Game system, each machine device, and theft prevention method

The gaming system uses in-store devices and portable terminals with authentication to prevent theft of game machine management balls by controlling operations based on successful authentication, addressing the ease of theft in smart gaming machines.

JP2025112536APending Publication Date: 2025-08-01GLORY LTD
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Patent Information

Application Number
JP2024006820
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-19
Publication Date
2025-08-01

AI Technical Summary

Technical Problem

The theft of game machine management balls in smart gaming machines is a significant issue due to the ease of transferring the number of balls to personal possession, leading to potential disputes among players.

Method used

A gaming system incorporating an in-store device and a portable terminal with authentication mechanisms to control theft prevention states, allowing operations only upon successful authentication, thereby preventing unauthorized transfer of game machine management balls.

Benefits of technology

The system effectively prevents theft of game machine management balls by ensuring that operations are only permitted after valid authentication, reducing player disputes and enhancing security.

✦ Generated by Eureka AI based on patent content.

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Abstract

To prevent troubles between players caused by illegal snatching of the number of game balls managed by a game machine.SOLUTION: When a general card is inserted to an inter-machine card processor 10 (S1), a QR code (R) is displayed. When a mobile terminal 90 reads this QR code (R) and makes a deposit to the general card via a cashless application (S2), a game system associates a user ID of the cashless application with the general card and controls a theft lock to turn on (S3). When the inter-machine card processor 10 receives a card return operation (S4), it notifies the mobile terminal 90 of an authentication request via a management device 50 (S5). When the mobile terminal 90 receives an authentication operation (S6), it notifies the inter-machine card processor 10 of an authentication permission via the management device 50 (S7). The inter-machine card processor 10 controls the theft lock to turn off and returns the general card (S8).SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a gaming system, each device, and a theft prevention method that can prevent troubles among game players caused by the theft of the number of management balls in a gaming machine.

Background Art

[0002] Conventionally, in a game parlor such as a pachinko parlor, gaming machines that enable games using game media made of physically existing balls or medals have been installed in the game parlor. Recently, however, a smart gaming machine (hereinafter simply referred to as a "gaming machine") that stores such game media as data called the number of management media in the gaming machine and enables games using the number of management media in the gaming machine is known.

[0003] For example, a gaming machine that provides a pachinko game using balls stores data called "the number of management balls in the gaming machine", and a between-machine card processor (each device) installed in the gaming machine stores data called "the number of balls held" (see, for example, Patent Document 1). Then, when a predetermined card return operation is performed, a process of returning the card with the number of balls held associated with the card ID is performed.

[0004] Therefore, if a player hits a jackpot during the game and the number of management balls in the gaming machine increases, the player returns the card once. If the number of management balls in the gaming machine decreases, the player reinserts the returned card into the card insertion slot and performs a predetermined lending operation to increase the number of management balls in the gaming machine.

Prior Art Documents

Patent Documents

[0005]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0006] However, if a player leaves the game machine while the number of game machine management balls is stored in the game machine, there is a possibility that the number of game machine management balls may be stolen by a third party. Specifically, the third party inserts a card into the inter-stage card processor to perform a counting operation, transfers the number of game machine management balls to the number of balls in possession, and then performs a card return operation. In the case of a smart game machine, since the number of game machine management balls can be quickly transferred to the number of balls in possession with a simple operation, the problem associated with the theft of the number of game machine management balls is likely to occur.

[0007] The present invention has been made to solve the above-described problems of the prior art, and an object thereof is to provide a game system, each device, and a theft prevention method that can prevent troubles between players caused by the theft of the number of game machine management balls.

Means for Solving the Problems

[0008] To solve the above problems, the present invention is a game system including at least an in-store device installed in a game parlor and a portable terminal possessed by a player, wherein the in-store device includes an association operation reception means for receiving a predetermined association operation using the portable terminal, a first control means for controlling the own device to a theft prevention state when the association operation is received, and a second control means for releasing the theft prevention state of the own device and validating the predetermined operation on the condition that a predetermined authentication operation using the portable terminal is performed when a predetermined operation is received in the theft prevention state.

[0009] Further, in the present invention, the in-store device is an individual device that is installed beside a game machine that provides a game using the number of game machine management media and performs processing related to a storage medium.

[0010] Further, in the present invention, the association operation is a predetermined linking operation by a predetermined application operating on the portable terminal.

[0011] Further, in the present invention, in the above invention, the association operation is a cashless deposit operation of prepaid value in the in-store device by a cashless application operating on the mobile terminal, which is characterized in that.

[0012] Further, in the present invention, in the above invention, when the second control means receives a predetermined storage medium return operation in the anti-theft state, on the condition that a predetermined authentication operation using the mobile terminal has been performed, the second control means controls to release the anti-theft state of its own device and enable the predetermined operation, which is characterized in that.

[0013] Further, in the present invention, in the above invention, when the second control means receives a predetermined storage medium return operation in the anti-theft state, the second control means makes an authentication request to a management device provided in a game parlor, and if it receives an authentication permission from the management device, it releases the anti-theft state of its own device and enables the storage medium return operation. When the management device receives an authentication request from the in-store device, it makes an authentication request to the mobile terminal. If it receives an authentication permission from the mobile terminal, it notifies the in-store device of the authentication permission. When the mobile terminal receives an authentication request from the management device, if it is authenticated as legitimate by biometric authentication, password authentication, or owner authentication, it notifies the management device of the authentication permission, which is characterized in that.

[0014] Further, in the present invention, in the above invention, when the second control means receives a predetermined storage medium return operation in the anti-theft state, it makes an authentication request to a management device provided in the game parlor. If it receives an authentication permission from the management device, it releases the anti-theft state of its own device and validates the storage medium return operation. When the management device receives an authentication request from the in-store device, it makes an authentication request to a predetermined server device. If it receives an authentication permission from the server device, it notifies the in-store device of the authentication permission. When the server device receives an authentication request from the management device, it makes an authentication request to the mobile terminal. If it receives an authentication permission from the mobile terminal, it notifies the management device of the authentication permission. When the mobile terminal receives an authentication request from the server device, if it is authenticated as legitimate by biometric authentication, password authentication, or owner authentication, it notifies the server device of the authentication permission.

[0015] Further, the present invention is each device provided in a gaming machine that provides a game using the number of gaming machine management media and performs processing related to a storage medium, and includes an association operation reception means for receiving a predetermined association operation using a mobile terminal possessed by a game player, a first control means for controlling its own device to an anti-theft state if the association operation is received, and a second control means for controlling to release the anti-theft state of its own device and validate the predetermined operation on the condition that a predetermined authentication operation using the mobile terminal is performed when a predetermined operation is received in the anti-theft state.

[0016] The present invention also relates to a method for preventing theft in a gaming system including at least a store device installed in a gaming parlor and a mobile terminal possessed by a gamer. The method includes: an association operation reception step in which the store device receives a predetermined association operation using the mobile terminal; a first control step in which, if the store device receives the association operation, the store device controls itself to be in a theft prevention state; and a second control step in which, when the store device receives a predetermined operation in the theft prevention state, the store device controls itself to cancel the theft prevention state and enable the predetermined operation on the condition that a predetermined authentication operation using the mobile terminal has been performed.

Advantages of the Invention

[0017] According to the present invention, it is possible to prevent troubles between gamers caused by theft of the number of game machine management balls.

Brief Description of the Drawings

[0018]

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Embodiment for Carrying out the Invention

[0019] [Embodiment 1] Hereinafter, embodiments of the gaming system, each device, and the theft prevention method according to Embodiment 1 will be described in detail with reference to the drawings.

[0020] In this specification, "held tokens" refers to data indicating gaming 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 tokens" refers to the number of gaming media acquired by the player through the game. Also, "stored tokens" refers to data indicating gaming media deposited by the player at the game parlor, which can be used again in the game after the next day (after the closing time of the game parlor). Note that the "number of stored tokens" refers to the number of gaming media deposited by the player at the game parlor. Held tokens can be used by both general players and member players, and are used when, for example, the gaming machine is moved. Stored tokens can generally be used only by member players, and are used when the acquired gaming media are used in the game of the gaming machine after the next day. Also, the "number of gaming machine management tokens" refers to the number of gaming machine management tokens that a player can use in the game.

[0021] [Outline of the Gaming System According to Embodiment 1] First, the outline of the gaming system according to Embodiment 1 will be described. FIG. 1 is an explanatory diagram for explaining the outline of the gaming system according to Embodiment 1. In this gaming system, a cashless payment service for gaming is provided in a cashless app using a pre-payment method. In order to perform cashless payment, it is a prerequisite for users of the cashless app to make a pre-deposit in the cashless app.

[0022] As shown in FIG. 1(a), in the gaming system according to the first embodiment, if a general card is inserted into the inter-stage card processor 10 (S1), a QR code (registered trademark) for making a cashless payment is displayed on the display operation unit of the inter-stage card processor 10. Note that the displayed code form is not limited to the QR code (registered trademark), and it may be displayed as a barcode or a two-dimensional code other than the QR code (registered trademark) (for example, Data Matrix, etc.).

[0023] When the mobile terminal 90 reads this QR code (registered trademark) and makes a payment to the general card using the cashless app (S2), the user ID of the cashless app is associated with the general card, and the theft lock is controlled to be turned on (S3). Note that the theft lock may be automatically turned on, or a display for allowing the game player to select on / off may be provided on the mobile terminal or the inter-stage card processor at the timing of S2.

[0024] Note that the cashless payment by the cashless app is processed according to the following procedure. When the mobile terminal 90 reads this QR code (registered trademark), it accepts the payment amount for the card and notifies a payment request including the store ID and the inter-stage card processor ID included in the QR code (registered trademark), the payment amount, and the user ID of the cashless app to a settlement server (not shown). The settlement server notifies a payment notice to the management device 50 that manages the cards used in the store based on this payment request. The management device 50 adds the payment amount to the prepaid value associated with the card ID of the general card and notifies the inter-stage card processor 10 of the prepaid value after the addition.

[0025] As shown in FIG. 1(b), when the under-stage card processor 10 receives a card return operation (S4), it notifies the mobile terminal 90 of an authentication request via the management device 50 (S5). When the mobile terminal 90 receives an authentication operation (S6), it notifies the under-stage card processor 10 of authentication permission via the management device 50 (S7). The under-stage card processor 10 controls to turn off the theft lock and returns a general card (S8). Note that a notification (for example, an SNS notification, an SMS, etc.) indicating the completion of the return may be sent to the mobile terminal of the player at the timing of S8 when the general card is returned.

[0026] As described above, in the gaming system according to the first embodiment, when the cashless application performs a deposit process on the card, the user ID of the cashless application is associated with the card, and the theft lock is controlled to be turned on. Then, when a card return operation is received, on the condition that an authentication operation by the mobile terminal is received, the theft lock is controlled to be turned off and the card is returned. Therefore, it is possible to improve the accuracy of personal authentication and prevent troubles among players caused by the theft of the number of game machine management balls. In addition, the player does not need to prepare and memorize a password for unlocking such as a conventional theft lock, and the convenience can be improved.

[0027] <System configuration according to the first embodiment> Next, the system configuration of the gaming system according to the first embodiment will be described. FIG. 2 is a diagram showing the system configuration of the gaming system according to the first embodiment. As shown in FIG. 2, in the game parlor, a plurality of gaming machines 20 and under-stage card processors 10 provided corresponding to each of the gaming machines 20 are installed.

[0028] The under-stage card processor 10 is connected to a communication line, which is an in-store network, via the island controller 30. The communication line is connected to the island controller 30, the management device 50, the prize management device 60, and the calculator 70.

[0029] The management device 50 is connected to the Internet, to which a settlement server 80 and a mobile terminal 90 are communicably connected.

[0030] 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 these game balls are physical "balls" used in the game and are different from the "game balls" that the gaming machine 20 handles as data. A plurality of winning areas (winning holes) are provided on the game board surface of the gaming machine 20, and a predetermined number of game balls are awarded as bonus balls based on the game balls passing through the winning area. Also, a predetermined number of starting areas (starting holes) are provided on the game board surface, and a predetermined lottery is to be conducted based on the game balls passing through the starting area. If the lottery is a big win, operations that are advantageous in the game, such as improving the passing probability of game balls to the aforementioned winning area or other starting areas, are performed by the operation of a predetermined movable member or the like. Note that there may be an area that serves as both a starting area and a winning area.

[0031] A winning sensor is provided in the winning area to detect the passage of game balls into the winning area, and the winning sensor is configured to detect the passage (winning) of game balls driven into the winning area. Also, the control unit of the gaming machine 20 has a bonus ball memory that stores how many game balls are to be awarded as bonus balls for each winning area, and a game ball number memory that indicates the number of game balls managed by the gaming machine. Further, the control unit of the gaming machine 20 periodically transmits the number of game balls managed by the gaming machine to the inter-table card processor 10.

[0032] When the inter-stage card processor 10 receives a payment from a player, it associates the prepaid value corresponding to the amount of the payment with the identification information (card ID) of a card stored inside the device. This prepaid value can be used to lend 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 payment, card insertion, and card ejection to the management device 50.

[0033] When a predetermined number of game balls are launched onto the game board 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 as 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.

[0034] The out data corresponds to the number of balls input by the player onto the game board, i.e., the number of input balls. The safe data corresponds to the number of prize balls obtained by winning. Also, the special prize data indicates the state of the gaming machine 20 such as a jackpot. Each data is transmitted to the management device 50 via the inter-stage card processor 10, and the management device 50 can obtain the history of the operations of the gaming machine 20 by accumulating the out data, safe data, and special prize data.

[0035] The inter-table card processor 10 conducts money deposit acceptance, lending of game balls, communication with the management device 50, and communication with the gaming machine 20. When the inter-table card processor 10 accepts paper money inserted by a player, it transmits a money 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 and notify the gaming machine 20 of the number corresponding to the subtracted prepaid value, which is then added to the number of balls managed by the gaming machine.

[0036] Also, when the inter-table card processor 10 accepts the insertion of a card, it transmits a card insertion notice to the management device 50. Then, it generates and displays a QR code (registered trademark) including the store ID and the inter-table card processor ID. Further, when the inter-table card processor 10 receives the prepaid value, the remaining amount of 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 to clear the remaining amount of held balls (number of held balls) managed by the management device 50 to zero.

[0037] Also, when the inter-table 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 balls managed by the gaming machine. Also, when the inter-table 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, notifies the gaming machine 20 of the number corresponding to the subtracted number of stored balls, and adds it to the number of balls managed by the gaming machine.

[0038] Also, when the inter-table card processor 10 receives a theft lock instruction from the management device 50, it controls to turn on the theft lock of its own device, and when it receives an authentication permission, it controls to turn off the theft lock.

[0039] Also, if the theft lock is on when the table card processor 10 receives a card return operation, it notifies the management device 50 of an authentication request including the card ID.

[0040] Also, when the theft lock is off when the table card processor 10 receives a card return operation, or when it receives an authentication permission or a card ejection permission from the management device 50, it transmits a holding credit addition request including the number of held medals to the management device 50, causes the management device 50 to add the number of held medals, then transmits a card ejection notice to the management device 50, and controls the ejection of the card. Note that when it receives a counting operation from the gaming machine 20 before the card return operation, it adds the number of management medals of the gaming machine to the number of held medals.

[0041] Also, the table card processor 10 has a function of acquiring the gaming machine ID from the gaming machine 20 and authenticating the gaming machine 20 using the acquired gaming machine ID and the authentication key received from the management device 50. This authentication is performed at the time of store opening processing or the like, and the gaming machine 20 becomes playable on the condition that the authentication is successful.

[0042] The island controller 30 is a device that groups a group of gaming machines 20 and table card processors 10 provided on the gaming island and relays various information to the management device 50.

[0043] When the management device 50 receives a card insertion notice from the table card processor 10, it manages by associating the identification information of the inserted card (hereinafter referred to as "card ID") with the table card processor 10, and transmits the prepaid value and the remaining balance of the held medals associated with the card ID to the table card processor 10. Also, when the card ID indicated in the card insertion notice is the card ID of the membership card, it transmits the stored medal replay data to the table card processor 10.

[0044] Also, when the management device 50 receives a held medal subtraction request from the table card processor 10, it clears the remaining balance of the held medals to zero, and when it receives a held medal addition request from the table card processor 10, it adds the number of held medals indicated in the held medal addition request to the remaining balance of the held medals.

[0045] Further, when the management device 50 receives a ball lending request from the between-stage card processor 10, it subtracts a predetermined value from the prepaid value associated with the card ID and transmits ball lending permission to the between-stage card processor 10. And when it receives a stored ball replay request, it transmits stored ball replay data to the between-stage card processor 10.

[0046] Also, 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. Further, 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.

[0047] Also, the management device 50 acquires a game machine ID from the between-stage 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-stage card processor 10.

[0048] Also, the management device 50 manages the member management data of the members registered as members in the game store. Specifically, it manages the number of stored balls, points, password, name, etc. in association with the member card ID issued to the member.

[0049] Also, when the management device 50 receives a card insertion notification from the between-stage card processor 10, it transmits stored ball replay data including the remaining balance of stored balls and the password corresponding to the card ID indicated in the card insertion notification to the between-stage card processor 10. Also, when the management device 50 receives a stored ball replay request from the between-stage card processor 10, it subtracts a predetermined number from the remaining balance of stored balls associated with the card ID indicated in the stored ball replay request and transmits stored ball replay data including the remaining balance of stored balls after subtraction to the between-stage card processor 10.

[0050] Also, 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.

[0051] In addition, if the management device 50 receives a payment notice from the settlement server 80, it notifies the intermediate card processor 10 corresponding to the intermediate card processor ID included in this payment notice of a theft lock instruction. Then, it stores the card ID, user ID, terminal number, and payment amount in the cashless deposit data, and adds a value corresponding to the payment amount to the prepaid value corresponding to this card ID. After that, it transmits the prepaid value after the addition to the intermediate card processor 10.

[0052] In addition, if the management device 50 receives an authentication request from the intermediate card processor 10, it notifies the mobile terminal 90 corresponding to this authentication request of the authentication request. If there is no mobile terminal 90 corresponding to the authentication request, it notifies the intermediate card processor 10 of card ejection permission.

[0053] In addition, if the management device 50 receives an authentication permission from the mobile terminal 90, it notifies the intermediate card processor 10 corresponding to this authentication permission of the authentication permission.

[0054] The prize management device 60 is a terminal device for prize exchange installed together with a prize exchange counter in the game store, 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 payout device for paying out prizes are connected to this prize management device 60. When the prize management device 60 reads the card ID from a general card or a membership card, 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.

[0055] The payment machine 70 is a device for settling the remaining balance of the prepaid value associated with the card. When a card associated with the prepaid value is inserted, the payment machine 70 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.

[0056] Next, the ball lending process in the gaming system according to the first embodiment will be described. When a 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 any identification information identifying the apron card processor 10 as the source, and a ball lending request.

[0057] If the management device 50 receives a message including a ball lending request, it subtracts a predetermined value (for example, 5 times indicating 500 yen when the value per play is 100 yen) from the prepaid value associated with the card ID in the message to update the card management data, and transmits a ball lending permission to the apron card processor 10 as the source. The apron card processor 10 that has received the ball lending permission transmits an addition signal requesting addition to the number of game machine management balls corresponding to the subtracted prepaid value (for example, "125") to the game machine 20.

[0058] The game machine 20 that has received the addition signal adds the number of game machine management balls and transmits the number of game machine management balls after the addition to the apron card processor 10. The apron card processor 10 compares the sum of the number of game machine management balls before the addition and the number of balls lent with the number of game machine management balls after the addition to determine whether the addition of the number of game machine management balls has been properly performed.

[0059] Next, the process of replaying with the held balls in the gaming system according to the first embodiment will be described. When the apron card processor 10 accepts the insertion of a general card or 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 apron card processor 10, the address or any identification information identifying the apron card processor 10 as the source, information for identifying the rate of the apron card processor 10, and a card insertion notification.

[0060] If the management device 50 receives a card insertion notification from the under-stage card processor 10, it notifies the under-stage card processor 10 of the remaining balance of the credit associated with the card ID in the telegram, among the credits associated with the card ID in the telegram, for the credit of the rate specified by the telegram.

[0061] The under-stage card processor 10 stores the remaining balance of the credit received from the management device 50. Then, it transmits a telegram including information specifying the card ID and the rate, and a credit subtraction request to the management device 50. If the management device 50 receives the credit subtraction request, it clears the remaining balance of the credit specified by the card ID and the rate to zero. Also, if the under-stage card processor 10 receives a credit replay operation, it subtracts the remaining balance of the credit by a certain number, notifies the corresponding number to the gaming machine 20, and adds it to the number of management balls of the gaming machine.

[0062] If the under-stage card processor 10 receives a management transfer request from the gaming machine 20 to transfer the management by setting the number of management balls of the gaming machine 20 as the credit of the under-stage card processor 10, it adds the number of management balls indicated in the management transfer request to its own credit. Then, if it receives a card return operation, it transmits a telegram including a credit addition request to the management device 50. This telegram includes the card ID of the card to be discharged, the address or any identification information specifying the under-stage card processor 10 as the transmission source, information for specifying the rate of the under-stage card processor 10, the remaining balance of the credit, and the credit addition request.

[0063] If the management device 50 receives the credit addition request, it updates the remaining balance (number of credits) of the credit associated with the card ID in the telegram, for the credit of the rate specified by the telegram, to the received value. Then, the under-stage card processor 10 transmits a card discharge notification to the management device 50 and controls the card discharge.

[0064] Next, the stored ball replay process in the game system according to Embodiment 1 will be described. When the inter-stage card processor 10 receives a membership card, it transmits a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-stage card processor 10, the address or any identification information for identifying the inter-stage card processor 10 as the transmission source, information for identifying the rate of the inter-stage card processor 10, and a card insertion notification.

[0065] 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 of the rate specified by the message to the inter-stage card processor 10.

[0066] The inter-stage card processor 10 stores the received stored ball replay data and enables the stored ball replay operation when the remaining balance of the stored balls indicated in the stored ball replay data is equal to or greater than the number of game balls paid out in the stored ball replay (the number of stored ball replay units. For example, "125 balls").

[0067] After storing the stored ball replay data, when the inter-stage card processor 10 first receives 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.

[0068] When the passwords match, the inter-stage card processor 10 transmits a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-stage card processor 10, the address or any identification information for identifying the inter-stage card processor 10 as the transmission source, information for identifying the rate of the inter-stage card processor 10, and a stored ball replay request.

[0069] The management device 50 subtracts a predetermined value from the remaining balance of the stored balls of the rate specified by the message among the stored balls associated with the card ID in the message, and transmits the stored ball replay data including the remaining balance after the subtraction to the inter-stage card processor 10.

[0070] The between-table card processor 10 receives the stored coin replay data, updates the remaining amount of the stored coins, notifies the gaming machine 20 of the number corresponding to the number of stored coin replay units, and causes it to be added to the number of management balls in the gaming machine. Further, it determines whether the remaining amount of the stored coins after the update is less than the number of stored coin replay units. If the remaining amount of the stored coin data after the update is equal to or more than the number of stored coin replay units, the stored coin replay operation can be accepted again. If the stored coin replay operation is accepted, a stored coin replay request is transmitted. For the second and subsequent stored coin replay operations, confirmation of the PIN is not required. If the remaining amount of the stored coin data after the update becomes less than the number of stored coin replay units, the stored coin replay operation cannot be accepted.

[0071] Next, the transfer from the held balls to the stored coins in the closing process will be described. The management device 50 checks the remaining amount of the held balls in the card management data at the time of the closing process. If there is a held ball whose remaining amount is greater than "0", the remaining amount of the held ball is added to and updated the remaining amount of the stored coins. After that, the management device 50 clears the remaining amount of the held ball to zero.

[0072] The settlement server 80 is a device that performs settlement processing related to the cashless application. When the settlement server 80 receives information about the user, it issues a unique user ID, and stores the received information about the user and the user ID in the user management data in association with each other.

[0073] Also, when the settlement server 80 receives the user ID and the deposit amount from a deposit machine (not shown), the deposit amount is added to the remaining amount of the remaining amount data corresponding to this user ID.

[0074] Also, when the settlement server 80 receives a payment request from the mobile terminal 90, it performs settlement processing based on this payment request. Then, a payment notice is notified to the management device 50 corresponding to the payment request.

[0075] The deposit machine is a device for depositing money into the cashless application. When the deposit machine receives the user ID of the cashless application and the deposit of cash, it notifies the settlement server 80 of the user ID and the deposit amount.

[0076] The mobile terminal 90 is a terminal that receives and displays operations related to the cashless application. After reading the QR code (registered trademark), if the mobile terminal 90 receives the payment amount by the cashless application, it notifies the payment request to the settlement server 80.

[0077] Also, if the mobile terminal 90 receives an authentication request from the management device 50, it displays a message prompting fingerprint authentication. Then, if it receives fingerprint data, it performs authentication processing and notifies the management device 50 of the authentication permission.

[0078] <Appearance Configuration of the Inter-stage Card Processor 10 and the Gaming Machine 20> Next, the appearance configurations of the inter-stage card processor 10 and the gaming machine 20 shown in FIG. 2 will be described. FIG. 3 is a diagram showing the appearance configurations of the inter-stage card processor 10 and the gaming machine 20 shown in FIG. 2. In the figure, the inter-stage card processor 10 that only accepts banknotes is illustrated, but a unit that can accept electronic money can also be provided.

[0079] As shown in FIG. 3, the inter-stage card processor 10 is provided with a status display unit 11 that displays the status of the device of the inter-stage card processor 10 by lighting or blinking a lamp of a predetermined color, a banknote insertion slot 12a for accepting various banknotes, a display operation unit 13 such as a touch panel display, and a card insertion slot 14a for accepting a card associated with a card ID.

[0080] 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.

[0081] The counting button 22 is an operation button for performing a management transfer that subtracts the number of pachinko balls managed by the pachinko machine 20 and adds the corresponding number to the balls held by the between-base card processor 10, thereby transferring the management of the number of balls that can be ejected from the pachinko machine 20 to the between-base card processor 10. In an open-type pachinko machine 20 where actual pachinko balls are paid out upon winning, this management transfer corresponds to a counting process in which the between-base card processor 10 counts the paid-out pachinko balls and adds them to the balls held.

[0082] <Configuration of the between-base card processor 10> Next, the configuration of the between-base card processor 10 shown in FIG. 2 will be described. FIG. 4 is a functional block diagram showing the configuration of the between-base card processor 10 shown in FIG. 2. As shown in FIG. 4, the between-base 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.

[0083] The bill transport unit 12 is a transport unit that discriminates the denomination and authenticity of bills inserted from the bill insertion slot 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 value and accepts various operations such as a ball lending operation.

[0084] The reader / writer 14 is a reading unit that reads the card ID from a card inserted into the card insertion slot 14a. The card inserted into the card insertion slot 14a is stored in a card storage unit (not shown) 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.

[0085] 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 store ID data 16c.

[0086] 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 they are managed by setting the game type name for each 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 a fixed game type for each section where the under-stage card processor 10 is installed, or it may be made changeable by the operation of the game customer.

[0087] 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 the stored balls indicate their respective remaining balances.

[0088] The store ID data 16c is data indicating the store ID uniquely set for each store. By using this store ID, the store associated with the store ID can be specified.

[0089] 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, and a gaming machine state management unit 18c. Actually, by loading these programs into a CPU (Central Processing Unit) and executing them, processes corresponding to the authentication processing unit 18a, the authentication key management unit 18b, and the gaming machine state management unit 18c are respectively executed.

[0090] 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. Even if the authentication fails, if it is within a predetermined period from the last successful authentication, an operation permission may be transmitted to the gaming machine 20, and after the predetermined period has elapsed since the last successful authentication, no operation permission is transmitted to the gaming machine 20, and the use of the gaming machine 20 may be prohibited.

[0091] The authentication key management unit 18b is a processing unit that manages the authentication key. A usage time is set for the authentication key, and when the cumulative operation time of the gaming machine 20 reaches the usage time of the authentication key, the authentication key becomes unusable. Specifically, the authentication key management unit 18b uses the power-on time of the substrate on which the game management unit 18 is formed as the operation time of the gaming machine 20 and manages the usage time of the authentication key. When the authentication key becomes unusable, the authentication key management unit 18b acquires a new authentication key from the off-site authentication key management center via the management device 50 and updates the authentication key.

[0092] 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 management balls of the gaming machine by lending balls, transmits a request for management transfer from the held balls to the number of management balls of the gaming machine by replaying with the held balls, transmits a request to add to the number of management balls of the gaming machine by replaying with the stored balls, receives the game results such as the number of balls inserted and the number of prize balls in the gaming machine 20, and receives a request for management transfer from the number of management balls of the gaming machine to the held balls by counting. The communication between the inter-stage card processor 10 and the gaming machine 20 uses encrypted communication using a predetermined encryption method.

[0093] In addition, the gaming machine state management unit 18c further acquires the current number of management balls of the gaming machine 20, and the states set for the game such as start, jackpot, jackpot type, and number of lottery draws. It is desirable that the time interval at which the gaming machine state management unit 18c acquires the state of the gaming machine 20 is set shorter than the interval at which game balls are launched (used) in the gaming machine 20. Further, when the gaming machine state management unit 18c acquires the number of management balls of the gaming machine 20 from the gaming machine 20, it delivers the number of management balls to the control unit 17.

[0094] 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 management balls of the gaming machine (such as lending balls, replaying, counting, etc.), 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.

[0095] The control unit 17 is a control unit that performs overall control of the inter-stage card processor 10, and includes a data management unit 17a, a code display unit 17b, an anti-theft control unit 17c, and a card ejection control unit 17d. Actually, by loading these programs into the CPU and executing them, processes corresponding to the data management unit 17a, the code display unit 17b, the anti-theft control unit 17c, and the card ejection control unit 17d are respectively executed.

[0096] The data management unit 17a is a processing unit that manages the card data 16b. When a card is inserted, the data management unit 17a transmits a card insertion notification including the card ID and the inter-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 value, and stored value) and a password from the management device 50, it updates the card data 16b with the received valuable value and password.

[0097] Also, when a bill is inserted into the bill insertion slot 12a, the data management unit 17a transmits a deposit notification including the amount of the inserted bill, the card ID, and the inter-stage card processor ID to the management device 50.

[0098] Also, when a player performs a ball loan operation, the data management unit 17a transmits a ball loan request including the card ID and the inter-stage card processor ID to the management device 50. If it receives a ball loan permission as a response to this ball loan request, the data management unit 17a subtracts the prepaid value of the card data 16b and instructs the game management unit 18 to add a predetermined number of balls to the game machine management ball number of the gaming machine 20.

[0099] Also, if the data management unit 17a accepts a held value replay operation, it subtracts and updates the held value of the card data 16b and instructs the game management unit 18 to add the corresponding number of balls to the game machine management ball number of the gaming machine 20.

[0100] In addition, when the remaining credit of the stored balls shown in the card data 16b is equal to or greater than the number of stored ball replay units, the data management unit 17a displays a stored ball replay button on the display operation unit 13 and enables reception of a stored ball replay operation. When a stored ball replay operation is performed by a player, the data management unit 17a transmits a stored ball replay request including the card ID and the 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 data management unit 17a updates the remaining credit of the stored balls in the card data 16b and instructs the game management unit 18 to add the number of balls corresponding to the number of stored ball replay units to the game machine management ball number of the gaming machine 20. Note that, at the time of the first stored ball replay operation, an 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.

[0101] In addition, when the game management unit 18 receives a transfer request for game balls from the gaming machine 20, the data management unit 17a adds the number of balls instructed by the game management unit 18 to the balls held in the card data 16b and updates it.

[0102] In addition, when the data management unit 17a receives a card ejection instruction from the card ejection control unit 17d, the data management unit 17a transmits a ball addition request including the card ID, the inter-base card processor ID, and the remaining credit of the held balls to the management device 50. Then, after clearing the card data 16b, the data management unit 17a notifies the management device 50 of a card ejection notice and ejects the card.

[0103] The code display unit 17b is a processing unit that performs display control of a QR code (registered trademark). When a card is inserted, the code display unit 17b generates a QR code (registered trademark) using the store ID of the store ID data 16c and the inter-base card processor ID of the self-device status data 16a, and displays it on the display operation unit 13.

[0104] The theft prevention control unit 17c is a processing unit that performs on / off control related to theft lock. When the theft prevention control unit 17c receives a theft lock instruction from the management device 50, it controls the theft lock of its own device to be on. When the theft prevention control unit 17c receives authentication permission from the management device 50, it controls the theft lock of its own device to be off.

[0105] The card ejection control unit 17d is a processing unit that performs control related to card ejection. When the card ejection control unit 17d receives a card return operation, if the theft lock is on, it notifies the management device 50 of an authentication request including the card ID of the card data 16b, and if the theft lock is off, it passes a card ejection instruction to the data management unit 17a.

[0106] Also, when the card ejection control unit 17d receives authentication permission or card ejection permission from the management device 50, it passes a card ejection instruction to the data management unit 17a.

[0107] Next, an example of the data stored in the storage unit 16 of the between-pedestal card processor 10 shown in FIG. 4 will be described. FIG. 5 is a diagram showing an example of the own device status data 16a, card data 16b, and store ID data 16c shown in FIG. 4.

[0108] The own device status data 16a shown in FIG. 5(a) indicates that the ID of the between-pedestal 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-pedestal card processor 10.

[0109] The card data 16b shown in FIG. 5(b) indicates that the ID of the card inserted into the between-pedestal card processor 10 is "2015". Here, the upper 1 digit of the card ID indicates the card type. A card with the upper 1 digit of "1" is a general card, and a card with the upper 1 digit of "2" is a membership card. Also, the card data 16b shows that the password for ball storage replay is "1234" and the prepaid value is "100" degrees. Here, 1 degree of prepaid value is equivalent to 100 yen.

[0110] Also, the card data 16b shows a state where, as the held balls, the remaining amount of held balls of ball 1 is "990" balls, the remaining amount of held balls of ball 2 is "0" balls, and the remaining amount of held balls of ball 3 is "0" balls; and as the stored balls, the remaining amount of stored balls of ball 1 is "0" balls, the remaining amount of stored balls of ball 2 is "0" balls, and the remaining amount of stored balls of ball 3 is "0" balls.

[0111] The store ID data 16c shows a state where the store ID is "ABC123".

[0112] <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 functional block diagram showing the configuration of the gaming machine 20 shown in FIG. 2. As shown in FIG. 6, the gaming machine 20 includes a communication control unit 23, a presentation control unit 24, a game control unit 25, and a game ball control unit 26. The communication control unit 23 is a control unit for controlling data communication with the inter-stage card processor 10. The communication with the inter-stage card processor 10 uses encrypted communication using a predetermined encryption method.

[0113] When the gaming machine 20 is activated, the communication control unit 23 reads identification information from the control CPU provided in the game control unit 25 and / or the game ball control unit 26, checks whether the identification information is appropriate, and if it is appropriate, establishes communication with the inter-stage card processor 10 and enters a standby state. In the standby state, if an operation permission is received from the inter-stage card processor 10, the presentation control unit 24, the game control unit 25, and the game ball control unit 26 are activated to make the gaming machine 20 in a playable state.

[0114] The game control unit 25 is a control unit for controlling the game by the gaming machine 20. Actually, by loading and executing the program corresponding to the game control unit 25 into the CPU, a process is executed.

[0115] Specifically, the game control unit 25 performs control over the launch of game balls onto the game board surface based on handle operation detection, detection of game balls that have entered the winning openings on the game board surface, acquisition and lottery (special symbols and normal symbols) of random numbers (among random number values from 0 to 65535, where winning, minor winning, and losing numerical values 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 surface, display control of the special symbol display device provided on the game board surface, detection of abnormalities with a risk of fraud (such as the front frame being open, vibration being detected, etc.) and notification to the upper device, etc.

[0116] A large number of obstacle pins are implanted on the game board surface. The game balls launched onto the game board surface by handle operation fall between the obstacle pins and either win at the winning openings or the start opening, or are discharged outside the game board through the out opening on the game board surface without winning. When a game ball wins at the start opening, a lottery is conducted. If it is a big win, a big win game is carried out, which controls a plurality of predetermined winning openings on the game board surface to be in an open state multiple times. By making it easier for game balls to win at this winning opening, prize balls are awarded to the game players.

[0117] Also, among the big wins, there is a big win game with a privilege that grants a predetermined privilege game to the game player after the big win game ends. The big win game with a privilege includes a probability-variable big win and a time-saving big win. The probability-variable big win and the time-saving big win each grant a probability-variable game and a time-saving game as privilege games after the big win. The time-saving game is a privilege game that increases the number of lottery times per unit time and raises 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 above-mentioned movable member) and / or the special symbol lottery (the big win lottery by the winning of the above-mentioned game balls). This privilege game may include a normal symbol probability variation that increases the winning probability of the normal symbol. The time-saving game by the time-saving big win ends when the number of lottery times of the special symbol lottery reaches a predetermined number after the big win. The probability-variable game will be described later.

[0118] 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 specified random number range among the jackpots (generally multiplied by about 10). 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 provided simultaneously. However, in order to prevent unexpected damage to the game parlor, when a player acquires a certain number of game media after the start of a probability variation game or a time shortening game, a stop process (once discharging cards and requesting prize exchange or table movement) 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 emission of game balls when this count value reaches a predetermined value.

[0119] The effect control unit 24 is a control unit that controls the effects during the game and has an effect symbol lottery unit 24a and an effect lottery unit 24b. Actually, by loading these programs into the CPU and executing them, processes corresponding to the effect symbol lottery unit 24a and the effect lottery unit 24b are executed respectively.

[0120] 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 within the game board) based on the special symbol lottery in the game control unit 25 (specifically, whether to finally stop the display at 7, 7, 7, etc.).

[0121] The effect lottery unit 24b performs a lottery of the type of effect to be performed until the lottery result based on the effect symbol 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.

[0122] The effect control unit 24 stores the effect data of each effect. Further, the effect control unit 24 controls the display of the effect symbol display device, and at the time of effect execution, overlays the effect data on the background symbol data to perform an effect display. Also, at the time of probability variation, background color data different from the normal state is set.

[0123] The game ball control unit 26 is a control unit that controls the number of game machine management balls. Actually, the process will be executed by loading and executing a program corresponding to the game ball control unit 26 into the CPU. The game ball number management unit 26a is a management unit that manages the number of game balls, that is, the number of game machine management balls.

[0124] Specifically, the game ball control unit 26 stores the number of game machine management balls in the game ball number memory, subtracts "1" from the number of game machine management balls each time a game ball is launched, and adds the number of prize balls obtained by winning to the number of game machine management balls. Also, when the number of balls is notified by the inter-stage card processor 10, the notified number of balls is added to the number of game machine management balls, and a confirmation signal indicating that the number has been added to the number of game machine management balls is sent to the inter-stage card processor 10. Further, the game ball control unit 26 can also perform cleaning control of the game balls (circulating balls) enclosed in the game machine 20.

[0125] In addition, the game ball control unit 26 periodically transmits the number of game machine management balls stored in the game ball number memory to the inter-stage card processor 10. In this case, the game ball control unit 26 transmits the number of game machine management balls at the data acquisition time to the inter-stage card processor 10 while continuing to update the number of game machine management balls according to the game state without clearing the content of the game ball number memory to zero.

[0126] In addition, the gaming machine 20 is provided with a counting button 22, and a signal indicating that the counting button 22 has been pressed is input to the game ball control unit 26. When the game ball control unit 26 detects a pressing operation of the counting button 22 and the time from the rising edge to the falling edge of the detection signal is less than a certain time, it transmits a management transfer request to the inter-stage card processor 10 together with data on the number of gaming machine management balls in a certain number (for example, 100 balls per operation). Then, the number of balls transferred to the management of the inter-stage card processor 10 is subtracted (invalidated) from the number of gaming machine management balls. 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 inter-stage card processor 10 together with data on the number of gaming machine management balls in a certain number (for example, 200 balls per 5 seconds) every time the state where the detection signal has risen continues for a certain time. Then, the number of balls transferred to the management of the inter-stage card processor 10 is subtracted (invalidated) from the number of gaming machine management balls. When subtracting from the number of gaming machine management balls, methods such as decrementing the value to be subtracted from the value of 1 stored in the memory, updating the value stored in the memory with the value after subtraction, and deleting or logically deleting the value before subtraction to invalidate it can be considered, but there is no particular limitation as long as the value after subtraction can be specified.

[0127] The game control unit 25 and the game ball control unit 26 are each configured on a separate board. The game control board on which the game control unit 25 is configured and the game ball control 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 board and the ID of the game ball control board and uses them as the gaming machine ID.

[0128] <Configuration of the management device 50> Next, the configuration of the management device 50 shown in FIG. 2 will be described. FIG. 7 is a functional block diagram showing the configuration of the management device 50 shown in FIG. 2. As shown in FIG. 7, the management device 50 is connected to a display unit 51 and an input unit 52, and has an external network communication unit 53, a store network communication unit 54, a storage unit 55, and a control unit 56.

[0129] The display unit 51 is a display device such as a liquid crystal panel or a display apparatus. The input unit 52 is an input device such as a keyboard or a mouse. The external network communication unit 53 is an interface unit for data communication with a settlement server 80 and an authentication key management center (not shown) via an external network. The store network communication unit 54 is an interface unit for data communication with an island controller 30, a prize management device 60, and a payment machine 70 via a communication line within the game parlor.

[0130] 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 cashless deposit data 55d.

[0131] The card management data 55a is data associating the prepaid value balance, the remaining number of tokens, etc. with the card ID. The device management data 55b is data regarding the devices installed in the game parlor. The member management data 55c is data associating the name of the member, the information of the stored tokens, etc. with the card ID of the member card issued to the member. The cashless deposit data 55d is data indicating information regarding the users related to the cashless settlement service and the deposit amount.

[0132] 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, a cashless deposit control unit 56d, a theft prevention control unit 56e, and an authentication processing unit 56f. 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 cashless deposit control unit 56d, the theft prevention control unit 56e, and the authentication processing unit 56f are executed respectively.

[0133] The card management unit 56a is a processing unit that manages the card management data 55a. The card management unit 56a communicates with the counter card processor 10, the prize management device 60, and the payment machine 70 to update the prepaid value and the remaining number of tokens associated with the card ID.

[0134] Also, when the card management unit 56a receives a card insertion notification from the between-stage card processor 10 and when it receives a request for valuable value associated with the card from the prize management device 60, it notifies the valuable value associated with the card and the remaining balance of the stored credits.

[0135] Also, when the card management unit 56a receives a request for valuable value associated with the card from the payment machine 70, it notifies the remaining balance of the valuable value associated with the card.

[0136] The device management unit 56b is a processing unit that manages the device management data 55b. The device management unit 56b generates and updates the device management data 55b based on the between-stage card processor ID, installation location, and gaming machine ID acquired from the between-stage card processor 10.

[0137] The member management unit 56c is a processing unit that manages the member management data 55c. The member management unit 56c communicates with the between-stage card processor 10 and the prize management device 60 to update the remaining balance of the stored credits associated with the card ID. Also, when the member management unit 56c receives a member registration request, it performs an update to add a member to the member management data 55c.

[0138] Here, the stored credit replay process by the member management unit 56c will be described. If the member management unit 56c receives stored credit replay request data from the between-stage card processor 10, it subtracts the payout unit amount from the remaining balance of the stored credits at the payout destination rate among the stored credits associated with the card ID in the stored credit replay request data, and recalculates the possible number of stored credit replays. Then, it transmits the stored credit replay data including the remaining balance after subtraction and the possible number of stored credit replays to the between-stage card processor 10.

[0139] The cashless payment control unit 56d is a processing unit that manages cashless payment data 55d. When the cashless payment control unit 56d receives a payment notification from the settlement server 80, it uses the counter card processing machine ID included in this payment notification to identify the card ID from the card management data 55a, and stores the card ID, the user ID, the terminal number, and the payment amount included in the payment notification in the cashless payment data 55d. At the same time, for the prepaid value of the card management data 55a corresponding to this card ID, a value corresponding to the payment amount is added. Then, the prepaid value after the addition is transmitted to the counter card processing machine 10 corresponding to the counter card processing machine ID included in the payment notification.

[0140] The theft prevention control unit 56e is a processing unit that controls the theft lock of the counter card processing machine 10. When the theft prevention control unit 56e receives a payment notification from the settlement server 80, it notifies the counter card processing machine 10 corresponding to the counter card processing machine ID included in this payment notification of a theft lock instruction.

[0141] The authentication processing unit 56f is a processing unit that transmits and receives information related to authentication processing. When the authentication processing unit 56f receives an authentication request from the counter card processing machine 10, it identifies the terminal number corresponding to the card ID included in this authentication request from the cashless payment data 55d, and notifies the mobile terminal 90 corresponding to this terminal number of the authentication request. If there is no terminal number corresponding to the card ID, the counter card processing machine 10 is notified of card ejection permission.

[0142] Also, when the authentication processing unit 56f receives an authentication permission from the mobile terminal 90, it uses the user ID included in this authentication permission to identify the card ID from the cashless payment data 55d. Then, it identifies the counter card processing machine ID corresponding to this card ID from the card management data 55a, and notifies the counter card processing machine 10 corresponding to the identified counter card processing machine ID of the authentication permission.

[0143] Next, an example of the data stored in the storage unit 55 of the management device 50 shown in FIG. 7 will be described. FIGS. 8 and 9 are diagrams showing an example of the card management data 55a, device management data 55b, member management data 55c, and cashless deposit data 55d shown in FIG. 7.

[0144] In the card management data 55a shown in FIG. 8(a), for the card ID "1001", the prepaid value is "0" degrees, the remaining balance of the held balls for each rate is "0" balls, and the usage destination ID is "A101". That is, the card with the card ID "1001" is inserted into the floor card processor 10 with the device ID "A101", and the management of the held balls has been transferred to the floor card processor 10. Therefore, the remaining balance of the held balls for each rate becomes zero.

[0145] Also, in the card management data 55a, for the card ID "2015", the prepaid value is associated with a state of "100" degrees. Also, as the held balls, the remaining balance of the held balls of ball 1 is "990" balls, the remaining balance of the held balls of ball 2 is "0" balls, and the remaining balance of the held balls of ball 3 is "0" balls. However, the usage destination ID is not associated. That is, the card with the card ID "2015" is not inserted into the floor card processor 10, and the management of the held balls is being performed by the management device 50.

[0146] The device management data 55b shown in FIG. 8(b) associates the floor card processor 10 with the ID "A101" with the installation location being "Island 1-1", the ID of the connected gaming machine 20 being "B201", the gaming table number being "11", the gaming type being "ball 1", the model of the gaming machine 20 being "EV01", and the manufacturing number being "a". It also shows that this gaming machine 20 is in use.

[0147] In addition, the device management data 55b associates the following states with the pedestal card processor 10 with the ID "A201": the installation location is "Island 2-1", the ID of the connected gaming machine 20 is "B506", the gaming table number is "21", the game type is "Ball 3", the model of the gaming machine 20 is "DX03", and the manufacturing number is "g". It also indicates that this gaming machine 20 is in a state of being in use.

[0148] The member management data 55c shown in FIG. 8(c) indicates the name, stored balls, etc. associated with the card ID. Specifically, the member management data 55c associates the following state with the card ID "2015": the name is "Patent Taro", the remaining balance of the stored balls of Ball 1 is "0" balls, the remaining balance of the stored balls of Ball 2 is "0" balls, and the remaining balance of the stored balls of Ball 3 is "0" balls.

[0149] The cashless deposit data 55d shown in FIG. 9 associates the following states: for the user ID "RS4035", the terminal number is "09012345678", the card ID is "1001", and the deposit amount is "10,000" yen; for the user ID "RS4051", the terminal number is "08098765432", the card ID is "1022", and the deposit amount is "5,000" yen.

[0150] <Configuration of the settlement server 80> Next, the configuration of the settlement server 80 shown in FIG. 2 will be described. FIG. 10 is a functional block diagram showing the configuration of the settlement server 80 shown in FIG. 2. As shown in FIG. 10, the settlement server 80 is connected to a display unit 81 and an input unit 82, and has a communication unit 84, a storage unit 85, and a control unit 86.

[0151] The display unit 81 is a display device such as a liquid crystal panel or a display apparatus. The input unit 82 is an input device such as a keyboard or a mouse. The communication unit 84 is an interface unit for data communication with the management device 50, the mobile terminal 90, and a deposit machine (not shown) via an external network.

[0152] The storage unit 85 is a storage device such as a hard disk drive or a non-volatile memory, and stores user management data 85a and balance data 85b.

[0153] The user management data 85a is data indicating information about users of the cashless application. The balance data 85b is data indicating the balance for each user of the cashless application.

[0154] The control unit 86 is a control unit that performs overall control of the settlement server 80, and includes a user management unit 86a, a charge control unit 86b, and a payment control unit 86c. Actually, by loading these programs into the CPU and executing them, processes corresponding to the user management unit 86a, the charge control unit 86b, and the payment control unit 86c are respectively executed.

[0155] The user management unit 86a is a processing unit that manages the user management data 85a. When the user management unit 86a receives information about a user from the input unit 82, it issues a unique user ID, associates the received information about the user and the user ID, and stores them in the user management data 85a.

[0156] The charge control unit 86b is a processing unit that performs deposit processing related to the cashless application. When the charge control unit 86b receives a user ID and a deposit amount from a deposit machine (not shown), it adds the deposit amount to the balance of the balance data 85b corresponding to this user ID.

[0157] The payment control unit 86c is a processing unit that performs settlement processing related to the cashless application. When the payment control unit 86c receives a payment request from the mobile terminal 90, it performs settlement processing using the store ID, the counter card processing machine ID, the user ID, and the payment amount included in this payment request.

[0158] Specifically, using the user ID and the payment amount, the payment amount is subtracted from the balance corresponding to the user ID in the balance data 85b. Then, using the user ID, the terminal number is specified from the user management data 85a, and a payment notification including the counter card processor ID, the user ID, the terminal number, and the payment amount is notified to the management device 50 of the store corresponding to the store ID.

[0159] Next, an example of the data stored in the storage unit 85 of the settlement server 80 shown in FIG. 10 will be described. FIG. 11 is a diagram showing an example of the user management data 85a and the balance data 85b shown in FIG. 10.

[0160] The user management data 85a shown in FIG. 11(a) associates the user ID "RS4035" with the name "Patent Taro" and the terminal number "09012345678", and associates the user ID "RS4051" with the name "Development Hanako" and the terminal number "08098765432".

[0161] The balance data 85b shown in FIG. 11(b) associates the user ID "RS4035" with a balance of "30,000" yen and the user ID "RS4051" with a balance of "25,000" yen.

[0162] <Configuration of the mobile terminal 90> Next, the configuration of the mobile terminal 90 shown in FIG. 2 will be described. FIG. 12 is a functional block diagram showing the configuration of the mobile terminal 90 shown in FIG. 2. As shown in FIG. 12, the mobile terminal 90 includes a display operation unit 91, a camera 92, a communication unit 94, a storage unit 95, and a control unit 96. Note that the form of the mobile terminal 90 is not limited, such as a phone type (smartphone, etc.), a non-phone type (tablet, etc.), a wristwatch, or a glasses type (wearable device, etc.), and any terminal that can be carried by a game customer is acceptable. [[ID=,19]]

[0163] The display operation unit 91 is an input / output device such as a touch panel display, and can also read fingerprint data. The camera 92 is an input device for imaging a QR code (registered trademark). The communication unit 94 is an interface unit for data communication with the settlement server 80 and the management device 50 via an external network.

[0164] The storage unit 95 is a storage device such as a non-volatile memory, and stores user ID data 95a and authentication data 95b. The user ID data 95a is data indicating the user ID of the cashless application. The authentication data 95b is data for performing authentication processing, and is, for example, data related to a fingerprint.

[0165] The control unit 96 is a control unit that performs overall control of the mobile terminal 90, and has a payment control unit 96a and an authentication processing unit 96b. Actually, by loading these programs into the CPU and executing them, processes corresponding to the payment control unit 96a and the authentication processing unit 96b will be executed respectively.

[0166] The payment control unit 96a is a processing unit that performs processing related to payment by the cashless application. After the payment control unit 96a reads the QR code (registered trademark) from the camera 92 and accepts the payment amount by the cashless application from the display operation unit 91, it notifies the settlement server 80 of the store ID, the counter card processing machine ID, the accepted payment amount, and the user ID of the user ID data 95a included in the QR code (registered trademark) as a payment request.

[0167] The authentication processing unit 96b is a processing unit that performs authentication processing for an authentication request. When the authentication processing unit 96b receives an authentication request from the management device 50, it displays a message prompting fingerprint authentication on the display operation unit 91. Then, when receiving fingerprint data from the display operation unit 91, it performs authentication processing using the authentication data 95b and notifies the management device 50 of an authentication permission including the user ID of the user ID data 95a.

[0168] Next, an example of the data stored in the storage unit 95 of the mobile terminal 90 shown in FIG. 12 will be described. FIG. 13 is a diagram showing an example of the user ID data 95a shown in FIG. 12. The user ID data 95a shown in FIG. 13 indicates that the user ID is "RS4035".

[0169] <Processing Procedure for Card Ejection According to Embodiment 1> Next, the processing procedure for card ejection according to the first embodiment will be described. FIG. 14 is a flowchart showing the processing procedure for card ejection according to the first embodiment. Here, the processing procedure for card ejection in a state where the theft lock of the inter-stage card processor 10 is on is shown.

[0170] As shown in FIG. 14, when the inter-stage card processor 10 receives a card return operation (step S101; Yes), it notifies the management device 50 of an authentication request including the card ID (step S102).

[0171] The management device 50 checks whether the card ID included in the received authentication request is associated with the user ID of the cashless application (step S103). If the card ID and the user ID are associated (step S103; Yes), it notifies the mobile terminal 90 of the authentication request including the user ID (step S106). If the card ID and the user ID are not associated (step S103; No), it notifies the inter-stage card processor 10 of card ejection permission (step S104).

[0172] When the inter-stage card processor 10 receives card ejection permission from the management device 50 (step S105; Yes), it ejects the card (step S112) and ends the process as it is.

[0173] When the mobile terminal 90 receives an authentication request from the management device 50, it displays a message prompting fingerprint authentication, and if it receives an authentication operation related to fingerprint authentication (step S107; Yes), it notifies the management device 50 of authentication permission (step S108).

[0174] If the management device 50 receives an authentication permission from the mobile terminal 90, it notifies the interstage card processor 10 of the authentication permission (step S109).

[0175] In a state where the interstage card processor 10 has not received a card ejection permission (step S105; No), if it receives an authentication permission (step S110; Yes), it controls to turn off the theft lock (step S111), ejects the card (step S112), and ends the process.

[0176] As described above, in the gaming system according to the first embodiment, when a deposit process for a card is performed by the cashless application, the user ID of the cashless application is associated with the card, and the theft lock is controlled to be turned on. Then, if a card return operation is received, on the condition that an authentication operation by the mobile terminal is received, the theft lock is controlled to be turned off and the card is returned. Therefore, it is possible to prevent troubles among game customers caused by theft of the number of game machine management balls.

[0177] In the above-described first embodiment, the configuration in which the authentication process is performed using fingerprints has been described. However, the present invention is not limited to this. Biometric authentication other than fingerprints (for example, face, voice, auricle, iris, skeleton, fist shape, vein, vital signs such as pulse and body temperature), password or passcode authentication (for example, SMS or call authentication), and authentication using owner authentication (for example, smartphone or token) can also be used.

[0178] Also, in the above-described first embodiment, the configuration in which card management is performed using card management data and the association between the user ID of the cashless application and the card ID is performed using cashless deposit data has been described. However, the present invention is not limited to this. The card management and the association between the user ID of the cashless application and the card ID can also be configured to be managed using the same data (for example, collectively managed using card management data).

[0179] In addition, in the above-described Embodiment 1, the configuration of associating the user ID of the cashless application with the card ID has been described, but the present invention is not limited thereto. It is also possible to configure to associate the user ID of a smartphone application (for example, a game information browsing application or a game store membership application) with the card ID. Further, it is also possible to configure to associate the user ID and the card ID of a My Number card and a smartphone application (for example, My Portal).

[0180] In addition, in the above-described Embodiment 1, the configuration of performing the authentication of the user when returning the card in the state where the theft lock is on has been described, but the present invention is not limited thereto. It is also possible to configure to omit the authentication of the user for the use of a plurality of devices by performing the authentication of the user using single sign-on. Further, the single sign-on may be configured to be able to set a valid period (for example, 1 hour).

[0181] In addition, in the above-described Embodiment 1, the configuration of associating the user ID of the cashless application with the card ID and performing the authentication of the user when returning the card if the cashless payment by the cashless application has been performed has been described, but the present invention is not limited thereto. It is also possible to configure to display a QR code (registered trademark) on the table-side card processing machine at the start of the game, associate the smartphone that has read this QR code (registered trademark) with the card ID, and return the card on the condition that the authentication of the user by the smartphone or the terminal authentication is successful by holding the smartphone against the shading part of the table-side card processing machine or the like when returning the card.

[0182] In addition, in the above-described Embodiment 1, when cashless payment is made using the cashless app, a configuration was described in which the user ID of the cashless app and the card ID are associated with each other, and identity authentication is performed when the card is returned. However, the present invention is not limited to this. When the identity authentication of the player fails, the fact may be notified to the employee, and the player's figure may be automatically tracked and imaged by a plurality of cameras in the store. In addition, when the identity authentication fails, the operation of the corresponding pedestal card processor (for example, deposit, lending, card return, etc.) may be configured to be restricted.

[0183] [Modification Example 1] By the way, in the above-described Embodiment 1, regarding the authentication process related to the card ejection of the pedestal card processor, a configuration was described in which the management device relays the transmission and reception of information between the pedestal card processor and the mobile terminal. However, the present invention is not limited to this. Regarding the authentication process related to the card ejection of the pedestal card processor, the management device and the payment server may be configured to relay the transmission and reception of information between the pedestal card processor and the mobile terminal.

[0184] In this Modification Example 1, a gaming system will be described in which the management device and the payment server relay the transmission and reception of information between the pedestal card processor and the mobile terminal regarding the authentication process related to the card ejection of the pedestal card processor.

[0185] <Outline of the Gaming System According to Modification Example 1> The outline of the gaming system according to this Modification Example 1 will be described. FIG. 15 is an explanatory diagram of the outline of the gaming system according to this Modification Example 1.

[0186] As shown in FIG. 15, in the gaming system according to the first modification example, if the inter-stage card processor 10 receives a card return operation (S11), it notifies the mobile terminal 90 of an authentication request via the management device 100 and the settlement server 200 (S12). If the mobile terminal 90 receives an authentication operation (S13), it notifies the inter-stage card processor 10 of authentication permission via the settlement server 200 and the management device 100 (S14). The inter-stage card processor 10 controls to turn off the theft lock and returns the general card (S15).

[0187] In this way, in the gaming system according to the first modification example, regarding the authentication process related to the card ejection of the inter-stage card processor, since the management device and the settlement server relay the transmission and reception of information between the inter-stage card processor and the mobile terminal, it is possible to prevent troubles between game customers caused by the theft of the number of game machine management balls.

[0188] <Configuration of the management device 100 according to the first modification example> Next, the configuration of the management device 100 according to the first modification example will be described. FIG. 16 is a functional block diagram showing the configuration of the management device 100 according to the first modification example. As shown in FIG. 16, the management device 100 is connected to a display unit 51 and an input unit 52, and includes an external network communication unit 53, a store network communication unit 54, a storage unit 55, and a control unit 110. Note that the description of the functional units similar to those of the management device 50 shown in FIG. 7 is omitted.

[0189] The control unit 110 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 cashless deposit control unit 56d, an anti-theft control unit 56e, and an authentication processing unit 111. 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 cashless deposit control unit 56d, the anti-theft control unit 56e, and the authentication processing unit 111 are respectively executed.

[0190] The authentication processing unit 111 is a processing unit that transmits and receives information related to authentication processing. When the authentication processing unit 111 receives an authentication request from the under-counter card processor 10, it identifies the user ID corresponding to the card ID included in this authentication request from the cashless deposit data 55d, and notifies the settlement server 200 of the authentication request including this user ID. If there is no user ID corresponding to the card ID, it notifies the under-counter card processor 10 of card ejection permission.

[0191] Also, when the authentication processing unit 111 receives an authentication permission from the settlement server 200, it uses the user ID included in this authentication permission to identify the card ID from the cashless deposit data 55d. Then, it identifies the under-counter card processor ID corresponding to this card ID from the card management data 55a, and notifies the under-counter card processor 10 corresponding to the identified under-counter card processor ID of the authentication permission.

[0192] <Configuration of the settlement server 200 according to Modification Example 1> Next, the configuration of the settlement server 200 according to this Modification Example 1 will be described. FIG. 17 is a functional block diagram showing the configuration of the settlement server 200 according to this Modification Example 1. As shown in FIG. 17, the settlement server 200 is connected to a display unit 81 and an input unit 82, and has a communication unit 84, a storage unit 85, and a control unit 210. Note that the description of the functional units similar to those of the settlement server 80 shown in FIG. 10 is omitted.

[0193] The control unit 210 is a control unit that performs overall control of the settlement server 200, and has a user management unit 86a, a charge control unit 86b, a payment control unit 86c, and an authentication processing unit 211. Actually, by loading these programs into the CPU and executing them, processes corresponding to the user management unit 86a, the charge control unit 86b, the payment control unit 86c, and the authentication processing unit 211 are respectively executed.

[0194] The authentication processing unit 211 is a processing unit that transmits and receives information related to authentication processing. When the authentication processing unit 211 receives an authentication request from the management device 100, it identifies the terminal number corresponding to the user ID included in this authentication request from the user management data 85a, and notifies the mobile terminal 90 corresponding to this terminal number of the authentication request.

[0195] Also, when the authentication processing unit 211 receives an authentication permission from the mobile terminal 90, it notifies this authentication permission to the management device 100.

[0196] As described above, in the gaming system according to this Modification Example 1, regarding the authentication processing related to the card ejection of the between-stage card processor, since the management device and the settlement server relay the transmission and reception of information between the between-stage card processor and the mobile terminal, it is possible to prevent troubles between game customers caused by stealing the number of game machine management balls.

[0197] [Modification Example 2] By the way, in the above-described Embodiment 1, for performing cashless settlement, the configuration in which the QR code (registered trademark) displayed by the between-stage card processor is read by the mobile terminal and the mobile terminal notifies the payment request to the settlement server has been described. However, the present invention is not limited to this. It is also possible to configure such that the QR code (registered trademark) displayed by the mobile terminal is read by the between-stage card processor, and the between-stage card processor notifies the payment request to the settlement server via the management device.

[0198] In this Modification Example 2, a gaming system in which, for performing cashless settlement, the QR code (registered trademark) displayed by the mobile terminal is read by the between-stage card processor, and the between-stage card processor notifies the payment request to the settlement server via the management device will be described.

[0199] <Outline of the gaming system according to Modification Example 2> The outline of the gaming system according to this Modification Example 2 will be described. FIG. 18 is an explanatory diagram of the outline of the gaming system according to this Modification Example 2.

[0200] As shown in FIG. 18, in the gaming system according to the second modification example, after a general card is inserted into the inter-base card processor 300 (S21), if a QR code (registered trademark) for performing cashless payment is displayed on the mobile terminal 500, the inter-base card processor 300 reads this QR code (registered trademark) and notifies the payment server of a payment request, so that the general card is credited by cashless payment (S22). At this time, the user ID of the cashless application is associated with the general card, and the theft lock is controlled to be turned on (S23).

[0201] Note that the payment by cashless payment is processed according to the following processing procedure. When the mobile terminal 500 receives the payment amount, it displays a QR code (registered trademark) including the payment amount, the user ID, and the URL of the payment server. When the inter-base card processor 300 reads this QR code (registered trademark), it includes the store ID and the inter-base card processor ID in the data included in the QR code (registered trademark) as a payment request, and notifies the payment server 80 of the payment request via the management device 400. The payment server 80 notifies the management device 400 of a payment notice based on this payment request. The management device 400 adds the payment amount to the prepaid value associated with the card ID of the general card, and notifies the inter-base card processor 300 of the prepaid value after the addition.

[0202] As described above, in the gaming system according to the second modification example, in order to perform cashless payment, the QR code (registered trademark) displayed on the mobile terminal can be read by the inter-base card processor, and the inter-base card processor can notify the payment server of a payment request via the management device.

[0203] <Configuration of the inter-base card processor 300 according to the second modification example> Next, the configuration of the inter-table card processor 300 according to the second modification example will be described. FIG. 19 is a functional block diagram showing the configuration of the inter-table card processor 300 according to the second modification example. As shown in FIG. 19, the inter-table card processor 10 includes a bill transport unit 12, a display operation unit 13, a reader / writer 14, a camera 320, a communication unit 15, a storage unit 16, a control unit 310, and a game management unit 18. Note that the description of the functional units similar to those of the inter-table card processor 10 shown in FIG. 4 is omitted.

[0204] The camera 320 is an input device for imaging a QR code (registered trademark).

[0205] The control unit 310 is a control unit that performs overall control of the inter-table card processor 300, and includes a data management unit 17a, a code reading unit 311, an anti-theft control unit 17c, and a card ejection control unit 17d. Actually, by loading and executing these programs on the CPU, processes corresponding to the data management unit 17a, the code reading unit 311, the anti-theft control unit 17c, and the card ejection control unit 17d are respectively executed.

[0206] The code reading unit 311 is a processing unit that reads a QR code (registered trademark) and notifies a payment request. If the code reading unit 311 reads a QR code (registered trademark) using the camera 320, it extracts the user ID, the payment amount, and the URL of the settlement server from the QR code (registered trademark), includes the store ID of the store ID data 16c and the inter-table card processor ID of the self-device status data 16a in the extracted data as a payment request, and notifies the management device 400.

[0207] <Configuration of the management device 400 according to the second modification example> Next, the configuration of the management device 400 according to the second modification example will be described. FIG. 20 is a functional block diagram showing the configuration of the management device 400 according to the second modification example. As shown in FIG. 20, the management device 400 is connected to a display unit 51 and an input unit 52, and includes an external network communication unit 53, a store network communication unit 54, a storage unit 55, and a control unit 410. Note that the description of the functional units similar to those of the management device 50 shown in FIG. 7 is omitted.

[0208] The control unit 410 is a control unit that performs overall control of the management device 400, and includes a card management unit 56a, a device management unit 56b, a member management unit 56c, a cashless payment control unit 411, an anti-theft control unit 56e, and an authentication processing unit 56f. 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 cashless payment control unit 411, the anti-theft control unit 56e, and the authentication processing unit 56f will be executed respectively.

[0209] The cashless payment control unit 411 is a processing unit that manages cashless payment data 55d. If the cashless payment control unit 411 receives a payment request from the counter card processor 300, it extracts the URL of the payment server included in this payment request and notifies the payment server 80 of the payment request by accessing this URL.

[0210] Also, if the cashless payment control unit 411 receives a payment notification from the payment server 80, it uses the counter card processor ID included in this payment notification to identify the card ID from the card management data 55a, and stores the card ID, the user ID, the terminal number, and the payment amount included in the payment notification in the cashless payment data 55d. At the same time, for the prepaid value of the card management data 55a corresponding to this card ID, a value corresponding to the payment amount is added. Then, the prepaid value after the addition is transmitted to the counter card processor 10 corresponding to the counter card processor ID included in the payment notification.

[0211] As described above, in the gaming system according to this Modification Example 2, in order to perform cashless settlement, the QR code (registered trademark) displayed on the mobile terminal is read by the counter card processor, and the counter card processor can notify the payment server of the payment request via the management device.

[0212] [Modification Example 3] By the way, in the above-described Embodiment 1, the configuration in which authentication processing is performed when the pedestal card processor receives a card return operation after cashless payment has been performed has been described. However, the present invention is not limited to this. It is also possible to configure the pedestal card processor, prize management device, payment machine, ticket vending machine, island end counter, store arrival point reception machine, and vending machine (including a card processing terminal communicatively connected to the vending machine) to perform authentication processing when a predetermined operation is received.

[0213] In this Modification 3, a gaming system that performs authentication processing when a predetermined operation is received in a pedestal card processor, a prize management device, a payment machine, a ticket vending machine, an island end counter, a store arrival point reception machine, and a vending machine will be described.

[0214] <An example of an operation that requires authentication processing according to Modification 3> An example of an operation that requires authentication processing according to this Modification 3 will be described. FIG. 21 is a diagram showing an example of an operation that requires authentication processing according to this Modification 3.

[0215] As shown in FIG. 21, in the gaming system according to this Modification 3, authentication processing is performed when a predetermined operation is received in a pedestal card processor, a prize management device, a payment machine, a ticket vending machine, an island end counter, a store arrival point reception machine, and a vending machine. Specific operations that require authentication processing are as follows.

[0216] In the pedestal card processor, operations include start / end of functions such as cash deposit, ball lending, replay of held balls / stored balls, counting / storing balls, card insertion / summing / return, temporary break, etc., and reference of information such as held balls.

[0217] In the prize management device, operations include prize exchange / storing balls, reference of information such as held balls, and summing of held balls. In the payment machine, the operation is payment. In the ticket vending machine, the operation is additional deposit. In the island end counter, the operation is counting. In the store arrival point reception machine, the operation is granting of store arrival points. In the vending machine, the operation is prize exchange.

[0218] As described above, in the gaming system according to the third modification example, when a predetermined operation is received in the inter-stage card processor, prize management device, redemption machine, ticket vending machine, island end counter, store visit point reception machine, and vending machine, it can be configured to perform an authentication process.

[0219] [Embodiment 2] Incidentally, in the above-described Embodiment 1, after cashless payment is performed, when the inter-stage card processor receives a card return operation, the configuration in which an authentication process is performed has been described. However, the present invention is not limited to this.

[0220] When a card return operation for a card associated with the number of on-hand balls is received, if the number of on-hand balls is less than the number of balls that can be returned, it becomes impossible to return the card while keeping the number of on-hand balls associated. On the other hand, the number of on-hand balls can also be associated with the cashless application, and there is no limit to this number of on-hand balls. For this reason, when the number of on-hand balls is less than the number of balls that can be returned, it can also be configured to perform a display prompting to associate the number of on-hand balls with the cashless application.

[0221] In the present Embodiment 2, a gaming system that performs a display prompting to associate the number of on-hand balls with the cashless application when the number of on-hand balls is less than the number of balls that can be returned will be described.

[0222] <Outline of the gaming system according to Embodiment 2> The outline of the gaming system according to the present Embodiment 2 will be described. FIGS. 22 and 23 are explanatory diagrams of the outline of the gaming system according to the present Embodiment 2.

[0223] As shown in FIG. 22, in a conventional gaming system, when a count button is pressed (S31) in a state where the number of game machine management balls is 2 balls, the 2 balls of the game machine management balls shift to the number of balls (S32). Then, when a card return button is pressed (S33), the 2 balls of the on-hand balls are automatically shifted to the game machine management balls (S34).

[0224] This is because, in the conventional gaming system, when the number of held balls is less than the number of cards that can be returned, the cards cannot be returned, and this number of held balls is automatically transferred to the number of balls managed by the gaming machine.

[0225] As shown in FIG. 23, in the gaming system according to the second embodiment, when the count button is pressed in a state where the number of balls managed by the gaming machine is two balls (S41), the two balls of the number of balls managed by the gaming machine are transferred to the number of balls, and a screen for promoting the use of the cashless app is displayed on the pedestal card processor 600 (S42). Note that the promotion of use to the game players is not limited to the screen display of the pedestal card processor 600, and may be in the form of, for example, voice guidance, notification by mail to a mobile terminal, display on a pedestal lamp (not shown), or the like.

[0226] This is because, even when the number of held balls is less than the number of cards that can be returned, by associating the number of held balls with the cashless app, this number of held balls can be used on other gaming machines.

[0227] <An example of the display conditions of the cashless app use promotion screen according to the second embodiment> Next, an example of the display conditions of the cashless app use promotion screen according to the second embodiment will be described. FIG. 24 is a diagram showing an example of the display conditions of the cashless app use promotion screen according to the second embodiment. In the gaming system according to the second embodiment, at a predetermined timing, when a predetermined condition is satisfied, the cashless app use promotion screen is displayed.

[0228] As shown in FIG. 24(a), the timing for displaying the cashless app use promotion screen is when depositing by cashless or cash, when lending balls, when replaying held balls and stored balls, during counting / storing balls, when inserting cards / summing / returning cards, and at the start / end of functions such as a temporary break.

[0229] As shown in FIG. 24(b), the conditions for displaying the cashless app usage promotion screen are as follows: when the cashless app is associated with the unit, when balance lending is performed using the cashless app, during a game (within a certain period after an out occurs), when the player can be determined to be the same person through biometric authentication, in the case of a big win or a medium probability of a big win, etc.

[0230] As described above, in the gaming system according to the second embodiment, when the number of held medals is less than the number of cards that can be returned, it is possible to perform a display prompting the association of the number of held medals with the cashless app.

[0231] In the above-described second embodiment, the configuration for performing a display prompting the association of the number of held medals with the cashless app when the number of held medals is less than the number of cards that can be returned has been described. However, the present invention is not limited to this. For a game player using the cashless app, it is also possible to configure to automatically associate the number of held medals with the cashless app.

[0232] Also, in the above-described second embodiment, the configuration for performing a display prompting the association of the number of held medals with the cashless app when the number of held medals is less than the number of cards that can be returned has been described. However, the present invention is not limited to this. For a game player using the cashless app, when the number of medals managed by the gaming machine is 1 or more, it is also possible to configure to prohibit card return. In that case, the reason for the card return prohibition may be displayed to the game player (such as "Since the number of medals managed by the gaming machine is 1 or more, card return is prohibited."). For a game player who does not use the cashless app, card return is permitted even when the number of medals managed by the gaming machine is 1 or more.

[0233] In the above-described Embodiment 2, a configuration has been described in which when the number of balls held is less than the number of cards that can be returned, a display is provided to encourage associating the number of balls held with the cashless application. However, the present invention is not limited to this. When there are a small number of game machine management balls or balls held, it is also possible to configure so as to prohibit returning the card by associating these numbers of balls with the cashless application. At this time, other operations on the device holding these numbers of balls may not be restricted. For example, when there are a certain number (e.g., 10 balls) of game machine management balls in the game machine, a deposit operation is accepted.

[0234] Also, in the above-described Embodiment 2, a configuration has been described in which when the number of balls held is less than the number of cards that can be returned, a display is provided to encourage associating the number of balls held with the cashless application. However, the present invention is not limited to this. When the number of balls held is associated with the cashless application, if the cashless application is not linked with the membership card or the player is a non-member, it is also possible to configure to perform a push notification in the cashless application to encourage membership registration. When the linkage between the cashless application and the membership card is completed or when the player is changed from a non-member to a member, the number of balls held associated with the cashless application may be automatically transferred to the number of stored balls.

[0235] Also, in the above-described Embodiment 2, a configuration has been described in which when the number of balls held is less than the number of cards that can be returned, a display is provided to encourage associating the number of balls held with the cashless application. However, the present invention is not limited to this. If a small number of game machine management balls are counted as the number of balls held and this number of balls held is associated with the cashless application, it is also possible to configure to notify the employee that there may be a possibility of an illegal customer. Regarding the illegal customer, conditions may be set for determination. For example, it may be a configuration to determine according to the number of times of counting a small number of game machine management balls within a predetermined period (30 minutes, morning, etc.). Further, in the case of a player determined to be an illegal customer, the association with the cashless application by counting the game machine management balls may be restricted.

[0236] [Embodiment 3] Incidentally, in the above-described Embodiment 1, the configuration in which the authentication process is performed when the under-stage card processor receives the card return operation after the cashless payment is made has been described, but the present invention is not limited to this.

[0237] When a big win occurs, the number of game machine management balls may temporarily be insufficient, but balls will not be lent unless a predetermined amount (for example, 1,000 yen) is deposited. For this reason, it is also possible to configure to enable a small-amount deposit (for example, 100 yen) by cashless payment and perform ball lending.

[0238] In the present Embodiment 3, a gaming system that enables small-amount ball lending by cashless payment during a big win and displays an indication to prompt this cashless payment will be described.

[0239] <Outline of the gaming system according to Embodiment 3> The outline of the gaming system according to the present Embodiment 3 will be described. FIG. 25 is an explanatory diagram of the outline of the gaming system according to the present Embodiment 3.

[0240] As shown in FIG. 25, when a big win occurs (S51), a usage promotion screen of the cashless application is displayed on the under-stage card processor 700 (S52). For example, it is displayed as "With cashless, you can borrow a small number of balls (such as 25 balls)". Note that the promotion of use to the game players is not limited to the screen display of the under-stage card processor 700, and may be in the form of, for example, voice guidance, notification by mail to a mobile terminal, display on a pedestal lamp (not shown), or the like.

[0241] When 100 yen is deposited using the cashless application (S53), the number of balls corresponding to the deposited 100 yen (for example, 25 balls) is lent out (S52).

[0242] As described above, in the gaming system according to the present Embodiment 3, during a big win, it is possible to perform small-amount ball lending by cashless payment and display an indication to prompt this cashless payment.

[0243] In addition, in the above-described Embodiment 3, a configuration has been described in which during the occurrence of a big win, it is possible to lend a small number of balls by cashless payment and a display for promoting this cashless payment is performed. However, the present invention is not limited to this. It is also possible to configure so that it is possible to set whether or not to perform a display for promoting cashless payment according to the remaining balance of prepaid value or the number of game machine management balls. For example, when the number of game machine management balls is 0 balls, it may be set to perform a display for promoting cashless payment. Further, even when there are game machine management balls but the game is in an unavailable state (for example, in a slot machine, the game is unavailable because the number of game machine management pieces is less than / equal to 2 pieces), it may be set to perform a display for promoting cashless payment.

[0244] In addition, in the above-described Embodiment 3, a configuration has been described in which during the occurrence of a big win, it is possible to lend a small number of balls by cashless payment and a display for promoting this cashless payment is performed. However, the present invention is not limited to this. As long as it is within the deposit balance of the cashless application, it is also possible to configure the pedestal card processor to permit lending a specified number of balls by the cashless application. At this time, the use restriction of the cashless application may be released. Further, lending a specified number of balls by cash deposit may be permitted on condition that a predetermined game achievement has been made.

[0245] In addition, in the above-described Embodiment 3, a configuration has been described in which during the occurrence of a big win, it is possible to lend a small number of balls by cashless payment and a display for promoting this cashless payment is performed. However, the present invention is not limited to this. It is also possible to configure such that it is always possible to lend a small number of balls by cashless payment, not limited to during the occurrence of a big win. In addition, it may be possible to set whether or not it is possible to lend a small number of balls by cashless payment according to the type of the player. For example, if the player is a member, it may always be possible to lend a small number of balls by cashless payment, and if the player is a non-member, it may be possible to lend a small number of balls by cashless payment only during the occurrence of a big win. Further, even if the player is a member, it may be possible to set whether or not it is possible to lend a small number of balls by cashless payment according to the rank (so-called, whether or not the player is a VIP member) or predetermined conditions (the number of visits to the store, the number of gaming sessions, the amount of money used, etc.) within a predetermined period.

[0246] In addition, in the above-described Embodiment 3, a configuration has been described in which during the occurrence of a big win, it is possible to lend a small number of balls by cashless payment and a display for promoting this cashless payment is performed. However, the present invention is not limited to this. When the lending of a specified number of balls has been performed once, it is also possible to configure such that the lending of the specified number of balls is permitted for the next and subsequent times at a timing that matches the conditions at that time. In addition, when permitting the lending of the specified number of balls at a matching timing, it may be configured to notify the card processor 700 that the timing has matched.

[0247] In addition, in the above-described Embodiment 3, a configuration has been described in which during the occurrence of a big win, it is possible to lend a small number of balls by cashless payment and a display for promoting this cashless payment is performed. However, the present invention is not limited to this. It is also possible to configure such that split settlement including cashless is permitted at the time of settlement. For example, a part of the settlement amount is deposited into the cashless application, and the remaining amount is settled in cash.

[0248] In each of the above embodiments, in the inter-table card processor for smart pachinko that uses game balls as game media, the configuration to which the present invention is applied has been described. However, the present invention is not limited to this, and it can also be configured to be applicable to an inter-table card processor for smart pachislot. Further, it can also be configured to be applicable to an inter-table card processor for non-smart gaming machines (CR machines).

[0249] Also, each configuration illustrated in each of the above embodiments is functionally schematic, and it is not necessarily physically configured as illustrated. That is, the form of dispersion and integration of each device is not limited to that illustrated, and all or part of it can be functionally or physically dispersed and integrated in any unit according to various loads, usage situations, etc.

Industrial Applicability

[0250] The gaming system, each table device, and the theft prevention method according to the present invention are suitable for preventing troubles among game customers caused by theft of the number of management balls of gaming machines.

Explanation of Signs

[0251] 10 Inter-table card processor 11 Status display unit 12 Paper currency transport unit 12a Paper currency insertion slot 13 Display operation unit 14 Reader / writer 14a Card insertion slot 15 Communication unit 16 Storage unit 16a Self-device status data 16b Card data 16c Store ID data 17 Control unit 17a Data management unit 17b Code display unit 17c Theft prevention control unit 17d Card ejection control unit 18 Game management unit 18a Authentication processing unit 18b Authentication key management section 18c Gaming machine status management section 20 Gaming machine 21 Steering wheel 22 Counting button 23 Communication control section 24 Presentation control section 24a Presentation symbol lottery section 24b Presentation lottery section 25 Game control section 26 Pachinko ball control section 26a Pachinko ball number management section 30 Island controller 50 Management device 51 Display section 52 Input section 53 External network communication section 54 Store network communication section 55 Memory section 55a Card management data 55b Device management data 55c Member management data 55d Cashless payment data 56 Control section 56a Card management section 56b Device management section 56c Member management section 56d Cashless payment control section 56e Anti-theft control section 56f Authentication processing section 60 Prize management device 70 Cash register 80 Settlement server 81 Display section 82 Input section 84 Communication section 85 Memory section 85a User management data 85b Balance data 86 Control section 86a User management section 86b Charge control section 86c Payment control section 90 Mobile terminal 91 Display operation section 92 Camera 94 Communication unit 95 Memory unit 95a User ID data 95b Authentication data 96 Control unit 96a Payment control unit 96b Authentication processing unit 100 Management device 110 Control unit 111 Authentication processing unit 200 Settlement server 210 Control unit 211 Authentication processing unit 300 Inter-terminal card processor 310 Control unit 311 Code reading unit 320 Camera 400 Management device 410 Control unit 411 Cashless deposit control unit 500 Mobile terminal 600 Inter-terminal card processor 700 Inter-terminal card processor

Claims

1. A gaming system including at least an in-store device installed in a gaming parlor and a mobile terminal possessed by a game player, wherein the in-store device has an associated operation reception means for receiving a predetermined association operation using the mobile terminal, a first control means for controlling the device itself to a theft prevention state if the association operation is received, and a second control means for controlling to release the theft prevention state of the device itself and enable the predetermined operation on the condition that a predetermined authentication operation using the mobile terminal is performed when a predetermined operation is received in the theft prevention state. A gaming system characterized by comprising the above.

2. The in-store device is an individual device installed beside a gaming machine that provides a game using the number of gaming machine management media and performs processing related to a storage medium, and the gaming system according to claim 1 is characterized in this regard.

3. The association operation is a predetermined linking operation by a predetermined application operating on the mobile terminal, and the gaming system according to claim 2 is characterized in this regard.

4. The association operation is a cashless deposit operation of prepaid value in the in-store device by a cashless application operating on the mobile terminal, and the gaming system according to claim 3 is characterized in this regard.

5. The second control means controls to release the theft prevention state of the device itself and enable the predetermined operation on the condition that a predetermined authentication operation using the mobile terminal is performed when a predetermined storage medium return operation is received in the theft prevention state, and the gaming system according to claim 1 is characterized in this regard.

6. The second control means when receiving a predetermined storage medium return operation in the theft prevention state, makes an authentication request to a management device provided in the gaming parlor, and if receiving an authentication permission from the management device, releases the theft prevention state of the device itself and enables the storage medium return operation. The management device when receiving an authentication request from the in-store device, makes an authentication request to the mobile terminal, and if receiving an authentication permission from the mobile terminal, notifies the in-store device of the authentication permission. The mobile terminal when receiving an authentication request from the management device, if authenticated as legitimate by biometric authentication, password, or owner authentication, notifies the management device of the authentication permission. A gaming system according to claim 5, characterized in the above.

7. The second control means When a predetermined memory medium return operation is received in the theft prevention state, an authentication request is made to a management device provided in the game parlor. If an authentication permission is received from the management device, the theft prevention state of the own device is released and the memory medium return operation is enabled. The management device When receiving an authentication request from the in-store device, makes an authentication request to a predetermined server device. If an authentication permission is received from the server device, notifies the in-store device of the authentication permission. The server device When receiving an authentication request from the management device, makes an authentication request to the mobile terminal. If an authentication permission is received from the mobile terminal, notifies the management device of the authentication permission. The mobile terminal When receiving an authentication request from the server device, if it is authenticated as legitimate by biometric authentication, password, or owner authentication, notifies the server device of the authentication permission. The gaming system according to claim 5, characterized in that.

8. Each device provided in a gaming machine that provides a game using the number of gaming machine management media and performs processing related to a memory medium, An association operation receiving means for receiving a predetermined association operation using a mobile terminal possessed by a game customer; First control means for controlling the own device to a theft prevention state when the association operation is received; Second control means for controlling to release the theft prevention state of the own device and enable the predetermined operation on the condition that a predetermined authentication operation using the mobile terminal is performed when a predetermined operation is received in the theft prevention state. Each device, characterized by comprising.

9. A theft prevention method in a gaming system including at least an in-store device installed in a game parlor and a mobile terminal possessed by a game customer, An association operation receiving step in which the in-store device receives a predetermined association operation using the mobile terminal; A first control step in which the in-store device controls the own device to a theft prevention state when the association operation is received; A second control step in which the in-store device controls to release the theft prevention state of the own device and enable the predetermined operation on the condition that a predetermined authentication operation using the mobile terminal is performed when a predetermined operation is received in the theft prevention state. A theft prevention method, characterized by including.

Citation Information

Patent Citations

  • Each game device and game medium count management method

    JP2021040875A