causes the management device 50 to add the number of held balls, then transmits a card ejection notice to the management device 50, and controls the card ejection. Note that if a counting operation is received from the gaming machine 20 before the card return operation, the number of game balls is added to the number of held balls.
[0027] The inter-game machine card processor 10 has a function of acquiring the game machine ID from the game machine 20 and authenticating the game machine 20 using the acquired game 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 game machine 20 becomes playable on the condition that the authentication is successful.
[0028] The inter-game machine card processor 10 performs various display controls based on the state of the game machine 20 and transmits the state of the game machine 20 to the management device 50.
[0029] In addition, when the inter-game machine card processor 10 receives information regarding an error from the game machine 20, it controls card return and lending using the error pattern of the error information and the number of stored coins of the game type (hereinafter referred to as "self rate") set in the own device. For example, if the error pattern is "card return: possible, lending: impossible" and the number of stored coins of the self rate is less than the minimum return coin number, both card return and lending are stopped.
[0030] The island controller 30 is a device that groups a group of game machines 20 and inter-game machine card processors 10 provided on the game island and relays various information to the management device 50.
[0031] When the management device 50 receives a card insertion notification from the inter-game machine card processor 10, it manages by associating the identification information of the inserted card (hereinafter referred to as "card ID") with the inter-game machine card processor 10, and transmits the prepaid value and the remaining balance of the stored coins associated with the card ID to the inter-game machine card processor 10. In addition, when the card ID shown in the card insertion notification is the card ID of the membership card, the stored coin replay data is transmitted to the inter-game machine card processor 10.
[0032] In addition, when the management device 50 receives a stored coin subtraction request from the inter-game machine card processor 10, it clears the remaining balance of the stored coins to zero, and when it receives a stored coin addition request from the inter-game machine card processor 10, it adds the number of stored coins shown in the stored coin addition request to the remaining balance of the stored coins.
[0033] In addition, when the management device 50 receives a ball lending request from the between-pedestal card processor 10, it subtracts a predetermined value from the prepaid value associated with the card ID and sends a ball lending permission to the between-pedestal card processor 10. And when it receives a stored ball replay request, it sends stored ball replay data to the between-pedestal card processor 10.
[0034] In addition, when 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. Furthermore, when 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.
[0035] In addition, the management device 50 acquires a game machine ID from the between-pedestal 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-pedestal card processor 10.
[0036] In addition, the management device 50 manages the member management data of 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.
[0037] When the management device 50 receives a card insertion notification from the between-pedestal card processor 10, it sends 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-pedestal card processor 10. In addition, when the management device 50 receives a stored ball replay request from the between-pedestal 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 sends stored ball replay data including the remaining balance of stored balls after subtraction to the between-pedestal card processor 10.
[0038] In addition, when 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.
[0039] In addition, the management device 50 receives and stores a setting operation for the minimum number of returned balls, and notifies the apron card processor 10 of the minimum number of returned balls.
[0040] The prize management device 60 is a terminal device for prize exchange installed beside the prize exchange counter in the game hall, and performs prize exchange processing for acquired balls, stored balls, and held balls. A card reader for reading the card ID of the card and a prize dispensing device for dispensing 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 (or when reading identification information corresponding to the card ID from a mobile terminal or the like), it transmits the card ID to the management device 50 and requests the remaining balance of the held balls of the card ID. Also, when exchanging stored balls for prizes, it requests the remaining balance of the stored balls from the management device 50.
[0041] 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.
[0042] Next, the ball lending process in the game system according to Embodiment 1 will be described. When a game player performs a ball lending operation on the apron card processor 10, the apron card processor 10 transmits a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the apron card processor 10, the address or arbitrary identification information identifying the apron card processor 10 as the transmission source, and a ball lending request.
[0043] When the management device 50 receives a message including a ball lending request, it subtracts a predetermined value of 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 apron card processor 10 as the transmission source. The apron card processor 10 that has received the ball lending permission transmits an addition signal requesting addition to the number of game balls corresponding to the subtracted prepaid value (for example, "125") to the gaming machine 20.
[0044] The gaming machine 20 that has received the addition signal adds the number of game balls and transmits the number of game balls after the addition to the inter-base card processor 10. The inter-base card processor 10 compares the sum of the number of game balls before the addition and the number of balls lent with the number of game balls after the addition to determine whether the addition of the number of game balls has been appropriately performed.
[0045] Next, the hold ball replay process in the gaming system according to the first embodiment will be described. When the inter-base 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-base card processor 10, the address or any identification information that identifies the inter-base card processor 10 as the transmission source, the information for identifying the rate of the inter-base card processor 10, and a card insertion notification.
[0046] If the management device 50 receives a card insertion notification from the inter-base card processor 10, it notifies the inter-base card processor 10 of the remaining balance of the hold balls of the rate specified by the telegram among the hold balls associated with the card ID in the telegram.
[0047] The inter-base card processor 10 stores the remaining balance of the hold 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 hold ball subtraction request to the management device 50. If the management device 50 receives the hold ball subtraction request, it clears the remaining balance of the hold balls specified by the card ID and the rate to zero. Also, if the inter-base card processor 10 receives a hold ball replay operation, it subtracts the remaining balance of the hold balls by a fixed number, notifies the corresponding number to the gaming machine 20, and adds it to the number of game balls.
[0048] If the inter-table card processor 10 receives from the gaming machine 20 a management transfer request to transfer the management of the number of game balls of the gaming machine 20 to the balls held by the inter-table card processor 10, it adds the number of game 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 addition request to the management device 50. This message includes the card ID of the card to be discharged, the address or any identification information identifying the inter-table card processor 10 as the transmission source, the information for identifying the rate of the inter-table card processor 10, the remaining balance of the balls held, and the ball addition request.
[0049] If the management device 50 receives a ball addition request, it updates the remaining balance (number of balls held) of the balls held at the rate specified by the message to the value received, among the balls held associated with the card ID in the message. After that, the inter-table card processor 10 transmits a card discharge notification to the management device 50 and controls the card discharge.
[0050] Next, the stored ball replay process in the gaming system according to the first embodiment will be described. When the inter-table card processor 10 receives a membership card or reads the identification information corresponding to the card ID from a mobile terminal that can be used as a membership card, it transmits a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-table card processor 10 (or the identification information corresponding to the card ID read from the mobile terminal), the address or any identification information identifying the inter-table card processor 10 as the transmission source, the information for identifying the rate of the inter-table card processor 10, and the card insertion notification.
[0051] The management device 50 transmits stored ball replay data including the password associated with the card ID in the message and the remaining balance of the stored balls at the rate specified by the message to the inter-table card processor 10.
[0052] The inter-table card processor 10 stores the received stored ball replay data, and is capable of accepting a stored ball replay operation when the remaining amount of the stored balls indicated in the stored ball replay data is equal to or more than the number of payout units of the game balls in the stored ball replay (the number of stored ball replay units; for example, "125 balls").
[0053] After storing the stored ball replay data, when the inter-table card processor 10 first accepts a stored ball replay operation, it requests the player to input a password, and checks whether the input password matches the password indicated in the stored ball replay data.
[0054] When the passwords match, the inter-table card processor 10 transmits a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-table card processor 10, the address or any identification information for identifying the inter-table card processor 10 as the transmission source, the information for identifying the rate of the inter-table card processor 10, and a stored ball replay request.
[0055] The management device 50 subtracts a predetermined value from the remaining amount of the stored balls associated with the card ID in the message, and transmits the stored ball replay data including the remaining amount after subtraction to the inter-table card processor 10.
[0056] The inter-table card processor 10 receives the stored ball replay data, updates the remaining amount 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 game balls. Also, it determines whether the updated remaining amount of the stored balls has become less than the number of stored ball replay units. If the remaining amount of the updated stored ball data is equal to or more than the number of stored ball replay units, it is possible to accept a stored ball replay operation again, and if a stored ball replay operation is accepted, a stored ball replay request is transmitted. For the second and subsequent stored ball replay operations, confirmation of the password is not required. If the remaining amount of the updated stored ball data has become less than the number of stored ball replay units, the stored ball replay operation cannot be accepted.
[0057] Next, the transfer from the held credits to the stored credits during the store closing process will be described. The management device 50 checks the remaining balance of the held credits in the card management data during the store closing process. If there is a held credit with a remaining balance greater than "0", the management device 50 adds the remaining balance of the held credit to the remaining balance of the stored credits and updates it. Thereafter, the management device 50 clears the remaining balance of the held credit to zero.
[0058] <Appearance Configuration of the Floor Card Processor 10 and the Gaming Machine 20> Next, the appearance configuration of the floor card processor 10 and the gaming machine 20 shown in FIG. 2 will be described. FIG. 3 is a diagram showing the appearance configuration of the floor card processor 10 and the gaming machine 20 shown in FIG. 2. In this figure, the floor card processor 10 that accepts only paper money is illustrated, but a unit that can accept electronic money can also be provided.
[0059] As shown in FIG. 3, the floor card processor 10 is provided with a status display unit 11 that displays the status of the floor card processor 10 device by lighting or blinking a lamp of a predetermined color, a paper money insertion slot 12a for accepting various paper moneys, 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.
[0060] 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.
[0061] The counting button 22 is an operation button for performing a management transfer that subtracts the number of game balls of the gaming machine 20 and adds the corresponding number to the held credits of the floor card processor 10, thereby transferring the management of the number of balls that can be thrown from the gaming machine 20 to the floor card processor 10. This management transfer corresponds to a counting process in which the floor card processor 10 counts the paid-out game balls and adds them to the held credits in an open-type gaming machine 20 where physical game balls are paid out upon winning.
[0062] <Configuration of the Floor Card Processor 10> Next, the configuration of the intermediate card processor 10 shown in FIG. 2 will be described. FIG. 4 is a diagram showing the configuration of the intermediate card processor 10 shown in FIG. 2. As shown in FIG. 4, the intermediate card processor 10 includes a bill transport unit 12, a display operation unit 13, a reader / writer 14, a communication unit 15, a storage unit 16, a control unit 17, and a game management unit 18.
[0063] The bill transport unit 12 is a transport unit that discriminates the denomination and authenticity of bills inserted from a bill insertion port 12a and transports them to a bill storage unit (not shown). The display operation unit 13 is an input / output device such as a touch panel display that displays various information such as valuable values and accepts various operations such as a ball lending operation.
[0064] The reader / writer 14 is a reading unit that reads a card ID from a card inserted into a 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.
[0065] 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, and minimum return ball number data 16c.
[0066] The self-device status data 16a is data indicating the status of the under-stage card processor 10. This self-device status data 16a includes the under-stage card processor ID, the gaming machine ID, the game type, etc. The under-stage card processor ID is identification information for uniquely identifying the under-stage card processor 10 within the game parlor. The game type is data indicating the rate set for the under-stage card processor 10. When handling game balls of multiple rates within the game parlor, for example, for 4-yen rate game balls, the game type name is set as "Ball 1", for 2-yen rate game balls as "Ball 2", and for 1-yen rate game balls as "Ball 3", and managed by rate. The under-stage card processor 10 selects the rate to be used in the game from these game types and stores it as the game type. The game type may be fixed for each section where the under-stage card processor 10 is installed, or may be changeable by the operation of the game customer.
[0067] The card data 16b is data related to the card being used by the game customer. The card data 16b includes the card ID, the PIN number, the prepaid value, the held balls, the stored balls, etc. The card ID is the card ID read by the reader / writer 14. When a 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 a 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 held balls and stored balls indicate their respective remaining balances.
[0068] The minimum return ball number data 16c is data indicating the minimum number of balls that should be returned to the game customer among the game balls held by the gaming machine 20. The minimum return ball number data 16c is referred to in the lending of the held balls of the self-rate, which is the game type set in the self-device status data 16a. Specifically, if a card return operation is performed and the number of held balls of the self-rate is less than the minimum return ball number data 16c, the number of held balls is automatically lent out.
[0069] The game management unit 18 is a processing unit that performs processes related to authentication and communication with the gaming machine 20. It is desirable to form this game management unit 18 on a substrate different from the control unit 17. The game management unit 18 includes an authentication processing unit 18a, an authentication key management unit 18b, a gaming machine state management unit 18c, and an error reception unit 18d. In practice, by loading and executing these programs on a CPU (Central Processing Unit), processes corresponding to the authentication processing unit 18a, the authentication key management unit 18b, the gaming machine state management unit 18c, and the error reception unit 18d will be executed respectively.
[0070] The authentication processing unit 18a performs 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. Note that even if the authentication fails, if it is within a predetermined period from the last successful authentication, an operation permission to the gaming machine 20 may be transmitted, and after the predetermined period has elapsed from the last successful authentication, an operation permission to the gaming machine 20 may not be transmitted and the use of the gaming machine 20 may be prohibited.
[0071] The authentication key management unit 18b is a processing unit that manages the authentication key. A usage time is set for the authentication key, and when the cumulative operating time of the gaming machine 20 reaches the usage time of the authentication key, the authentication key becomes unusable. Specifically, the authentication key management unit 18b uses the power-on time of the substrate on which the game management unit 18 is formed as the operating time of the gaming machine 20 and manages the usage time of the authentication key. When the authentication key becomes unusable, the authentication key management unit 18b acquires a new authentication key from an authentication key management center outside the store via the management device 50 and updates the authentication key.
[0072] The gaming machine state management unit 18c is a processing unit that communicates with the gaming machine 20 and manages the state of the gaming machine 20. Specifically, the gaming machine state management unit 18c acquires the gaming machine ID from the gaming machine 20, transmits a request to add to the number of gaming balls by lending balls, transmits a management transfer request from held balls to the number of gaming balls by a held ball replay, transmits a request to add to the number of gaming balls by a stored ball replay, receives gaming results such as the number of balls inserted and the number of prize balls in the gaming machine 20, and receives a management transfer request from the number of gaming balls to held balls by counting. The gaming machine state management unit 18c receives a notification from the card return control unit 17e that a card has been returned, and if the number of held balls of its own rate is less than the minimum return ball number data 16c, it transmits a management transfer request from the held balls to the number of gaming balls by a held ball replay to the gaming machine 20. The communication between the inter-stage card processor 10 and the gaming machine 20 uses encrypted communication using a predetermined encryption method.
[0073] In addition, the gaming machine state management unit 18c further acquires the current number of gaming balls, the state set for the game such as start, jackpot, jackpot type, and number of lottery draws of the gaming machine 20. The time interval at which the gaming machine state management unit 18c acquires the state of the gaming machine 20 is preferably set shorter than the interval at which gaming balls are launched (used) in the gaming machine 20. Also, when the gaming machine state management unit 18c acquires the number of gaming balls from the gaming machine 20, it delivers the number of gaming balls to the control unit 17.
[0074] 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 inter-stage card processor 10 is turned on or off, during regular communication, when processing related to the number of gaming balls (such as lending balls, replay, counting, etc.) is performed, or when returning from the offline state, 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.
[0075] The error reception unit 18d is a processing unit that receives the information of an error when an error occurs in the gaming machine 20. When the error reception unit 18d receives error information from the gaming machine 20, it delivers the error information to the control unit 17.
[0076] The control unit 17 is a control unit that performs overall control of the between-stage card processor 10, and includes a data management unit 17a, a set value management unit 17b, a control determination unit 17c, a function control unit 17d, and a card return control unit 17e. Actually, by loading these programs into the CPU and executing them, processes corresponding to the data management unit 17a, the set value management unit 17b, the control determination unit 17c, the function control unit 17d, and the card return control unit 17e will be executed respectively.
[0077] When a card is inserted, the data management unit 17a sends 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) from the management device 50, it updates the card data 16b with the received valuable value.
[0078] Further, when a bill is inserted into the bill insertion slot 12a, the data management unit 17a sends a deposit notification including the amount of the inserted bill, the card ID, and the between-stage card processor ID to the management device 50.
[0079] Also, when a ball loan operation is performed by a player, the data management unit 17a sends 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 number of game balls of the gaming machine 20.
[0080] 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 number of game balls of the gaming machine 20.
[0081] In addition, when the remaining value 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 the 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 inter-base 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 value 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 number of game balls of the gaming machine 20. At the time of the first stored ball replay operation, the 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.
[0082] In addition, when the game management unit 18 receives a transfer request of 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.
[0083] In addition, when a card return operation is received, the data management unit 17a transmits a ball addition request including the card ID, the inter-base card processor ID, and the remaining value of the held balls to the management device 50. Then, after clearing the card data 16b, a card ejection notice is transmitted to the management device 50, and the card is ejected.
[0084] The setting value management unit 17b is a processing unit that manages the minimum return ball number data 16c. The setting value management unit 17b receives the minimum return ball number from the management device 50 and stores it in the minimum return ball number data 16c.
[0085] The control determination unit 17c is a processing unit that makes a determination for controlling card return and lending. When the control determination unit 17c receives error information from the error reception unit 18d, it performs a control determination of card return and lending using the error pattern of the error information, the number of balls held at its own rate, and the minimum return ball number data 16c.
[0086] Specifically, if the error pattern is "Error A" where "Card return: Yes, Lending: Yes", the control determination unit 17c will use "Pattern 1". If the error pattern is "Error B" where "Card return: Yes, Lending: No" and the number of held balls of the own rate is equal to or more than the minimum return ball number data 16c, it will use "Pattern 2". If the error pattern is "Error B" and the number of held balls is less than the minimum return ball number data 16c, it will use "Pattern 3". If the error pattern is "Error C" where "Card return: No, Lending: Yes" and the number of held balls is equal to or more than the minimum return ball number data 16c, it will use "Pattern 4". If the error pattern is "Error C" and the number of held balls is less than the minimum return ball number data 16c, it will use "Pattern 5". If the error pattern is "Error D" where "Card return: No, Lending: No", it will pass "Pattern 6" to the function control unit 17d.
[0087] The function control unit 17d is a processing unit that controls card return and lending. If the function control unit 17d receives "Pattern 1" from the control determination unit 17c, it will not perform any special control. If it receives "Pattern 2", it will pass the instruction to stop lending to the gaming machine state management unit 18c. If it receives "Pattern 3" or "Pattern 6", it will pass the instruction to stop card return to the card return control unit 17e and the instruction to stop lending to the gaming machine state management unit 18c.
[0088] Also, if the function control unit 17d receives "Pattern 4" from the control determination unit 17c, it will pass the instruction to stop card return. If it receives "Pattern 5", it will pass the instruction to partially stop card return to the card return control unit 17e.
[0089] The card return control unit 17e is a processing unit that controls card return. The card return control unit 17e accepts the pressing of the card return button and returns the card.
[0090] Further, if the card return control unit 17e receives a card return stop instruction from the function control unit 17d, it disables the pressing of the card return button. If the card return control unit 17e receives a partial card return stop instruction from the function control unit 17d and receives the pressing of the card return button, the card is not returned.
[0091] Next, a specific example of the data stored in the storage unit 16 of the between-stage card processor 10 shown in FIG. 4 will be described. FIG. 5 is a diagram showing an example of the self-device state data 16a, card data 16b, and minimum return ball number data 16c shown in FIG. 4.
[0092] The self-device state data 16a shown in FIG. 5(a) indicates that the ID of the between-stage card processor 10 is "A101", the game machine ID of the connected gaming machine 20 is "B201", and "Ball 1" is set as the game type of the between-stage card processor 10.
[0093] The card data 16b shown in FIG. 5(b) indicates that the ID of the card inserted into the between-stage card processor 10 is "2001". Here, the upper digit of the card ID indicates the type of the card. A card with the upper digit "1" is a general card, and a card with the upper digit "2" is a membership card. Further, the card data 16b shows a state where the password for ball storage replay is "1234" and the prepaid value is "3,000 yen".
[0094] Also, the card data 16b shows a state where, as the held balls, the remaining balance of the held balls of Ball 1 is "1,500" balls, the remaining balance of the held balls of Ball 2 is "2,500" balls, and the remaining balance of the held balls of Ball 3 is "0" balls, and as the stored balls, the remaining balance of the stored balls of Ball 1 is "500" 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.
[0095] The minimum return ball number data 16c shown in FIG. 5(c) indicates that the minimum return ball number is set to "27" balls.
[0096] <Configuration of the gaming machine 20> Next, the configuration of the gaming machine 20 shown in FIG. 2 will be described. FIG. 6 is a diagram showing the configuration of the gaming machine 20 shown in FIG. 2. As shown in FIG. 6, the gaming machine 20 includes a communication control unit 23, a presentation control unit 24, a game control unit 25, and a game ball control unit 26. The communication control unit 23 is a control unit for controlling data communication with the inter-base card processor 10. Communication with the inter-base card processor 10 uses encrypted communication using a predetermined encryption method.
[0097] 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.
[0098] 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.
[0099] 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 (among random number values from 0 to 65535, where large 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 a 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 a higher-level device.
[0100] A large number of obstacle pins are implanted on the game board. The game balls launched onto the game board 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 without winning. When a game ball wins in the start hole, a lottery is conducted. When a big win occurs, a big win game is played, which controls a plurality of predetermined winning holes on the game board to be in an open state multiple times. By making it easier for game balls to win in these winning holes, prize balls are awarded to the players.
[0101] In addition, among the big wins, there is a big win game with a privilege that grants a predetermined privilege game 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 grant 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 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.
[0102] 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 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 shortening game may be given simultaneously. However, in order to prevent unexpected damage to the game parlor, when a player acquires a certain number of game media after the start of a probability variation game or a time shortening game, a stop (once a card is discharged and a prize exchange or a table movement is requested) process may be performed. In this case, it can be realized by counting the number of game media after the probability variation game state is reached by the gaming machine 20 and performing game stop control such as stopping the launch of game balls when this count value reaches a predetermined value.
[0103] 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 will be executed respectively.
[0104] 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.).
[0105] 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.
[0106] 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 overlapping 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.
[0107] The game ball control unit 26 is a control unit that controls the number of game 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 playable number management unit 26a is a management unit that manages the playable number, that is, the number of game balls.
[0108] Specifically, the game ball control unit 26 stores the number of game balls in the playable number memory, subtracts "1" from the number of game balls each time a game ball is launched, and adds the number of prize balls obtained by winning to the number of game balls. Also, when the number of balls is notified by the between-stage card processor 10, the notified number of balls is added to the number of game balls, and a confirmation signal indicating that the number of game balls has been added is transmitted to the between-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 gaming machine 20.
[0109] In addition, the game ball control unit 26 periodically transmits the number of game balls stored in the playable number memory to the between-stage card processor 10. In this case, the game ball control unit 26 transmits the number of game balls at the data acquisition time to the between-stage card processor 10 while continuing to update the number of game balls according to the game state without clearing the content of the playable number memory to zero.
[0110] In addition, the gaming machine 20 is provided with a counting button 22, and a signal indicating that the counting button 22 has been pressed is input to the game ball control unit 26. When the game ball control unit 26 detects the pressing operation of the counting button 22 and the time from the rising edge to the falling edge of the detection signal is less than a certain time, it transmits a management transfer request to the intermediate card processor 10 together with data on the number of game balls in a certain number (for example, 100 balls per operation). Then, the number of balls transferred to the management of the intermediate card processor 10 is subtracted (invalidated) from the number of game balls. Further, when the pressing operation of the counting button 22 is detected and the falling edge is not detected for a predetermined time or more after the detection signal rises, a management transfer request is transmitted to the intermediate card processor 10 together with data on the number of game balls in a certain number (for example, 200 balls per 5 seconds) every time the state where the detection signal has risen continues for a certain time. Then, the number of balls transferred to the management of the intermediate card processor 10 is subtracted (invalidated) from the number of game balls. When subtracting from the number of game 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.
[0111] The game control unit 25 and the game ball control unit 26 are each configured on an individual circuit board. The game control circuit board on which the game control unit 25 is configured and the game ball control circuit board on which the game ball control unit 26 is configured each have a unique ID. The gaming machine 20 combines the ID of the game control circuit board and the ID of the game ball control circuit board and uses them as the gaming machine ID.
[0112] <Configuration of the management device 50> Next, the configuration of the management device 50 shown in FIG. 2 will be described. FIG. 7 is a diagram showing the configuration of the management device 50 shown in FIG. 2. As shown in FIG. 7, the management device 50 is connected to a display unit 51 and an input unit 52, and has an external network communication unit 53, a store network communication unit 54, a storage unit 55, and a control unit 56.
[0113] The display unit 51 is a liquid crystal panel, a display device, or the like. The input unit 52 is a keyboard, a mouse, or the like. The external network communication unit 53 is an interface unit for data communication with an authentication key management center via an external network. The store network communication unit 54 is an interface unit for data communication with the island controller 30, the prize management device 60, and the payment machine 70 via a communication line within the game parlor.
[0114] 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 minimum return ball number data 55d.
[0115] The card management data 55a is data associating the prepaid value balance, the remaining number of held balls, etc. with the card ID. The device management data 55b is data related to the devices installed in the game parlor. This device management data 55b includes the countertop card processor ID, the installation location, the gaming machine ID, the model data of the gaming machine 20, and the like.
[0116] The member management data 55c is data associating the member's name, the information of the stored balls, etc. with the card ID of the membership card issued to the member. The minimum return ball number data 55d is data indicating the minimum number of balls to be returned to the game players for the game balls held by the gaming machine 20.
[0117] The control unit 56 is a control unit that performs overall control of the management device 50, and has a card management unit 56a, a device management unit 56b, a member management unit 56c, and a set value management unit 56d. Actually, by loading and executing these programs in the CPU, processes corresponding to the card management unit 56a, the device management unit 56b, the member management unit 56c, and the set value management unit 56d are executed respectively.
[0118] The card management unit 56a is a processing unit that manages card management data 55a. The card management unit 56a communicates with the between-stage card processor 10, the prize management device 60, and the payment calculator 70 to update the prepaid value and the remaining balance of the stored coins associated with the card ID. Also, when the card management unit 56a receives a card insertion notification from the between-stage card processor 10, it notifies the valuable value and the remaining balance of the stored coins associated with the card.
[0119] The device management unit 56b is a processing unit that manages 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, the installation location, and the gaming machine ID acquired from the between-stage card processor 10.
[0120] The member management unit 56c is a processing unit that manages member management data 55c. The member management unit 56c communicates with the prize management device 60 to update the remaining balance of the stored coins 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.
[0121] Here, the stored coin replay process by the member management unit 56c will be described. If the member management unit 56c receives stored coin replay request data from the between-stage card processor 10, it subtracts the payout unit number from the remaining balance of the stored coins at the payout destination rate among the stored coins associated with the card ID in the stored coin replay request data, and recalculates the possible number of stored coin replays. Then, it transmits the stored coin replay data including the remaining balance after subtraction and the possible number of stored coin replays to the between-stage card processor 10.
[0122] The setting value management unit 56d is a processing unit that manages the minimum payout number of balls data 55d. The setting value management unit 56d receives the minimum payout number of balls from the input unit 52, stores it in the minimum payout number of balls data 55d, and notifies the between-stage card processor 10.
[0123] Next, a specific example of the data stored in the storage unit 55 of the management device 50 shown in FIG. 7 will be described. FIG. 8 is a diagram showing an example of the card management data 55a, device management data 55b, member management data 55c, and minimum return ball number data 55d shown in FIG. 7.
[0124] In the card management data 55a shown in FIG. 8(a), a prepaid value of "0" yen, the remaining balance of the balls held for each rate of "0" balls, and a use destination ID of "A101" are associated with the card ID "1001". 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 balls held for each rate is zero.
[0125] Also, in the card management data 55a, a prepaid value of "3000" yen, the remaining balance of 1500 balls of ball 1, the remaining balance of 2500 balls of ball 2, and the remaining balance of 0 balls of ball 3 are associated with the card ID "2001" as held balls, but no use destination ID is associated. That is, the card with the card ID "2001" is not inserted into the floor card processor 10, and the management of the held balls is performed by the management device 50.
[0126] The device management data 55b shown in FIG. 8(b) indicates that the installation location of the floor card processor 10 with the ID "A101" is "Island 1-1", the ID of the connected gaming machine 20 is "B201", the gaming table number is "11", the gaming type is "ball 1", the model of the connected gaming machine 20 is "EV01", and the manufacturing number is "a". It also indicates that this gaming machine 20 is in a state of being in use.
[0127] Also, the device management data 55b indicates that the installation location of the floor card processor 10 with the ID "A201" 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 connected 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.
[0128] The membership management data 55c shown in Fig. 8(c) shows the name, stored balls, etc. associated with the card ID. Specifically, for the card ID "2005" in the membership management data 55c, the name "Patent Taro", the remaining balance of the stored balls of "Ball 1" is "1500" balls, the remaining balance of the stored balls of "Ball 2" is "200" balls, and the remaining balance of the stored balls of "Ball 3" is "0" balls are associated.
[0129] The minimum return ball number data 55d shown in Fig. 8(d) shows that the minimum return ball number is set to "27" balls.
[0130] <Function control pattern according to error pattern> Next, the function control pattern according to the error pattern according to the first embodiment will be described. Fig. 9 is a diagram showing the function control pattern according to the error pattern according to the first embodiment.
[0131] First, the function control pattern is divided into six types from pattern 1 to pattern 6. Pattern 1 is the case where the error pattern is "Error A", and both lending and card return are possible. Pattern 2 is the case where the error pattern is "Error B" and the number of balls held by the self-rate is equal to or more than the minimum return ball number, lending is not possible, and card return is possible. Pattern 3 is the case where the error pattern is "Error B" and the number of balls held by the self-rate is less than the minimum return ball number, and both lending and card return are not possible.
[0132] Pattern 4 is the case where the error pattern is "Error C" and the number of balls held by the self-rate is equal to or more than the minimum return ball number, lending is possible, and card return is not possible. Pattern 5 is the case where the error pattern is "Error C" and the number of balls held by the self-rate is less than the minimum return ball number, lending is possible, and card return is not possible, but pressing the card return button is effective. This is because when the number of balls held by the self-rate is less than the minimum return ball number, the number of balls is automatically lent out by the card return operation. Pattern 6 is the case where the error pattern is "Error D", and both lending and card return are not possible.
[0133] <Processing procedure of the intermediate card processor 10> Next, the processing procedure of the inter-stage card processor according to Embodiment 1 will be described. FIG. 10 is a flowchart showing the processing procedure of the inter-stage card processor according to Embodiment 1.
[0134] First, when an error is received from the gaming machine 20 (step S101; Yes), if the error pattern of the error is "Error A" (step S102; Yes), the processing is terminated as it is.
[0135] If the error pattern is "Error C" (step S103; Yes), the number of held balls of the self- rate is compared with the minimum return ball number (step S104). If the number of held balls of the self- rate is equal to or more than the minimum return ball number (step S104; Yes), the card return button is disabled (step S106), and the processing is terminated as it is. If the number of held balls of the self- rate is less than the minimum return ball number (step S104; No), when the card return button is pressed, the lending of the held balls of the self- rate is performed without returning the card (step S105), and the processing is terminated as it is.
[0136] If the error pattern is "Error B" (step S107; Yes), the number of held balls of the self- rate is compared with the minimum return ball number (step S108). If the number of held balls of the self- rate is equal to or more than the minimum return ball number (step S108; Yes), lending is made unavailable (step S110), and the processing is terminated as it is. If the number of held balls of the self- rate is less than the minimum return ball number (step S108; No), the card return button is disabled (step S109), lending is made unavailable (step S110), and the processing is terminated as it is.
[0137] If the error pattern is not "Error B" (step S107; No), it is determined as "Error D", the card return button is disabled (step S109), lending is made unavailable (step S110), and the processing is terminated.
[0138] Thus, the gaming system according to Embodiment 1 can perform efficient function restriction according to the generated error pattern when an error occurs in the gaming machine.
[0139] As described above, in the first embodiment, a gaming system including the inter-stage card processor 10 installed in the gaming machine 20 that provides a game based on the number of game balls stored in the own device and the management device 50 communicably connected to the inter-stage card processor 10 is provided. When an error occurs in the gaming machine 20, efficient function limitation can be performed according to the error pattern related to the error, the number of balls held by the own rate, and the minimum return balls.
[0140] [Second Embodiment] Incidentally, in the above-described first embodiment, the configuration for controlling the function to be suppressed according to the error pattern generated in the gaming machine 20 has been described. However, the present invention is not limited to this, and when the expiration date of the authentication key of the gaming machine 20 occurs, a configuration may be adopted in which a predetermined function of the inter-stage card processor 10 is invalidated. In the second embodiment, a configuration in which a predetermined function of the inter-stage card processor 10 is invalidated when the expiration date of the authentication key of the gaming machine 20 occurs will be described.
[0141] FIG. 11 is an explanatory diagram for explaining the outline of the gaming system according to the second embodiment. As shown in FIG. 11, when the expiration date of the authentication key of the gaming machine 20 occurs (S11), only some functions of the inter-stage card processor 10 are invalidated (S12). Specifically, only functions that require communication with the gaming machine 20, such as lending by pressing the lending button and paying out the balls held by selection from the menu screen, are invalidated. On the other hand, card return by pressing the card return button and theft lock by selection from the menu screen can be used. As a result, the player can continue the game using the available functions and gain a margin for the staff to respond.
[0142] <An example of function suppression according to the second embodiment> Next, an example of function suppression according to the second embodiment will be described. FIG. 12 is a diagram showing an example of function suppression according to the second embodiment. As shown in FIG. 12, the functions to be invalidated are lending, paying out the balls held, re-play, and exact balls held, and these are functions that require communication with the gaming machine 20.
[0143] The available functions are card return, mobile phone savings, coin separation, employee call, theft lock, wagon service, errand service, and rest mode, which are functions that do not require communication with the gaming machine 20.
[0144] In this way, when the expiration date of the authentication key of the gaming machine 20 occurs, the gaming system according to the second embodiment can improve the efficiency of the countermeasure operations for the error state by invalidating only the predetermined functions of the apron card processor 10.
[0145] [Embodiment 3] By the way, in the above-described first embodiment, the configuration for controlling the function of suppressing according to the error pattern generated in the gaming machine 20 has been described. However, the present invention is not limited to this, and it is also possible to configure to detect and notify an act of repeatedly collecting the remainder of the game balls left in the gaming machine 20. In the third embodiment, a configuration for detecting and notifying an act of repeatedly collecting the remainder of the game balls left in the gaming machine will be described.
[0146] FIG. 13 is an explanatory diagram for explaining the outline of the gaming system according to the third embodiment. As shown in FIG. 13, when the remainder of the game balls left in the gaming machine 20 is collected, each time the number of remainder collections is notified to the management device 50, and the management device 50 stores the history of the remainder collections (S21). For example, if 20 balls are collected as the remainder of the card with the card ID 1001 in the gaming machine 20 of the gaming table number 11, and 15 balls are collected as the remainder of the card with the card ID 1001 in the gaming machine 20 of the gaming table number 21, the history of each remainder collection is stored in the management device 50.
[0147] When the fractional collection by the same card is repeatedly performed a certain number of times, the management device 50 detects this and determines it as an illegal collection, notifies the inter-stage card processor 10 that it is an illegal collection, and the inter-stage card processor 10 notifies that it is an illegal collection (S22). For example, in the gaming machine 20 with the gaming table number 31, when 22 balls are collected as the fraction of the card with the card ID 1001, if the management device 50 determines that the fractional collection for the card with the card ID 1001 has already been stored multiple times and has been repeatedly performed a certain number of times, it is determined as an illegal collection.
[0148] In this way, the gaming system according to the third embodiment can streamline the countermeasure operations for abnormal states by detecting and notifying the act of repeatedly collecting the fractional number of gaming balls left in the gaming machine.
[0149] <Configuration of the management device 100> Next, the configuration of the management device 100 according to the third embodiment will be described. FIG. 14 is a diagram showing the configuration of the management device 100 according to the third embodiment. Note that the description of the functional parts similar to those of the management device 50 shown in FIG. 7 is omitted.
[0150] The management device 100 is connected to the display unit 51 and the input unit 52, and includes an external network communication unit 53, a store network communication unit 54, a storage unit 110, and a control unit 120.
[0151] The storage unit 110 is a storage device composed of a hard disk device, a non-volatile memory, etc. The storage unit 110 stores card management data 55a, device management data 55b, member management data 55c, collection time data 111, fractional value data 112, consecutive count data 113, and fractional collection data 114.
[0152] The recovery time data 111 is data indicating a recoverable time zone regarded as a normal fractional recovery, and includes a recovery start time and a recovery end time. The fractional value data 112 is data indicating a fractional value which is an upper limit threshold regarded as a fraction. The consecutive count data 113 is data indicating a threshold for determining illegal recovery when fractional recovery is repeated with the same card. The fractional recovery data 114 is data indicating a history of fractional recovery, and includes time, card ID, and the number of increased balls.
[0153] The control unit 120 is a control unit that performs overall control of the management device 100, and includes a card management unit 56a, a device management unit 56b, a member management unit 56c, a set value management unit 121, a fractional recovery management unit 122, an illegal determination unit 123, and an illegal notification unit 124. 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, the set value management unit 121, the fractional recovery management unit 122, the illegal determination unit 123, and the illegal notification unit 124 are respectively executed.
[0154] The set value management unit 121 is a processing unit that manages the recovery time data 111, the fractional value data 112, and the consecutive count data 113. The set value management unit 121 receives inputs of a recoverable time zone, a fractional value, and a consecutive count from the input unit 52, and stores them in the recovery time data 111, the fractional value data 112, and the consecutive count data 113 respectively.
[0155] The fractional recovery management unit 122 is a processing unit that manages the fractional recovery data 114. If the fractional recovery management unit 122 receives information related to an increase in stored balls or held balls by a card other than the dedicated recovery card at a time outside the recoverable time zone from the floor card processor 10, it stores the time, card ID, and the number of increased balls included in the information in the fractional recovery data 114.
[0156] The rounding collection determination unit 123 is a processing unit that determines whether the rounding collection act is irregular. If the rounding collection determination unit 123 receives information related to rounding collection from the under-counter card processor 10, it searches for the rounding collection data 114 using the card ID included in the information related to the rounding collection. If the number of data in the search result is equal to or greater than the consecutive count data 113, the under-counter card processor ID included in the information related to the rounding collection is passed to the irregularity notification unit 124.
[0157] The irregularity notification unit 124 is a processing unit that notifies that the rounding collection act has been determined to be irregular. If the irregularity notification unit 124 receives the under-counter card processor ID from the rounding collection determination unit 123, it notifies the under-counter card processor 10 corresponding to the under-counter card processor ID that the rounding collection act has been determined to be irregular.
[0158] Next, a specific example of the data stored in the storage unit 110 of the management device 100 shown in FIG. 14 will be described. FIG. 15 is a diagram showing an example of the collection time data 111, the fractional value data 112, the consecutive count data 113, and the fractional collection data 114 shown in FIG. 14.
[0159] The collection time data 111 shown in FIG. 15(a) indicates that the collection start time is set to "22:00" and the collection end time is set to "23:00". The fractional value data 112 shown in FIG. 15(b) indicates that the fractional value is set to "27" balls. The consecutive count data 113 shown in FIG. 15(c) indicates that the consecutive count is set to "5" times.
[0160] The fractional collection data 114 shown in FIG. 15(d) associates the card ID "1001" and the increased number of balls "20" with the time "10:30:00", and associates the card ID "1001" and the increased number of balls "15" with the time "10:41:20".
[0161] <Processing procedure of the management device 100> Next, the processing procedure of the management device 100 according to the third embodiment will be described. FIG. 16 is a flowchart showing the processing procedure of the management device 100 according to the third embodiment. First, if the current time is after the collection end time (step S201; Yes), it is checked whether there is an increase notification for stored balls or held balls (step S202).
[0162] If an increase notification for stored balls or held balls has not been received (step S202; No), the process proceeds to step S208. If an increase notification has been received (step S202; Yes), it is checked whether the card ID included in the increase notification is a dedicated collection card (step S203).
[0163] If the card ID included in the increase notification is a dedicated collection card (step S203; Yes), the process proceeds to step S208. If it is not a dedicated collection card (step S203; No), the increased number of balls included in the increase notification is compared with the fractional value (step S204).
[0164] If the increased number of balls included in the increase notification is greater than the fractional value (step S204; No), the process proceeds to step S208. If the increased number of balls is less than or equal to the fractional value (step S204; Yes), the time, card ID, and increased number of balls included in the increase notification are stored in the fractional collection data 114 (step S205).
[0165] In the fractional collection data 114, if the number of data including the same card ID as the card ID included in the increase notification is equal to or greater than the continuous number of times (step S206; Yes), it is notified to the inter-station card processor 10 corresponding to the inter-station card processor ID included in the increase notification that the fractional collection act has been determined to be illegal (step S207).
[0166] If the current time is before the collection start time (step S208; No), the process proceeds to step S202. If the current time is after the collection start time (step S208; Yes), the process ends.
[0167] As described above, the gaming system according to the third embodiment can streamline the response operations to the abnormal state by detecting and notifying the act of repeatedly collecting the remainder of the game balls left in the gaming machine.
[0168] In the above-described third embodiment, the configuration in which the act of transferring the remainder to the stored balls or the held balls is defined as the remainder collection act regardless of the change in the number of game balls has been described. However, the present invention is not limited to this, and after the number of game balls has not changed for a certain period of time, the configuration may be such that the act of transferring the remainder to the stored balls or the held balls is defined as the remainder collection act.
[0169] [Embodiment 4] By the way, in the above-described first embodiment, the configuration for controlling the function of suppressing according to the error pattern generated in the gaming machine 20 has been described. However, the present invention is not limited to this, and when returning the card, it is also possible to configure to switch whether to display that there are remaining game balls depending on conditions such as the held balls and the game balls.
[0170] By configuring to switch whether to display that there are remaining game balls depending on conditions such as the held balls and the game balls when returning the card, it is possible to prevent forgetting to take the game balls that can be associated with the card. In the fourth embodiment, the configuration for switching whether to display that there are remaining game balls depending on conditions such as the held balls and the game balls when returning the card will be described.
[0171] FIG. 17 is an explanatory diagram for explaining the outline of the gaming system according to the fourth embodiment. As shown in FIG. 17, when a general card is inserted into the inter-stage card processor 200 and the card return button is pressed (S31), if the number of held balls is 20 balls (less than the minimum return ball number) and the number of game balls is 100 balls, the display indicating that there are remaining game balls is not shown, and the held balls are paid out (S32). Specifically, since the number of held balls is less than the minimum return ball number, the return of the card is not possible, and by paying out the held balls, the number of held balls becomes 0 balls and the number of game balls becomes 120 balls.
[0172] Also, when the number of balls held is 50 balls (equal to or more than the minimum return ball number) and the number of game balls is 100 balls, it is indicated that there are remaining game balls (S33). Since the number of balls held is equal to or more than the minimum return ball number, the card can be returned. By counting the remaining game balls, all the remaining value can be associated with the card. By indicating that there are remaining game balls, it is possible to prevent forgetting to take the game balls.
[0173] Thus, the gaming system according to the fourth embodiment is configured to switch whether to display or not display that there are remaining game balls according to conditions such as the balls held and game balls when returning the card, thereby preventing forgetting to take the game balls that can be associated with the card.
[0174] <Operation when the card return button of the inter-stage card processor 200 is pressed> Next, the operation pattern when the card return button of the inter-stage card processor 200 shown in FIG. 17 is pressed will be described. FIG. 18 is a diagram showing the operation pattern when the card return button of the inter-stage card processor 200 shown in FIG. 17 is pressed.
[0175] As shown in FIG. 18, the operation pattern when the card return button of the inter-stage card processor 200 is pressed is classified into four types from pattern 1 to pattern 4. In pattern 1, when there is no returnable value, the return button becomes invalid. In pattern 2, when there are no returnable game balls and the balance or balls held are in a returnable state, normal return processing is performed. In pattern 3, since the self-rate balls held cannot be returned, the balls held are converted into game balls when the return button is pressed. In pattern 4, when there are game balls and the game balls can be counted and returned, it is indicated that there are remaining game balls.
[0176] Next, the operation when the card return button of the inter-stage card processor 200 is pressed according to conditions such as the balls held and game balls will be described. FIGS. 19 and 20 are diagrams showing the operation when the card return button of the inter-stage card processor 200 is pressed according to conditions such as the balls held and game balls.
[0177] As shown in Fig. 19, when there is no card, the operation pattern is Pattern 1, and the operation cannot be returned because there is no card. When the card is a membership card and there are no held balls and no game balls, the operation pattern is Pattern 2, and the operation is to return it as normal because the membership card can be returned without value.
[0178] Also, when the card is a membership card, the total of held balls and game balls is less than the minimum number of balls for returning the held ball card, there are held balls, there are game balls, and there is an automatic ball storage setting, the operation pattern is Pattern 4, and the operation is that the self-rate held balls less than the minimum number of returned balls can be returned according to the setting, and even if the game balls are counted and added to the held balls, it can still be returned, so it displays that there are remaining game balls.
[0179] Also, when the card is a membership card, the total of held balls and game balls is less than the minimum number of balls for returning the held ball card, there are held balls, there are game balls, and there is no automatic ball storage setting, the operation pattern is Pattern 3, and the operation is to pay out the held balls because the self-rate held balls less than the minimum number of returned balls cannot be returned.
[0180] Also, when the card is a membership card, the total of held balls and game balls is less than the minimum number of balls for returning the held ball card, there are held balls, there are no game balls, and there is an automatic ball storage setting, the operation pattern is Pattern 2, and the operation is to return it as normal because the self-rate held balls less than the minimum number of returned balls can be returned according to the setting and there are no game balls.
[0181] Also, when the card is a membership card, the total of held balls and game balls is less than the minimum number of balls for returning the held ball card, there are held balls, there are no game balls, and there is no automatic ball storage setting, the operation pattern is Pattern 3, and the operation is to pay out the held balls because the self-rate held balls less than the minimum number of returned balls cannot be returned.
[0182] Also, when the card is a membership card, the total of the held balls and game balls is less than the minimum return number of balls for returning the held ball card, there are no held balls, there are game balls, and there is an automatic ball storage setting, the operation pattern is Pattern 4. The operation is that the membership card can be returned without value, and since the game balls less than the minimum return number can also be counted and returned according to the setting, it is displayed that there are remaining game balls.
[0183] Also, when the card is a membership card, the total of the held balls and game balls is less than the minimum return number of balls for returning the held ball card, there are no held balls, there are game balls, and there is no automatic ball storage setting, the operation pattern is Pattern 2. The operation is that since the counted game balls are less than the minimum return number and cannot be returned, only the other value is returned.
[0184] Also, when the card is a membership card, the total of the held balls and game balls is greater than or equal to the minimum return number of balls for returning the held ball card, there are held balls, and there are no game balls, the operation pattern is Pattern 2. The operation is that since there are no game balls, it is returned as usual.
[0185] Also, when the card is a membership card, the total of the held balls and game balls is greater than or equal to the minimum return number of balls for returning the held ball card, there are no held balls, and there are game balls, the operation pattern is Pattern 4. The operation is that the membership card can be returned without value, and since the game balls greater than or equal to the minimum return number can be counted and returned, it is displayed that there are remaining game balls.
[0186] Also, when the card is a membership card, the total of the held balls and game balls is greater than or equal to the minimum return number of balls for returning the held ball card, the held balls are less than the minimum return number, there are game balls, and there is an automatic ball storage setting, the operation pattern is Pattern 4. The operation is that the self-rate held balls less than the minimum return number can be returned according to the setting, and since the game balls can be counted and added to the held balls and still be returned, it is displayed that there are remaining game balls.
[0187] Also, when the card is a membership card, the total of the stored balls and the game balls is equal to or more than the minimum return number of balls for the stored ball card return, the stored balls are less than the minimum return number of balls, there are game balls, and there is no automatic ball storage setting, the operation pattern is Pattern 3, and the operation is to pay out the stored balls because the self-rate stored balls less than the minimum return number of balls cannot be returned.
[0188] Also, when the card is a membership card, the total of the stored balls and the game balls is equal to or more than the minimum return number of balls for the stored ball card return, the stored balls are equal to or more than the minimum return number of balls, and there are game balls, the operation pattern is Pattern 4, and the operation is to display that there are remaining game balls because the self-rate stored balls equal to or more than the minimum return number of balls can be returned, and adding the counted game balls to the stored balls is also returnable.
[0189] Also, as shown in FIG. 20, when the card is a general card, there is no remaining balance / other rate stored balls, and there are no stored balls and game balls, the operation pattern is Pattern 1, and the operation is non-returnable because there is no value to return to the card.
[0190] Also, when the card is a general card, there is no remaining balance / other rate stored balls, the total of the stored balls and the game balls is less than the minimum return number of balls for the stored ball card return, and there are stored balls, the operation pattern is Pattern 3, and the operation is to pay out the stored balls because the self-rate stored balls less than the minimum return number of balls cannot be returned.
[0191] Also, when the card is a general card, there is no remaining balance / other rate stored balls, the total of the stored balls and the game balls is less than the minimum return number of balls for the stored ball card return, there are no stored balls, and there are game balls, the operation pattern is Pattern 1, and the operation is non-returnable because there is no value to return to the card.
[0192] Also, when the card is a general card, there is no remaining balance / other rate stored balls, the total of the stored balls and the game balls is equal to or more than the minimum return number of balls for the stored ball card return, there are stored balls, and there are no game balls, the operation pattern is Pattern 2, and the operation is to return as normal because there are no game balls.
[0193] Also, when the card is a general card, there is no remaining balance / other rate holding balls, the total of holding balls and game balls is equal to or more than the minimum return ball number for returning the holding ball card, there are no holding balls, and there are game balls, the operation pattern is Pattern 1, and the operation is non-returnable because there is no value to return to the card.
[0194] Also, when the card is a general card, there is no remaining balance / other rate holding balls, the total of holding balls and game balls is equal to or more than the minimum return ball number for returning the holding ball card, the holding balls are less than the minimum return ball number, and there are game balls, the operation pattern is Pattern 3, and the operation is to pay out the holding balls because the self-rate holding balls less than the minimum return ball number cannot be returned.
[0195] Also, when the card is a general card, there is no remaining balance / other rate holding balls, the total of holding balls and game balls is equal to or more than the minimum return ball number for returning the holding ball card, the holding balls are equal to or more than the minimum return ball number, and there are game balls, the operation pattern is Pattern 4, and the operation is that the self-rate holding balls equal to or more than the minimum return ball number can be returned, and even if the game balls are counted and added to the holding balls, they can still be returned, so it is displayed that there are remaining game balls.
[0196] Also, when the card is a general card, there are remaining balance / other rate holding balls, and there are no holding balls and game balls, the operation pattern is Pattern 2, and the operation is that there are only the remaining balance and other rate holding balls, and it is returned as usual.
[0197] Also, when the card is a general card, there are remaining balance / other rate holding balls, the total of holding balls and game balls is less than the minimum return ball number for returning the holding ball card, and there are holding balls, the operation pattern is Pattern 3, and the operation is to pay out the holding balls because the self-rate holding balls less than the minimum return ball number cannot be returned.
[0198] Also, when the card is a general card, there are remaining balance / other rate holding balls, the total of holding balls and game balls is less than the minimum return ball number for returning the holding ball card, there are no holding balls, and there are game balls, the operation pattern is Pattern 2, and the operation is non-returnable because even if the game balls are counted, it is still less than the minimum return ball number, and only the other values are returned.
[0199] Also, when the card is a general card, there are remaining balance / other rate balls in hand, the total of the balls in hand and the game balls is equal to or more than the minimum number of balls to be returned for the card with balls in hand, there are balls in hand, and there are no game balls, the operation pattern is Pattern 2. Since there are no game balls, the return is made as normal.
[0200] Also, when the card is a general card, there are remaining balance / other rate balls in hand, the total of the balls in hand and the game balls is equal to or more than the minimum number of balls to be returned for the card with balls in hand, there are no balls in hand, and there are game balls, the operation pattern is Pattern 4. Since there are remaining balance or other rate balls in hand, it is possible to return. Since the game balls equal to or more than the minimum number of balls to be returned can be counted and returned, it is displayed that there are game balls remaining.
[0201] Also, when the card is a general card, there are remaining balance / other rate balls in hand, the total of the balls in hand and the game balls is equal to or more than the minimum number of balls to be returned for the card with balls in hand, the number of balls in hand is less than the minimum number of balls to be returned, and there are game balls, the operation pattern is Pattern 3. Since the balls in hand at the self - rate less than the minimum number of balls to be returned cannot be returned, the balls in hand are paid out.
[0202] Also, when the card is a general card, there are remaining balance / other rate balls in hand, the total of the balls in hand and the game balls is equal to or more than the minimum number of balls to be returned for the card with balls in hand, the number of balls in hand is equal to or more than the minimum number of balls to be returned, and there are game balls, the operation pattern is Pattern 4. Since the balls in hand at the self - rate equal to or more than the minimum number of balls to be returned can be returned, and the game balls can be counted and added to the balls in hand and still be returned, it is displayed that there are game balls remaining.
[0203] In this way, the gaming system according to Embodiment 4 is configured to switch whether to display that there are game balls remaining or not according to conditions such as the balls in hand and the game balls when returning the card, so that it is possible to prevent forgetting to take the game balls associated with the card.
[0204] In the above-described Embodiment 4, when returning the card, a configuration for displaying that there are remaining game balls depending on conditions such as the number of balls in hand and game balls has been described. However, the present invention is not limited to this, and when it is determined that a display indicating that there are remaining game balls is to be made, it can also be configured to be switched between displaying / not displaying by setting.
[0205] Also, in the above-described Embodiment 4, when returning the card, a configuration for displaying that there are remaining game balls depending on conditions such as the number of balls in hand and game balls has been described. However, the present invention is not limited to this, and when receiving out / safe data from the gaming machine 20, it can also be configured not to display that there are remaining game balls.
[0206] Also, in the above-described Embodiment 4, when returning the card, a configuration for displaying that there are remaining game balls depending on conditions such as the number of balls in hand and game balls has been described. However, the present invention is not limited to this, and when the reception of out / safe data from the gaming machine 20 has stopped for a certain period of time, if there were remaining game balls, it can also be configured to notify the employee to that effect.
[0207] Also, each configuration illustrated in the above-described embodiments is functionally schematic, and it is not necessarily physically configured as illustrated. That is, the form of dispersion / integration of each device is not limited to that illustrated, and all or part of it can be functionally or physically dispersed / integrated in any unit according to various loads, usage situations, etc.
Industrial Applicability
[0208] The gaming device according to the present invention is suitable for appropriately controlling the return of the storage medium while considering the minimum number of returned balls.
Explanation of Signs
[0209] Inter-unit card processor Status display unit Paper currency transport unit Paper currency insertion slot 13 represents the operation unit 14 Reader / writer 14a Card insertion slot 15 Communication unit 16 Memory unit 16a Self-device status data 16b Card data 16c Minimum number of returned balls data 17 Control unit 17a Data management unit 17b Set value management unit 17c Control determination unit 17d Function control unit 17e Card return control unit 18 Game management unit 18a Authentication processing unit 18b Authentication key management unit 18c Game machine status management unit 18d Error reception unit 20 Game machine 21 Handle 22 Counting button 23 Communication control unit 24 Presentation control unit 24a Presentation symbol lottery unit 24b Presentation lottery unit 25 Game control unit 26 Pachinko ball control unit 26a Playable number management unit 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 Minimum number of returned balls data 56 Control unit 56a Card management unit 56b Device management unit 56c Member management unit 56d Setting Value Management Unit 60 Prize Management Device 70 Cash Register 100 Management Device 110 Memory Unit 111 Recovery Time Data 112 Fractional Value Data 113 Consecutive Count Data 114 Fractional Recovery Data 120 Control Unit 121 Setting Value Management Unit 122 Fractional Recovery Management Unit 123 Fraud Detection Unit 124 Fraud Notification Unit 200 Inter - Machine Card Processor
Claims
1. A gaming device provided corresponding to a gaming machine, comprising: a storage means for storing value; an acquisition means for acquiring the number of gaming machine management stored in the gaming machine; a reception means for receiving a return operation of a storage medium; a control means for prohibiting the return of the storage medium when the value exists and the return operation of the storage medium is received in a state where the number of gaming machine management acquired by the acquisition means is equal to or more than a predetermined number, and permitting the return of the storage medium when the value exists and the return operation of the storage medium is received in a state where the number of gaming machine management acquired by the acquisition means is less than the predetermined number; A gaming device characterized by comprising the above.
2. The value is: The balance or a second number of holdings of another rate different from the rate of the first number of holdings usable by the gaming machine, and the gaming device according to claim 1.
3. The predetermined number is: The minimum return number that can return the first number of holdings in association with the storage medium, and the gaming device according to claim 2.
4. The control means: When prohibiting the return of the storage medium, controls to display on the gaming machine that the number of gaming machine management remains. The gaming device according to claim 1.
5. The control means: When permitting the return of the storage medium, controls to return only the balance or the second number of holdings in association with the storage medium. The gaming device according to claim 2.
Citation Information
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