Game management system, each machine device and game management method
The gaming management system efficiently links membership cards with mobile terminal applications by displaying and reading two-dimensional codes, addressing the inefficiencies of manual input in existing systems and enhancing operational efficiency.
Patent Information
- Application Number
- JP2024081070
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-05-17
- Publication Date
- 2025-11-28
AI Technical Summary
Existing gaming management systems fail to efficiently link a member's storage medium, such as a membership card, with an application running on a mobile terminal, and gaming machines, and require manual input of membership numbers and PINs, which is time-consuming and laborious.
A gaming management system that includes a machine device, a management device, a mobile terminal, and an application server, where a storage medium is used to display information on a display operation unit, and a two-dimensional code is read to link the membership card with the application ID, enabling efficient association and management of storage medium and application information.
Facilitates efficient linking of member storage media, mobile terminal applications, and gaming machines, reducing manual input and enhancing operational efficiency.
Smart Images

Figure 2025174593000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming management system, each machine, and a gaming management method that can efficiently link a member's storage medium, an application running on a mobile terminal, and each machine. [Background technology]
[0002] Conventionally, there is known a technology for linking each machine device attached to a gaming machine installed in an amusement parlor with a mobile terminal carried by a player. For example, Patent Document 1 discloses a technology in which a QR code (registered trademark) is displayed on the liquid crystal display of a counting and lending unit, and when the QR code displayed on the liquid crystal display of the mobile terminal is read by a camera, a payment application is executed, and options for deposit amounts that can be deposited within the charged balance and a deposit button that can be pressed are displayed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2024-036537 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the technology disclosed in Patent Document 1 above is intended to temporarily link each machine device with a mobile terminal for the purpose of depositing money, and is not intended to link each machine device with a mobile terminal on an ongoing basis.
[0005] Furthermore, the technology disclosed in Patent Document 1 does not link the membership card with the mobile device app. While it is possible to link the membership card and the mobile device app by manually inputting the membership number and PIN, this would be time-consuming and laborious.
[0006] The present invention has been made to solve the above-mentioned problems, and aims to provide a gaming management system, each machine, and a gaming management method that can efficiently link a member's storage medium, an app running on a mobile terminal, and each machine. [Means for solving the problem]
[0007] In order to solve the above problems, the present invention provides a gaming management system having each machine device attached to a gaming machine installed in an amusement parlor, a management device that manages each machine device, a mobile terminal carried by a player who plays on the gaming machine, and an application server that manages information on an application running on the mobile terminal, wherein when a predetermined operation is performed after receiving a storage medium carried by the player, each machine device controls the mobile terminal to display storage medium information related to the storage medium on a predetermined display operation unit, and when the storage medium information displayed on the display operation unit is read, the mobile terminal notifies the application server of linkage information including the storage medium information and application information related to the application, and when the application server receives the linkage information, it associates the storage medium information with the application information based on the linkage information and manages it.
[0008] In the above invention, the storage medium is a member storage medium issued to the player by the gaming establishment.
[0009] Furthermore, in the above invention, the present invention is characterized in that each of the stand devices is provided with a first display control means for controlling the display of a link button on the display operation unit, on condition that at least the storage medium has been accepted, and a second display control means for controlling the display of a predetermined two-dimensional code including the storage medium information on the display operation unit, when a pressing operation of the link button is accepted.
[0010] In addition, in the above invention, the present invention is characterized in that the mobile terminal is equipped with a first notification means that, when the two-dimensional code is read, notifies the application server of the linkage information including the storage medium information and the application information contained in the two-dimensional code.
[0011] In addition, in the above invention, the present invention is characterized in that the app server is provided with a first storage means that, when receiving the linkage information, stores the storage medium information and the app information in association with each other based on the linkage information, and a second notification means that notifies the management device of the linkage information.
[0012] In addition, in the above invention, the present invention is characterized in that the management device is provided with a second storage means that, when the linkage information is received, associates the storage medium information and the app information based on the linkage information and stores them.
[0013] The present invention is also characterized in that each machine device attached to a gaming machine installed in an amusement parlor is equipped with a first display control means that controls the display of a link button on a specified display operation unit, on condition that at least a storage medium held by a player is accepted, and a second display control means that controls the display of a specified two-dimensional code on the display operation unit when the operation of pressing the link button is accepted.
[0014] The present invention also provides a gaming management method in a gaming management system having each machine device attached to a gaming machine installed in an amusement parlor, a management device that manages each machine device, a mobile terminal carried by a player who plays on the gaming machine, and an application server that manages information on an application executed on the mobile terminal, characterized in that it includes: a display control step of controlling the mobile terminal to display storage medium information related to the storage medium on a predetermined display operation unit when a predetermined operation is performed while each machine device has accepted a storage medium carried by the player; a notification step of the mobile terminal notifying the application server of linkage information including the storage medium information and application information related to the application when the storage medium information displayed on the display operation unit is read; and a management step of the application server, when the application server accepts the linkage information, associating and managing the storage medium information and the application information based on the linkage information. [Effects of the Invention]
[0015] According to the present invention, it is possible to efficiently link the member storage medium, the application running on the mobile terminal, and each device. [Brief explanation of the drawings]
[0016] [Figure 1] FIG. 1 is an explanatory diagram of an overview of the game management system according to the first embodiment. [Figure 2] FIG. 2 is a diagram showing the system configuration of the game management system according to the first embodiment. [Figure 3] FIG. 3 is a diagram showing the external configuration of the inter-machine card processing machine and the gaming machine shown in FIG. [Figure 4] FIG. 4 is a functional block diagram showing the configuration of the inter-machine card processing machine shown in FIG. [Figure 5] FIG. 5 is a diagram showing an example of the device status data and card data shown in FIG. [Figure 6] FIG. 6 is a functional block diagram showing the configuration of the gaming machine shown in FIG. [Figure 7]FIG. 7 is a functional block diagram showing the configuration of the management device shown in FIG. [Figure 8] FIG. 8 is a diagram showing an example of the card management data, the device management data, and the member management data shown in FIG. [Figure 9] FIG. 9 is a diagram showing an example of the store ID data and the gaming situation data shown in FIG. [Figure 10] FIG. 10 is a functional block diagram showing the configuration of the application server shown in FIG. [Figure 11] FIG. 11 is a diagram showing an example of the user management data and the game playing status data shown in FIG. [Figure 12] FIG. 12 is a diagram showing an example of a display of a game status according to the first embodiment. [Figure 13] FIG. 13 is a flowchart illustrating a processing procedure for linking a membership card with an application ID according to the first embodiment. [Figure 14] FIG. 14 is a diagram showing an example of a display on an inter-machine card processing machine according to a modified example. DETAILED DESCRIPTION OF THE INVENTION
[0017] [Embodiment 1] Hereinafter, the gaming management system, each machine device, and gaming management method according to the first embodiment will be described in detail with reference to the drawings.
[0018] In this specification, "reserved balls" refers to data indicating gaming media acquired by a player through gaming, which can only be used again for gaming on the same day (before the gaming establishment's closing time). "Number of retained balls" refers to the number of gaming media acquired by a player through gaming. "Saved balls" refers to data indicating gaming media deposited by a player at a gaming establishment, which can be used again for gaming from the next day onwards (after the gaming establishment's closing time). "Saved balls" refers to the number of gaming media deposited by a player at a gaming establishment. Reserved balls are available to both regular players and member players, and are used when a gaming machine is moved, for example. In principle, only member players can use saved balls, and are used when acquired gaming media are used to play a gaming machine from the next day onwards. "Number of managed gaming machine balls" refers to the number of managed gaming machine balls available for a player to use for gaming.
[0019] <Outline of the gaming management system according to the first embodiment> First, an overview of the gaming management system according to the present embodiment 1 will be described. Fig. 1 is an explanatory diagram for explaining the overview of the gaming management system according to the present embodiment 1. In this gaming management system, an app that provides gaming information (hereinafter referred to as a "gaming information app") installed on a mobile terminal 90 can display information on the model of a gaming machine, etc. Also, by linking an app ID assigned to a user of the gaming information app with a membership card of a gaming parlor, the gaming information app can display the gaming status corresponding to the membership card.
[0020] As shown in FIG. 1, in the gaming management system according to the first embodiment, when a membership card is inserted into the machine-to-machine card processing machine 10 (S1), a membership card link button is displayed (S2).
[0021] When the member card link button is pressed (S3), a QR code (registered trademark) containing the store ID, the machine-to-machine card processor ID, and the card ID is displayed (S4). When this QR code (registered trademark) is read by the mobile terminal 90 (S5), the member card link information is notified to the application server 80 (S6).
[0022] Upon receiving the membership card linking information, the application server 80 links the membership card with the application ID (S7) and notifies the management device 50 of the membership card linking information (S8). Upon receiving the membership card linking information, the management device 50 links the membership card with the application ID (S9). By linking the membership card with the application ID, the gaming information notified to the management device 50 by the inter-machine card processing device 10 is also notified to the application server 80.
[0023] In this way, in the gaming management system of this embodiment 1, when a membership card is inserted into the machine-to-machine card processing machine, a membership card linking button is displayed, and when this membership card linking button is pressed, a QR code (registered trademark) for linking the membership card with the app ID is displayed, and this QR code (registered trademark) is read by a mobile terminal and notified to the app server, thereby linking the membership card with the app ID, thereby enabling efficient linking between the member storage medium, the app running on the mobile terminal, and each machine device.
[0024] <System configuration according to the first embodiment> Next, we will explain the system configuration of the gaming management system according to this embodiment 1. Fig. 2 is a diagram showing the system configuration of the gaming management system according to this embodiment 1. As shown in Fig. 2, a gaming facility is equipped with a plurality of gaming machines 20 and an inter-machine card processing machine 10 provided corresponding to each gaming machine 20.
[0025] The inter-machine card processing machine 10 is connected to a communication line, which is an in-store network, via an island controller 30. The island controller 30, a management device 50, a prize management device 60, and a settlement machine 70 are connected to the communication line.
[0026] The management device 50 is connected to the Internet, and an application server 80 and a mobile terminal 90 are connected to the Internet so as to be able to communicate with each other.
[0027] The gaming machine 20 is a device in which game balls enclosed within the device are shot onto a game board. These game balls are physical "balls" used in the game, and are different from the "game balls" that the gaming machine 20 treats as data. The game board of the gaming machine 20 is provided with multiple prize areas (prize openings), and a predetermined number of game balls are awarded as prize balls when a game ball passes through a prize area. The game board is also provided with a predetermined number of start areas (start openings), and a predetermined lottery is held when a game ball passes through a start area. If the lottery results in a jackpot, a predetermined movable member or the like is activated, thereby increasing the probability of the game ball passing through the aforementioned prize area or another start area, thereby providing an advantage in the game. An area may also serve as both a start area and a prize area.
[0028] Each of the winning areas is provided with a winning sensor for detecting the passage of a gaming ball into the winning area, and the winning sensor detects the passage (winning) of a gaming ball shot into the winning area. The control unit of the gaming machine 20 also has a prize ball memory for storing the number of gaming balls to be awarded as prize balls for each winning area, and a gaming ball number memory for indicating the number of gaming balls managed by the gaming machine. The control unit of the gaming machine 20 also periodically transmits the number of gaming balls managed by the gaming machine to the machine-to-machine card processing device 10.
[0029] When the inter-machine card processing machine 10 receives a deposit from a player, it associates prepaid value corresponding to the amount of the deposit with the identification information (card ID) of the card stored inside the machine. This prepaid value can be used to lend game balls. The inter-machine card processing machine 10 can also accept the insertion of a card associated with prepaid value, owned balls, saved balls, etc. Then, at the end of a game, it ejects the card associated with prepaid value, owned balls, saved balls, etc. and returns it to the player. The inter-machine card processing machine 10 also transmits a history of operations such as deposits, card insertions, and card ejections to the management device 50.
[0030] When a predetermined number of game balls are shot onto the game board, the gaming machine 20 transmits out data to the inter-machine card processor 10. Furthermore, when a game ball passes through a winning area (so-called winning) and a predetermined number of prize balls are added to the game balls, the gaming machine 20 transmits safe data to the inter-machine card processor 10. Furthermore, when a special state such as a jackpot occurs during play, the gaming machine 20 transmits special prize data indicating the occurrence of such state to the inter-machine card processor 10.
[0031] The out data corresponds to the number of balls inserted, which is the number of balls inserted by the player onto the gaming board. The safe data corresponds to the number of balls won as a result of winning. The special prize data indicates the status of the gaming machine 20, such as a jackpot. Each piece of data is transmitted to the management device 50 via the inter-machine card processing device 10, and the management device 50 can obtain the operation history of the gaming machine 20 by accumulating the out data, safe data, and special prize data.
[0032] The inter-machine card processing machine 10 accepts deposits, lends gaming balls, and communicates with the management device 50 and the gaming machines 20. When the inter-machine card processing machine 10 accepts bills inserted by a player, it sends a deposit notification including the deposit amount to the management device 50, thereby adding the prepaid value equivalent to the deposit amount to the prepaid value managed by the management device 50. Then, when a predetermined ball lending operation is performed, it sends a ball lending request to the management device 50, subtracts the prepaid value managed by the management device 50, and notifies the gaming machine 20 of the number corresponding to the subtracted prepaid value, which is added to the number of balls managed by the gaming machine.
[0033] Furthermore, when the inter-machine card processing machine 10 accepts the insertion of a card, it sends a card insertion notification to the management device 50. Furthermore, when the inter-machine card processing machine 10 receives the balance of prepaid value, owned balls, or saved balls from the management device 50, it stores the balance in the card data, and when it receives an app ID, it stores this app ID in the card data. Then, when it receives and stores the balance of owned balls, it sends a request to subtract owned balls to the management device 50, thereby clearing the balance of owned balls (number of owned balls) managed by the management device 50 to zero.
[0034] Furthermore, when the inter-machine card processing machine 10 receives 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 held balls, and adds it to the number of balls managed by the gaming machine. Furthermore, when the inter-machine card processing machine 10 receives a saved ball replay operation, it sends a saved ball replay request to the management device 50, thereby subtracting a predetermined number from the number of saved balls managed by the management device 50, notifies the gaming machine 20 of the number corresponding to the subtracted saved balls, and adds it to the number of balls managed by the gaming machine.
[0035] Furthermore, when the inter-machine card processing device 10 receives a card return operation, it sends a ball addition request including the number of balls held to the management device 50, and after having the management device 50 add the number of balls held, it sends a card ejection notification to the management device 50 and controls the ejection of the card. Note that if a counting operation is received from the gaming machine 20 before the card return operation, the number of balls managed by the gaming machine is added to the number of balls held.
[0036] The inter-machine card processing device 10 also has a function of acquiring a gaming machine ID from the gaming machine 20 and authenticating the gaming machine 20 using the acquired gaming machine ID and an authentication key received from the management device 50. This authentication is performed during opening processing, etc., and the gaming machine 20 becomes available for play on the condition that the authentication is successful.
[0037] Furthermore, when the inter-machine card processor 10 receives game data (out data, safe data, and special prize data) from the gaming machine 20, it adds a card ID to this game data and transmits it to the management device 50.
[0038] Furthermore, when card data is updated, if the card ID in this card data is the card ID of the member and the application ID is not stored, the inter-machine card processor 10 displays a membership card link button. When this membership card link button is pressed, a QR code (registered trademark) relating to the link between the membership card and the application ID is displayed.
[0039] The island controller 30 is a device that bundles together a group of gaming machines 20 and inter-machine card processors 10 installed on the gaming island, and relays various information to the management device 50.
[0040] When the management device 50 receives a card insertion notification from the inter-machine card processing device 10, it manages the identification information of the inserted card (hereinafter referred to as "card ID") in association with the inter-machine card processing device 10, and transmits the prepaid value and the balance of held balls associated with the card ID to the inter-machine card processing device 10. In addition, if the card ID indicated in the card insertion notification is the card ID of a membership card, it transmits stored ball replay data to the inter-machine card processing device 10.
[0041] In addition, when the management device 50 receives a request to subtract balls held from the inter-machine card processing machine 10, it clears the balance of balls held to zero, and when it receives a request to add balls held from the inter-machine card processing machine 10, it adds the number of balls held indicated in the request to add balls held to the balance of balls held.
[0042] Furthermore, when the management device 50 receives a ball lending request from the inter-machine card processing device 10, it subtracts a predetermined value from the prepaid value associated with the card ID and transmits ball lending permission to the inter-machine card processing device 10. When the management device 50 receives a saved ball replay request, it transmits saved ball replay data to the inter-machine card processing device 10.
[0043] Furthermore, 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 balls held that are associated with this card ID. Furthermore, when the management device 50 receives a card ID from the settlement machine 70, it notifies the settlement machine 70 of the prepaid value that is associated with this card ID.
[0044] The management device 50 also acquires gaming machine IDs from the inter-machine card processing device 10 and manages the gaming machines 20 installed in its own parlor. It also acquires authentication keys for authenticating the gaming machines 20 set in its own parlor from an authentication key management center (not shown) outside the parlor, and distributes the authentication keys to the inter-machine card processing device 10.
[0045] The management device 50 also manages the member management data of members who have registered with the gaming establishment. Specifically, the management device 50 manages the number of balls, points, PIN number, name, etc. in association with the member card ID issued to the member.
[0046] When the management device 50 receives a card insertion notification from the inter-machine card processing device 10, it transmits stored ball replay data including the balance of stored balls and the PIN number corresponding to the card ID indicated in the card insertion notification to the inter-machine card processing device 10. Furthermore, when the management device 50 receives a stored ball replay request from the inter-machine card processing device 10, it subtracts a predetermined number from the balance of stored balls associated with the card ID indicated in the stored ball replay request, and transmits stored ball replay data including the balance of stored balls after the subtraction to the inter-machine card processing device 10.
[0047] Furthermore, 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 balance of stored balls corresponding to the specified card ID.
[0048] Furthermore, when the management device 50 receives member card linking information from the application server 80, the management device 50 links the card ID and application ID included in the member card linking information, stores the linked information in the member management data, and updates the data.
[0049] Furthermore, when the management device 50 receives game data from the machine-to-machine card processor 10, it calculates the number of balls dispensed related to the card ID included in this game data and stores it in the game status data. Then, it adds the application ID to the updated game status data and sends it to the application server 80.
[0050] The prize management device 60 is a terminal device for prize exchange installed next to the prize exchange counter in the gaming facility, and performs the prize exchange process for won balls, saved balls, and held balls. This prize management device 60 is connected to a card reader that reads the card ID of the card and a prize payout device that pays out prizes. 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 held balls for that card ID. Furthermore, when saved balls are to be exchanged for prizes, it requests the remaining balance of saved balls from the management device 50.
[0051] The settlement machine 70 is a device that settles the balance of the prepaid value associated with the card. When a card associated with prepaid value is inserted, the settlement machine 70 transmits the card ID of the card to the management device 50, obtains the prepaid value associated with the card, and dispenses cash equivalent to the obtained prepaid value.
[0052] Next, we will explain the ball lending process in the gaming management system according to this embodiment. When a player performs a ball lending operation on the inter-machine card processing machine 10, the inter-machine card processing machine 10 sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, and a ball lending request.
[0053] When the management device 50 receives a message including a ball lending request, it updates the card management data by subtracting a predetermined value (for example, 5 units, which represents 500 yen when 1 unit is 100 yen) from the prepaid value associated with the card ID in the message, and sends a ball lending permission to the inter-machine card processing machine 10 that sent the permission. The inter-machine card processing machine 10 that has received the ball lending permission sends an addition signal to the gaming machine 20 requesting that a number corresponding to the subtracted prepaid value (for example, "125") be added to the number of balls managed by the gaming machine.
[0054] The gaming machine 20 that receives the addition signal adds up the number of balls managed by the gaming machine and transmits the added number of balls managed by the gaming machine to the inter-machine card processing machine 10. The inter-machine card processing machine 10 compares the sum of the number of balls managed by the gaming machine before the addition and the number of balls lent with the number of balls managed by the gaming machine after the addition, and determines whether the addition of the number of balls managed by the gaming machine was performed appropriately.
[0055] Next, the held ball replay process in the gaming management system according to this embodiment will be explained. When the inter-machine card processing machine 10 accepts the insertion of a general card or a membership card, it sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.
[0056] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it notifies the inter-machine card processing machine 10 of the balance of the balls held at the rate specified by the message, among the balls held associated with the card ID in the message.
[0057] The inter-machine card processing machine 10 stores the balance of held balls received from the management device 50. Then, it sends a message to the management device 50 including information specifying the card ID and rate, and a request to subtract held balls. When the management device 50 receives the request to subtract held balls, it clears the balance of held balls specified by the card ID and rate to zero. Furthermore, when the inter-machine card processing machine 10 accepts a request to replay held balls, it subtracts a fixed number from the balance of held balls, notifies the gaming machine 20 of the corresponding number, and adds it to the number of balls managed by the gaming machine.
[0058] When the inter-machine card processing device 10 receives a management transfer request from the gaming machine 20 to transfer its management by making the number of gaming machine managed balls of the gaming machine 20 the balls held by the inter-machine card processing device 10, it adds the number of gaming machine managed balls indicated in the management transfer request to the balls held by its own device. After that, when it accepts a card return operation, it sends a message including a request to add held balls to the management device 50. This message includes the card ID of the card to be discharged, an address or arbitrary identification information that identifies the inter-machine card processing device 10 that sent it, information for identifying the rate of the inter-machine card processing device 10, the balance of held balls, and a request to add held balls.
[0059] When the management device 50 receives the request to add the balls in hand, it updates the balance (number of balls in hand) of the balls in hand at the rate specified by the message to the received value among the balls in hand associated with the card ID in the message. After that, the inter-machine card processing device 10 sends a card ejection notification to the management device 50 and controls the ejection of the card.
[0060] Next, the stored ball replay process in the gaming management system according to this embodiment will be explained. When the inter-machine card processing machine 10 accepts a membership card, it sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.
[0061] The management device 50 transmits stored ball replay data to the inter-machine card processing machine 10, which includes the PIN associated with the card ID in the message and the balance of stored balls at the rate specified by the message.
[0062] The inter-machine card processing machine 10 stores the received saved ball replay data, and is able to accept a saved ball replay operation if the balance of saved balls indicated in the saved ball replay data is equal to or greater than the payout unit number of game balls in saved ball replay (saved ball replay unit number, for example, "125 balls").
[0063] When the inter-machine card processing machine 10 receives a saved ball replay operation for the first time after storing the saved ball replay data, it requests the player to input a password and checks whether the input password matches the password shown in the saved ball replay data.
[0064] If the PIN numbers match, the inter-machine card processing machine 10 sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, and a request to replay the saved balls.
[0065] The management device 50 subtracts a predetermined value from the balance of stored balls at the rate specified by the message among the stored balls associated with the card ID in the message, and transmits stored ball replay data including the balance after subtraction to the machine-to-machine card processing machine 10.
[0066] The inter-machine card processing device 10 receives the stored ball replay data, updates the balance of stored balls, and notifies the gaming machine 20 of the number corresponding to the number of stored ball replay units, causing it to be added to the number of balls managed by the gaming machine. It also determines whether the updated balance of stored balls is less than the number of stored ball replay units. If the updated balance of stored ball data is equal to or greater than the number of stored ball replay units, it can accept another stored ball replay operation, and if it accepts a stored ball replay operation, it sends a stored ball replay request. For the second or subsequent stored ball replay operation, there is no need to confirm the PIN. If the updated balance of stored ball data is less than the number of stored ball replay units, it cannot accept a stored ball replay operation.
[0067] Next, we will explain the transition from held balls to saved balls during the store closing process. The management device 50 checks the balance of held balls in the card management data during the store closing process, and if there are held balls whose balance is greater than "0", it adds the balance of those held balls to the balance of saved balls and updates them. After that, the management device 50 clears the balance of those held balls to zero.
[0068] The application server 80 is a device that provides game information and game statuses through a game information application. When the application server 80 receives information about a user, it issues a unique user ID and stores the received information about the user and the user ID in association with each other in the user management data.
[0069] Furthermore, when the application server 80 receives membership card linking information from the mobile terminal 90, it stores the store ID and card ID included in this membership card linking information in the user management data. Then, it notifies the management device 50 corresponding to the store ID included in the received data of the membership card linking information including the card ID and application ID of the received data.
[0070] Furthermore, when the application server 80 receives game playing status data from the management device 50, the application server 80 stores the received data. When the application server 80 receives access from the mobile terminal 90 using an application ID, the application server 80 transmits the game playing status data corresponding to this application ID to the mobile terminal 90.
[0071] The mobile terminal 90 is a terminal that notifies the member card link information and displays information related to the game information app. The mobile terminal 90 reads the QR code (registered trademark) displayed by the inter-machine card processor 10, and adds the terminal ID and app ID stored in the mobile terminal to the store ID, inter-machine card processor ID, and card ID contained in the QR code (registered trademark) to create member card link information, and notifies the app server 80 of this member card link information.
[0072] In addition, the mobile terminal 90 accesses the application server 80 using the application ID, receives and displays game information and game status provided by the application server 80. For example, if data relating to the change in the number of balls dispensed is received as the game status, the change in the number of balls dispensed is displayed as a line graph.
[0073] <External Configuration of the Inter-machine Card Processing Machine 10 and the Gaming Machine 20> Next, we will explain the external configuration of the inter-machine card processing machine 10 and gaming machine 20 shown in Fig. 2. Fig. 3 is a diagram showing the external configuration of the inter-machine card processing machine 10 and gaming machine 20 shown in Fig. 2. In this figure, the inter-machine card processing machine 10 that accepts only paper money is shown, but it is also possible to provide a unit that can accept electronic money.
[0074] As shown in Figure 3, the inter-machine card processing machine 10 is provided with a status display unit 11 that displays the status of the inter-machine card processing machine 10 by lighting or flashing a lamp of a predetermined color, a bill insertion slot 12a that accepts various types of bills, a display operation unit 13 such as a touch panel display, and a card insertion slot 14a that accepts cards associated with a card ID.
[0075] The gaming machine 20 is provided with a gaming board, a handle 21 used to release enclosed gaming balls onto the gaming board, and a counting button 22.
[0076] The count button 22 is an operation button for transferring the management of the number of balls that can be dispensed from the gaming machine 20 to the inter-machine card processing machine 10 by subtracting the number of balls managed by the gaming machine 20 and adding the corresponding number to the balls held by the inter-machine card processing machine 10. In the open gaming machine 20 in which actual gaming balls are dispensed upon winning, this management transfer corresponds to the counting process in which the inter-machine card processing machine 10 counts the dispensed gaming balls and adds them to the balls held.
[0077] <Configuration of the inter-machine card processing machine 10> Next, we will explain the configuration of the inter-machine card processing machine 10 shown in Fig. 2. Fig. 4 is a functional block diagram showing the configuration of the inter-machine card processing machine 10 shown in Fig. 2. As shown in Fig. 4, the inter-machine card processing machine 10 has a banknote transport unit 12, a display operation unit 13, a reader / writer 14, a communication unit 15, a memory unit 16, a control unit 17, and a game management unit 18.
[0078] The banknote transport unit 12 is a transport unit that transports banknotes inserted through the banknote insertion slot 12a to a banknote storage unit (not shown) while determining the denomination and authenticity of the banknotes. The display operation unit 13 is an input / output device such as a touch panel display that displays various information such as value and accepts various operations such as ball lending operations.
[0079] The reader / writer 14 is a reading unit that reads a 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 the 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.
[0080] The storage unit 16 is a storage device including a hard disk drive, a nonvolatile memory, etc. The storage unit 16 stores device status data 16a and card data 16b.
[0081] The machine status data 16a indicates the status of the inter-machine card processing machine 10. The machine status data 16a includes a store ID, an inter-machine card processing machine ID, a gaming machine ID, a game type, etc. The store ID is identification information for uniquely identifying the store among the stores registered in the application server 80. The inter-machine card processing machine ID is identification information for uniquely identifying the inter-machine card processing machine 10 within the gaming store. The game type is data indicating the rate set in the inter-machine card processing machine 10. When gaming balls of multiple rates are handled within the gaming store, a game type name is set and managed for each rate, such as "Ball 1" for gaming balls with a 4-yen rate, "Ball 2" for gaming balls with a 2-yen rate, and "Ball 3" for gaming balls with a 1-yen rate. The inter-machine card processing machine 10 selects a rate to be used for a game from these game types and stores it as the game type. The type of game may be fixed for each section in which the inter-machine card processing machine 10 is installed, or may be changeable by the player's operation.
[0082] The card data 16b is data related to the card being used by the player. The card data 16b includes a card ID, a PIN number, prepaid value, owned balls, saved balls, an application ID, etc. The card ID is the card ID read by the reader / writer 14. When a card is transported from a card storage section (not shown) to the card insertion slot 14a and then ejected, the card data 16b is updated with the card ID read by the reader / writer 14 during this transport. Also, when a card is transported from the card insertion slot 14a to a card storage section (not shown), the card data 16b is updated with the card ID read by the reader / writer 14 during this transport. The prepaid value indicates the balance of the prepaid value that can be used for ball lending, and the owned balls and saved balls indicate their respective balances.
[0083] The gaming management unit 18 is a processing unit that performs processing related to authentication and communication with the gaming machine 20. It is desirable that this gaming management unit 18 be formed on a different board from that of the control unit 17. The gaming management unit 18 has an authentication processing unit 18a, an authentication key management unit 18b, and a gaming machine status management unit 18c. In practice, by loading and executing these programs into a CPU (Central Processing Unit), the authentication processing unit 18a, the authentication key management unit 18b, and the gaming machine status management unit 18c will execute processes corresponding to each of them.
[0084] The authentication processing unit 18a authenticates 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 is unsuccessful, the authentication processing unit 18a prohibits the use of the gaming machine 20. Note that even if the authentication is unsuccessful, the authentication processing unit 18a may be configured to transmit an operation permission to the gaming machine 20 if it is within a predetermined period since the last successful authentication, and not transmit an operation permission to the gaming machine 20 after the predetermined period has elapsed since the last successful authentication, and to prohibit the use of the gaming machine 20.
[0085] The authentication key management unit 18b is a processing unit that manages authentication keys. A usage time is set for each authentication key, and when the cumulative operating time of the gaming machine 20 reaches the usage time of the authentication key, the authentication key becomes unusable. Specifically, the authentication key management unit 18b uses the power-on time of the board on which the gaming management unit 18 is formed as the operating time of the gaming machine 20 to manage the usage time of the authentication key. When the authentication key becomes unusable, the authentication key management unit 18b obtains a new authentication key from an authentication key management center outside the parlor via the management device 50 and updates the authentication key.
[0086] The gaming machine status management unit 18c is a processing unit that communicates with the gaming machine 20 and manages the status of the gaming machine 20. Specifically, the gaming machine status management unit 18c acquires the gaming machine ID from the gaming machine 20, transmits a request to add balls to the number of balls managed by the gaming machine when balls are loaned, transmits a request to transfer management from held balls to the number of balls managed by the gaming machine when held balls are replayed, transmits a request to add balls to the number of balls managed by the gaming machine when saved balls are replayed, receives game results such as the number of balls inserted and the number of balls paid out in the gaming machine 20, and receives a request to transfer management from the number of balls managed by the gaming machine to held balls when counted. Such communication between the inter-machine card processing machine 10 and the gaming machine 20 is encrypted communication using a predetermined encryption method.
[0087] Furthermore, the gaming machine status management unit 18c further acquires the status set for the game, such as the current number of managed gaming balls of the gaming machine 20, start, jackpot, jackpot type, number of lotteries, etc. The time interval at which the gaming machine status management unit 18c acquires the status of the gaming machine 20 is preferably set shorter than the interval at which gaming balls are released (used) in the gaming machine 20. Furthermore, once the gaming machine status management unit 18c acquires the number of managed gaming balls from the gaming machine 20, it passes the number of managed gaming balls to the control unit 17.
[0088] The timing when the gaming machine status management unit 18c acquires a new gaming machine ID from the gaming machine 20 is not limited to before opening. The gaming machine status management unit 18c can acquire a gaming machine ID or determine whether to replace the gaming machine 20 when the inter-machine card processing machine 10 is powered on or off, during periodic communication, when processing related to the number of gaming machine balls managed (ball lending, replay, counting, etc.) is performed, when returning from an offline state, etc. Furthermore, these timings may be used in combination.
[0089] The control unit 17 is a control unit that performs overall control of the inter-machine card processing machine 10, and includes a data management unit 17a, a game status notification unit 17b, an application linkage determination unit 17c, and a code display control unit 17d. In practice, by loading and executing these programs into the CPU, the data management unit 17a, the game status notification unit 17b, the application linkage determination unit 17c, and the code display control unit 17d will execute the processes corresponding to them, respectively.
[0090] 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 a card ID and an inter-machine card processor ID to the management device 50. Furthermore, when the data management unit 17a receives data including a value (at least one of prepaid value, owned balls, and saved balls), a PIN number, and an application ID from the management device 50, it updates the card data 16b with the received value, PIN number, and application ID.
[0091] Furthermore, when a bill is inserted into the bill insertion slot 12a, the data management unit 17a transmits a deposit notification to the management device 50, which includes the amount of the inserted bill, the card ID, and the inter-machine card processor ID.
[0092] Furthermore, when a ball lending operation is performed by a player, the data management unit 17a transmits a ball lending request including the card ID and the inter-machine card processing machine ID to the management device 50. If permission to lend balls is received in response to this ball lending request, the data management unit 17a instructs the gaming management unit 18 to subtract the prepaid value of the card data 16b and add a predetermined number of balls to the gaming machine managed number of balls of the gaming machine 20.
[0093] In addition, when the data management unit 17a receives an operation to replay the held balls, it instructs the game management unit 18 to subtract and update the held balls in the card data 16b and add the corresponding number of balls to the number of balls managed by the game machine 20.
[0094] Furthermore, if the balance of saved balls indicated in the card data 16b is equal to or greater than the number of saved ball replay units, the data management unit 17a displays a saved ball replay button on the display operation unit 13, making it possible to accept a saved ball replay operation. When a saved ball replay operation is performed by a player, the data management unit 17a transmits a saved ball replay request including the card ID and the machine-to-machine card processor ID to the management device 50. If saved ball replay data is received in response to this saved ball replay request, the data management unit 17a updates the saved ball balance in the card data 16b and instructs the gaming management unit 18 to add the number of balls corresponding to the number of saved ball replay units to the number of gaming machine-managed balls of the gaming machine 20. Note that when a saved ball replay operation is performed for the first time, the input of a PIN is required, and a match with the PIN indicated in the card data 16b is a condition for transmitting a saved ball replay request.
[0095] In addition, when the game management unit 18 receives a request to transfer game balls from the game machine 20, the data management unit 17a adds the number of balls instructed by the game management unit 18 to the held balls in the card data 16b to update it.
[0096] Furthermore, when the data management unit 17a receives a card return operation, it sends a ball addition request including the card ID, the machine-to-machine card processing machine ID, and the remaining ball balance to the management device 50. Then, after clearing the card data 16b, it sends a card ejection notification to the management device 50 and ejects the card.
[0097] The game status notifying unit 17b is a processing unit that notifies the management device 50 of the game status in the gaming machine 20. When the game status notifying unit 17b receives game data (out data, safe data, and special prize data) from the gaming machine 20, it adds a card ID to this game data and transmits it to the management device 50.
[0098] Application linkage determination unit 17c is a processing unit that determines whether the membership card and the application ID are linked. When card data 16b is updated, if the card ID of this card data 16b is the card ID of the member (for example, if the first digit is "2") and the application ID field is "-", application linkage determination unit 17c determines that the membership card and the application ID are not linked, and passes a code display instruction to code display control unit 17d.
[0099] The code display control unit 17d is a processing unit that displays a QR code (registered trademark) related to the association between the membership card and the application ID. When the code display control unit 17d receives a code display instruction from the application association determination unit 17c, it displays a membership card association button on the display operation unit 13.
[0100] In addition, when the member card link button displayed on the display operation unit 13 is pressed, the code display control unit 17d extracts the store ID, the machine-to-machine card processing machine ID, and the card ID from the device status data 16a and the card data 16b, encodes them into a QR code (registered trademark), and displays this QR code (registered trademark) on the display operation unit 13.
[0101] Next, an example of data stored in the memory unit 16 of the inter-machine 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 and card data 16b shown in Fig. 4.
[0102] The own device status data 16a shown in Figure 5(a) indicates a state in which the store ID of the own store is "ABC123", the ID of the inter-machine card processing machine 10 is "A101", the gaming machine ID of the connected gaming machine 20 is "B201", and "Ball 1" is set as the game type of the inter-machine card processing machine 10.
[0103] The card data 16b shown in FIG. 5(b) indicates that the ID of the card inserted into the machine-to-machine card processing device 10 is "2015." Note that here, the first digit of the card ID indicates the type of card, with cards with the first digit "1" being a general card and cards with the first digit "2" being a membership card. The card data 16b also indicates that the PIN number for replaying saved balls is "1234" and the prepaid value is "100" points. Note that here, the prepaid value points are equivalent to 100 yen per point.
[0104] Furthermore, card data 16b indicates that, in terms of held balls, the balance of held balls for ball 1 is "990" balls, the balance of held balls for ball 2 is "0" balls, and the balance of held balls for ball 3 is "0" balls, and, in terms of saved balls, the balance of saved balls for ball 1 is "0" balls, the balance of saved balls for ball 2 is "0" balls, and the balance of saved balls for ball 3 is "0" balls, and the app ID is "-".
[0105] <Configuration of gaming machine 20> Next, the configuration of the gaming machine 20 shown in Fig. 2 will be described. Fig. 6 is a functional block diagram showing the configuration of the gaming machine 20 shown in Fig. 2. As shown in Fig. 6, the gaming machine 20 has a communication control unit 23, a performance 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-machine card processing machine 10. Communication with the inter-machine card processing machine 10 uses encrypted communication using a predetermined encryption method.
[0106] When the gaming machine 20 is started up, the communication control unit 23 reads the identification information from the control CPU provided in the game control unit 25 and / or game ball control unit 26, checks whether the identification information is appropriate, and if it is appropriate, establishes communication with the inter-machine card processing machine 10 and goes into standby mode. In the standby mode, if an operation permission is received from the inter-machine card processing machine 10, the performance control unit 24, game control unit 25, and game ball control unit 26 are started up and the gaming machine is ready to play.
[0107] The game control unit 25 is a control unit that controls games played by the gaming machine 20. In practice, a program corresponding to the game control unit 25 is loaded into the CPU and executed to execute a process.
[0108] Specifically, the game control unit 25 controls the launch of game balls onto the game board by detecting handle operation, detects game balls that have entered the winning hole on the game board, obtains random numbers (random numbers from 0 to 65535, with numbers assigned to indicate a big win, small win, or loss within a predetermined range) using game balls that have entered the starting hole and draws lots (special and normal patterns), controls movable parts (tulips, etc.) installed on the game board, controls the display of special pattern display devices installed on the game board, detects abnormalities that may indicate fraud (the front frame is open, vibrations are detected, etc.) and notifies the higher-level device, etc.
[0109] A large number of obstacle pins are set on the game board, and game balls launched onto the game board by operating the handle fall between the obstacle pins and either enter a prize hole or a starting hole, or are ejected from the game board through an outlet hole without entering a prize. When a game ball enters a starting hole, a lottery is held, and if a jackpot is awarded, a jackpot game is played in which a predetermined prize hole on the game board is controlled to be open multiple times, and by making it easier for game balls to enter these prize holes, prize balls are awarded to the player.
[0110] Furthermore, jackpot games include bonus jackpot games that grant players a specified bonus game after the jackpot game ends. Bonus jackpot games include probability-changing jackpots and time-saving jackpots. Probability-changing jackpots and time-saving jackpots grant probability-changing and time-saving games as bonus games, respectively, after a jackpot. Time-saving games are bonus games that increase the number of draws per unit time by shortening the fluctuation time (the time from the start of the lottery process to the display of the results) of the normal pattern lottery (the lottery for opening and closing the movable member described above) and / or the special pattern lottery (the jackpot lottery resulting from the winning of a game ball described above), thereby increasing the number of draws per unit time and increasing the probability of winning a jackpot per unit time. This bonus game may also include normal pattern probability fluctuation, which increases the probability of winning a normal pattern. Time-saving games resulting from a time-saving jackpot end when the special pattern lottery has been drawn a specified number of times after the jackpot. Probability-changing games will be described later.
[0111] The game control unit 25 has a probability variation function. This function controls the random number range for the next jackpot lottery (typically by approximately 10 times) when the lottery result falls within a specific random number range for the jackpot. The probability variation game involves drawing a special symbol using this changed probability. The probability variation game continues until the next jackpot is won. The probability variation game and time-saving game may be simultaneously offered. However, to prevent unexpected losses to the gaming parlor, if a player acquires a certain number of game media after the probability variation game or time-saving game has started, the game may be stopped (the player's card may be temporarily ejected and the player may be requested to exchange for a prize or move to another machine). In this case, the gaming machine 20 counts the number of game media after the probability variation game state has begun, and when this count reaches a predetermined value, game stop control is performed, such as stopping the release of game balls.
[0112] The effect control unit 24 is a control unit that controls the effects during play, and has an effect symbol lottery unit 24a and an effect lottery unit 24b. In practice, by loading these programs into the CPU and executing them, the effect symbol lottery unit 24a and the effect lottery unit 24b will execute processes corresponding to them, respectively.
[0113] The effect pattern lottery unit 24a performs lottery (specifically, whether to stop the display at 7, 7, 7) for effect patterns (patterns to be displayed on effect pattern display devices such as display devices on the game board) based on the special pattern lottery in the game control unit 25.
[0114] The effect selection unit 24b selects the type of effect to be performed before the result of the selection based on the effect symbols is displayed (such as a character appearing to perform a reach effect). The effect is set so that the effect selected differs depending on the main selection result.
[0115] The effect control unit 24 stores effect data for each effect. Furthermore, the effect control unit 24 controls the display of the effect pattern display device, and when an effect is executed, the effect data is superimposed on the background pattern data to display the effect. Furthermore, when the probability fluctuates, background color data different from that in the normal state is set.
[0116] The gaming ball control unit 26 is a control unit that controls the number of gaming balls managed by the gaming machine. In practice, a program corresponding to the gaming ball control unit 26 is loaded into the CPU and executed to execute the process. The gaming ball count management unit 26a is a management unit that manages the number of gaming balls, i.e., the number of gaming balls managed by the gaming machine.
[0117] Specifically, the gaming ball control unit 26 stores the number of gaming balls managed by the gaming machine in a gaming ball number memory, subtracts "1" from the number of gaming balls managed by the gaming machine each time a gaming ball is released, and adds the number of prize balls won by winning to the number of gaming balls managed by the gaming machine. Also, when the number of balls is notified by the inter-machine card processing machine 10, it adds the notified number of balls to the number of gaming machine balls managed by the gaming machine, and sends a confirmation signal to the inter-machine card processing machine 10 indicating that the number has been added to the number of gaming machine balls managed. The gaming ball control unit 26 can also control the cleaning of the gaming balls (circulating balls) enclosed in the gaming machine 20.
[0118] Furthermore, the gaming ball control unit 26 periodically transmits the number of gaming machine balls managed, which is stored in the gaming ball count memory, to the machine-to-machine card processing unit 10. In this case, the gaming ball control unit 26 continues to update the number of gaming machine balls managed depending on the game status without clearing the contents of the gaming ball count memory to zero, and transmits the number of gaming machine balls managed at the time of data acquisition to the machine-to-machine card processing unit 10.
[0119] The gaming machine 20 is also provided with a counting button 22, and a signal indicating that the counting button 22 has been pressed is input to the gaming ball control unit 26. The gaming ball control unit 26 detects the pressing of the counting button 22, and if the time from when the detection signal rises to when it falls is less than a certain time, it sends a management transfer request to the inter-machine card processor 10 along with data on the number of gaming machine balls managed in increments of a certain number (for example, 100 balls per operation). Then, it subtracts (invalidates) the number of balls that have been transferred to the inter-machine card processor 10's management from the number of gaming machine balls managed. Furthermore, if the pressing of the counting button 22 is detected and no fall is detected for a predetermined time or more after the detection signal rises, it sends a management transfer request to the inter-machine card processor 10 along with data on the number of gaming machine balls managed in increments of a certain number (for example, 200 balls per 5 seconds) each time the detection signal remains high for a certain time. Then, the number of balls transferred to the management of the inter-machine card processing device 10 is subtracted (invalidated) from the number of balls managed by the gaming machine. When subtracting from the number of balls managed by the gaming machine, possible methods include decrementing the value to be subtracted from the value of 1 stored in memory, or updating the value stored in memory with the value after the subtraction and deleting or logically deleting the value before the subtraction to invalidate it, but there are no particular limitations as long as the value after the subtraction can be identified.
[0120] 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 their own 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 this as the gaming machine ID.
[0121] <Configuration of management device 50> Next, a description will be given of the configuration of the management device 50 shown in Fig. 2. 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.
[0122] The display unit 51 is a display device such as an LCD panel or a display device. The input unit 52 is an input device such as a keyboard or a mouse. The external network communication unit 53 is an interface unit for data communication with the application 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 the island controller 30, prize management device 60, and settlement machine 70 via a communication line within the gaming store.
[0123] The storage unit 55 is a storage device such as a hard disk drive or nonvolatile memory, and stores card management data 55a, device management data 55b, member management data 55c, store ID data 55d, and game play status data 55e.
[0124] The card management data 55a is data that associates the card ID with the balance of prepaid value and the balance of owned balls, etc. The device management data 55b is data related to the devices installed in the gaming facility, and the member management data 55c is data that associates the card ID of the member card issued to the member with the member's name, information on the number of balls saved, etc.
[0125] The store ID data 55d is data indicating a store ID, which is identification information for uniquely identifying the store itself. The game play status data 55e is data indicating the game play status, such as the number of balls dispensed, related to the card ID, in chronological order.
[0126] The control unit 56 is a control unit that performs overall control of the management device 50, and includes a card management unit 56a, a device management unit 56b, a member management unit 56c, an application cooperation processing unit 56d, a game status management unit 56e, and a game status notification unit 56f. In practice, by loading these programs into a CPU and executing them, the card management unit 56a, the device management unit 56b, the member management unit 56c, the application cooperation processing unit 56d, the game status management unit 56e, and the game status notification unit 56f will execute processes corresponding to them, respectively.
[0127] The card management unit 56a is a processing unit that manages the card management data 55a. The card management unit 56a communicates with the inter-machine card processing machine 10, the prize management device 60, and the settlement machine 70 to update the prepaid value and the balance of the balls held that are associated with the card ID.
[0128] In addition, when the card management unit 56a receives a card insertion notification from the machine-to-machine card processing machine 10 or a request for the value associated with the card from the prize management device 60, it notifies the player of the value associated with the card and the remaining balance of balls held.
[0129] Furthermore, when the card management unit 56a receives a request for the value associated with the card from the settlement machine 70, it notifies the remaining balance of the value associated with the card.
[0130] The device management unit 56b is a processing unit that manages the device management data 55b. The device management unit 56b generates and updates the device management data 55b based on the inter-machine card processor ID, the installation location, and the gaming machine ID acquired from the inter-machine card processor 10.
[0131] The member management unit 56c is a processing unit that manages the member management data 55c. The member management unit 56c communicates with the inter-machine card processing machine 10 and the prize management device 60 to update the balance of the balls associated with the card ID. Furthermore, when the member management unit 56c receives a member registration request, it updates the member management data 55c to add the member.
[0132] Here, the stored ball replay processing by the member management unit 56c will be explained. When the member management unit 56c receives stored ball replay request data from the machine-to-machine card processing machine 10, it deducts the balance of stored balls at the payout rate from the stored balls associated with the card ID in the stored ball replay request data by the payout unit number, and recalculates the number of stored balls that can be replayed. Then, it sends stored ball replay data including the balance after subtraction and the number of stored balls that can be replayed to the machine-to-machine card processing machine 10.
[0133] The application linking processor 56d is a processor that links the membership card with the application ID. When the application linking processor 56d receives membership card linking information from the application server 80, the application linking processor 56d uses the card ID and application ID included in the membership card linking information to store and update the application ID in the data in the member management data 55c that corresponds to the card ID.
[0134] The gaming status management unit 56e is a processing unit that manages the gaming status data 55e. When the gaming status management unit 56e receives gaming data from the machine-to-machine card processing machine 10, it calculates the number of dispensed balls related to the card ID included in this gaming data and stores it in the gaming status data 55e. Specifically, if the received gaming data is out data, a predetermined number is subtracted from the most recent number of dispensed balls in the gaming status data 55e related to the same card ID as the card ID included in the gaming data, and if the received gaming data is safe data or special prize data, a predetermined number is added to calculate the number of dispensed balls.
[0135] The gaming status notifying unit 56f is a processing unit that notifies the application server 80 of the gaming status. When the gaming status data 55e is updated, the gaming status notifying unit 56f extracts the card ID from the updated data. If an application ID is stored in the data in the member management data 55c that corresponds to the extracted card ID, the gaming status notifying unit 56f adds the application ID to the updated data of the gaming status data 55e and transmits the updated data to the application server 80.
[0136] Next, an example of data stored in the storage unit 55 of the management device 50 shown in Fig. 7 will be described. Fig. 8 and Fig. 9 are diagrams showing examples of the card management data 55a, device management data 55b, member management data 55c, store ID data 55d, and game play status data 55e shown in Fig. 7.
[0137] In the card management data 55a shown in Figure 8(a), the card ID "1001" is associated with a state in which the prepaid value is "0" points, the balance of the balls held for each rate is "0" balls, and the destination ID is "A101". In other words, the card with the card ID "1001" is inserted into the inter-machine card processing machine 10 with the device ID "A101", and the management of the balls held has been transferred to the inter-machine card processing machine 10. Therefore, the balance of the balls held for each rate becomes zero.
[0138] Furthermore, in the card management data 55a, the card ID "2015" is associated with a state in which the prepaid value is "100" points. Furthermore, the states in which the balance of balls held for ball 1 is "990", the balance of balls held for ball 2 is "0", and the balance of balls held for ball 3 is "0" are associated with the card ID "2015". However, there is no association with the destination ID. In other words, the card with the card ID "2015" is not inserted into the inter-machine card processing machine 10, and the management of the balls held is performed by the management device 50.
[0139] 8(b), the device management data 55b associates the inter-machine card processing machine 10 with the ID "A101" with the following states: the installation location is "Island 1-1," the ID of the connected gaming machine 20 is "B201," the gaming machine number is "11," the game type is "Ball 1," the model of the gaming machine 20 is "EV01," and the serial number is "a." It also indicates that this gaming machine 20 is in use.
[0140] The device management data 55b also associates the inter-machine card processing machine 10 with the ID "A201" with the following states: its installation location is "Island 2-1", the ID of the connected gaming machine 20 is "B506", the gaming machine number is "21", the game type is "Ball 3", the model of the gaming machine 20 is "DX03", and the serial number is "g". It also indicates that this gaming machine 20 is in use.
[0141] 8(c) indicates the name, saved balls, app ID, etc. associated with the card ID. Specifically, the member management data 55c associates the card ID "2015" with the name "Takken Taro," the saved ball balance for ball 1 being "0," the saved ball balance for ball 2 being "0," the saved ball balance for ball 3 being "0," and the app ID being "-."
[0142] In addition, member management data 55c associates card ID "2123" with a state in which the name is "Kaihatsu Hanako," the balance of saved balls for ball 1 is "0," the balance of saved balls for ball 2 is "0," the balance of saved balls for ball 3 is "0," and the app ID is "RS4035."
[0143] Shop ID data 55d shown in FIG. 9(a) indicates that the shop ID is "AGC123."
[0144] The game play status data 55e shown in Figure 9(b) associates the date and time "2024 / 06 / 15 10:30" and card ID "2015" with a state in which the number of balls dispensed is "2500", and associates the date and time "2024 / 06 / 15 10:30" and card ID "2123" with a state in which the number of balls dispensed is "1800".
[0145] <Configuration of application server 80> Next, a description will be given of the configuration of the application server 80 shown in Fig. 2. Fig. 10 is a functional block diagram showing the configuration of the application server 80 shown in Fig. 2. As shown in Fig. 10, the application 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.
[0146] The display unit 81 is a display device such as a liquid crystal panel or a display device. 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 and the mobile terminal 90 via an external network.
[0147] The storage unit 85 is a storage device such as a hard disk drive or nonvolatile memory, and stores user management data 85a and game playing status data 85b.
[0148] The user management data 85a is data indicating information about the user of the game information application. The game status data 85b is data indicating the number of balls dispensed corresponding to the user ID.
[0149] The control unit 86 is a control unit that performs overall control of the application server 80, and includes a user management unit 86a, a link processing unit 86b, a game play status management unit 86c, and a game play status notification unit 86d. In practice, by loading these programs into a CPU and executing them, the user management unit 86a, the link processing unit 86b, the game play status management unit 86c, and the game play status notification unit 86d will execute the processes corresponding to them, respectively.
[0150] 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 and stores the received information about the user and the user ID in the user management data 85a in association with each other.
[0151] The linking processor 86b is a processor that performs linking processing between the membership card and the application ID. When the linking processor 86b receives membership card linking information from the mobile terminal 90, it uses the store ID, card ID, and application ID included in the membership card linking information to replace the application ID with a user ID, and stores and updates the store ID and card ID in the data in the user management data 85a corresponding to the user ID. The linking processor 86b then notifies the management device 50 corresponding to the store ID included in the received data of the membership card linking information including the card ID and application ID of the received data.
[0152] The gaming situation management unit 86c is a processing unit that manages the gaming situation data 85b. When the gaming situation management unit 86c receives the gaming situation data from the management device 50, the gaming situation management unit 86c stores the received data in the gaming situation data 85b.
[0153] The game play status notifying unit 86d is a processing unit that notifies the mobile terminal 90 of the game play status corresponding to the application ID. When the game play status notifying unit 86d receives access using the application ID from the mobile terminal 90, the game play status notifying unit 86d extracts the game play status corresponding to this application ID from the game play status data 85b and transmits the extracted data to the mobile terminal 90.
[0154] Next, a description will be given of an example of data stored in the storage unit 85 of the application server 80 shown in Fig. 10. Fig. 11 is a diagram showing an example of the user management data 85a and the game playing status data 85b shown in Fig. 10.
[0155] The user management data 85a shown in Figure 11(a) associates the user ID "RS4020" with a state in which the name is "Takken Taro," the store ID is "-," and the card ID is "-," and associates the user ID "RS4035" with a state in which the name is "Kaihatsu Hanako," the store ID is "ABC123," and the card ID is "2123."
[0156] The game play status data 85b shown in Figure 11(b) associates the date and time "2024 / 06 / 15 10:30" and user ID "RS4035" with a state in which the number of balls dispensed is "1800", and associates the date and time "2024 / 06 / 15 11:00" and user ID "RS4035" with a state in which the number of balls dispensed is "2200".
[0157] <Example of display of game status according to embodiment 1> Next, a description will be given of an example of a display of a game status according to the present embodiment 1. Fig. 12 is a diagram showing an example of a display of a game status according to the present embodiment 1.
[0158] When the application server 80 receives access from the mobile terminal 90 using the application ID linked to the membership card, the application server 80 notifies the mobile terminal 90 of the game play status related to the membership card. Then, the mobile terminal 90 displays the received game play status.
[0159] Specifically, as shown in Figure 12, the change in the number of balls dispensed for the app ID "RS4035", store ID "ABC123", and card ID "2123" is displayed over time in a line graph.
[0160] For example, if the game starts at 10:00 on 2024 / 06 / 15, and the number of balls dispensed reaches approximately 1,800 at 10:30, and approximately 2,800 at 11:00, the number of balls dispensed will then decrease.
[0161] <Processing Procedure for Linking Membership Card and App ID According to First Embodiment> Next, a description will be given of the processing procedure relating to linking a membership card with an application ID according to the present embodiment 1. Fig. 13 is a flowchart showing the processing procedure relating to linking a membership card with an application ID according to the present embodiment 1.
[0162] As shown in FIG. 13, when the inter-machine card processor 10 accepts the membership card (step S101; Yes), it notifies the management device 50 of the card insertion and receives card information from the management device 50 (step S102).
[0163] If the received card information includes an application ID, that is, if the membership card and application ID have already been linked (step S103; Yes), the process ends.
[0164] If the received card information does not include an application ID, that is, if the membership card and application ID are not linked (step S103; No), a membership card link button is displayed (step S104).
[0165] If the member card link button has not been pressed (step S105; No), the process ends. If the member card link button has been pressed (step S105; Yes), a QR code (registered trademark) encoding data including the store ID, the machine-to-machine card processor ID, and the card ID is displayed (step S106).
[0166] When the mobile terminal 90 reads the QR code (registered trademark) displayed by the machine-to-machine card processing machine 10 (step S107; Yes), it adds the terminal ID and app ID stored in the mobile terminal to the store ID, machine-to-machine card processing machine ID, and card ID contained in the QR code (registered trademark) to create membership card linkage information, and notifies the app server 80 of this membership card linkage information (step S108).
[0167] When the application server 80 receives the membership card linking information from the mobile terminal 90, it uses the store ID, card ID, and application ID included in the membership card linking information to link the membership card with the application ID (step S109).Then, it notifies the management device 50 corresponding to the store ID included in the received data of the membership card linking information including the card ID and application ID of the received data (step S110).
[0168] When the management device 50 receives the membership card linking information from the application server 80, it performs the linking process between the membership card and the application ID using the card ID and application ID included in the membership card linking information (step S111), and then terminates the process.
[0169] As described above, in the gaming management system of this embodiment 1, when a membership card is inserted into the machine-to-machine card processing machine, a membership card linking button is displayed, and when this membership card linking button is pressed, a QR code (registered trademark) for linking the membership card with the app ID is displayed.This QR code (registered trademark) is read by a mobile terminal and notified to the app server, thereby linking the membership card with the app ID.This allows for efficient linking between the member storage medium, the app running on the mobile terminal, and each machine device.
[0170] In the above-described first embodiment, a configuration was described in which a membership card link button is displayed when a membership card is inserted into the inter-machine card processing machine, and a QR code (registered trademark) for linking the membership card with the app ID is displayed when this membership card link button is pressed, but the present invention is not limited to this. When making a cashless payment at the inter-machine card processing machine, a QR code (registered trademark) that encodes the card information of the inserted membership card can also be displayed, and the cashless payment can be made by reading this QR code (registered trademark) with a mobile terminal.
[0171] [Variations] Incidentally, in the above embodiment 1, a configuration was described in which when a membership card is inserted into the machine-to-machine card processing machine, a membership card linking button is displayed, and when this membership card linking button is pressed, a membership card linking button for linking the membership card with the app ID is displayed, but the present invention is not limited to this.
[0172] When linking a membership card with an app ID, there is a need to be able to control the start / stop of the linking process through the player's operation. There is also a need to be able to cancel the linking after linking a membership card with an app ID.
[0173] To solve this problem, it is possible to configure the system so that it can control the setting / cancellation of the link between the membership card and the app ID and the start / stop of the linking process. In this modified example, a gaming management system is described that can control the setting / cancellation of the link between the membership card and the app ID and the start / stop of the linking process.
[0174] <Example of display in the inter-machine card processing machine according to the modified example> Next, an example of a display in the inter-machine card processing machine according to this modified example will be described. Fig. 14 is a diagram showing an example of a display in the inter-machine card processing machine according to this modified example.
[0175] As shown in Figure 14(a), when setting up the link between the membership card and the application ID, the Membership Card Link button is displayed. As shown in Figure 14(b), when starting the linking process after completing the linking of the membership card and the application ID, the Start Data Link button is displayed.
[0176] As shown in Figure 14(c), if you want to stop the data linking process after the data linking has started, a stop data linking button is displayed.As shown in Figure 14(d), if you want to cancel the linking after the membership card and app ID have been linked, a cancel membership card linking button is displayed.
[0177] After the membership card and app ID are linked, a button to start data linking and a button to cancel membership card linking may be displayed simultaneously. After data linking has started, a button to stop data linking and a button to cancel membership card linking may be displayed simultaneously.
[0178] As described above, the gaming management system according to this modified example can control the setting / cancellation of the link between the membership card and the application ID, and the start / stop of the linking process.
[0179] In the above embodiment, the present invention is applied to a gaming management system for a smart pachinko machine that uses gaming balls as gaming media, but the present invention is not limited to this and can also be configured to be applied to a gaming management system for a smart pachislot machine. The gaming machine is not limited to a smart pachinko machine or a smart pachislot machine, and may be a gaming machine that can pay out gaming media to the outside.
[0180] Furthermore, the components illustrated in the above embodiments are merely functional schematics and are not necessarily physically configured as shown. In other words, the distribution and integration of each device is not limited to that illustrated, and all or part of the devices can be functionally or physically distributed and integrated in any unit depending on various loads, usage conditions, etc. [Industrial Applicability]
[0181] The gaming management system, each machine, and gaming management method according to the present invention are suitable for efficiently linking a member's storage medium, an application running on a mobile terminal, and each machine. [Explanation of symbols]
[0182] 10 machine-to-machine card processing machines 11 Status display section 12 Banknote transport section 12a Bill insertion slot 13 Display operation section 14 Reader / Writer 14a Card slot 15 Communications Department 16 Memory section 16a Device status data 16b Card Data 17 Control Unit 17a Data Management Department 17b Game status notification section 17c App linkage determination unit 17d Code display control section 18 Gaming Management Department 18a Authentication processing section 18b Authentication key management unit 18c Gaming Machine Status Management Department 20 Gaming machines 21 Handle 22 Count button 23 Communication control section 24 Production Control Unit 24a Design lottery section 24b Production Lottery Section 25 Game control unit 26 Game ball control unit 26a Game Ball Management Department 30 Island Controller 50 Management device 51 Display section 52 Input section 53 External Network Communication Section 54 Store Network Communications Department 55 Storage section 55a Card Management Data 55b Equipment Management Data 55c Membership Management Data 55d Store ID data 55e Game Status Data 56 Control Unit 56a Card Management Department 56b Equipment management department 56c Membership Management Department 56d Application link processing unit 56e Game Status Management Department 56f Game status notification section 60 Prize Management Device 70 Payment machine 80 application servers 81 Display section 82 Input section 84 Communications Department 85 Storage section 85a User Management Data 85b Game status data 86 Control Unit 86a User Management Department 86b Collaboration processing unit 86c Game Status Management Department 86d Game status notification section 90 Mobile Devices
Claims
1. A gaming management system including: each machine device attached to a gaming machine installed in a gaming establishment; a management device that manages each machine device; a mobile terminal carried by a player who plays on the gaming machine; and an application server that manages information on an application executed on the mobile terminal; When a predetermined operation is performed while the storage medium held by the player is received, each of the machine devices controls the mobile terminal to display storage medium information related to the storage medium on a predetermined display operation unit; When the storage medium information displayed on the display operation unit is read, the mobile terminal notifies the application server of link information including the storage medium information and application information related to the application; When the application server receives the link information, the application server associates the storage medium information with the application information based on the link information and manages the information. A gaming management system characterized by:
2. The storage medium is 2. The gaming management system according to claim 1, wherein the member's storage medium is issued to the player by the gaming establishment.
3. Each of the platform devices is a first display control means for controlling the display of a link button on the display operation unit on condition that at least the storage medium has been received; a second display control means for controlling the display operation unit to display a predetermined two-dimensional code including the storage medium information when the operation of pressing the link button is received; 2. The game management system according to claim 1, further comprising:
4. The mobile terminal A game management system as described in claim 3, characterized in that it is equipped with a first notification means that, when the two-dimensional code is read, notifies the application server of the linkage information including the storage medium information contained in the two-dimensional code and the application information.
5. The application server a first storage means for storing the storage medium information and the application information in association with each other based on the link information when the link information is received; a second notification means for notifying the management device of the link information; 5. The game management system according to claim 4, further comprising:
6. The management device 6. The game management system according to claim 5, further comprising a second storage means for storing the storage medium information and the application information in association with each other based on the link information when the link information is received.
7. Each machine device attached to a gaming machine installed in a gaming facility, a first display control means for controlling the display of a link button on a predetermined display operation unit on condition that at least a storage medium possessed by a player has been accepted; a second display control means for controlling the display of a predetermined two-dimensional code on the display operation unit when the operation of pressing the link button is received; Each stand device is characterized by comprising:
8. A gaming management method in a gaming management system having each machine device attached to a gaming machine installed in a gaming facility, a management device that manages each machine device, a mobile terminal carried by a player who plays on the gaming machine, and an application server that manages information on an application executed on the mobile terminal, a display control step of controlling the display of storage medium information relating to the storage medium on a predetermined display operation unit of the mobile terminal when a predetermined operation is performed on each of the machine devices in a state where the storage medium held by the player is accepted; a notification step of notifying the application server of link information including the storage medium information and application information related to the application when the storage medium information displayed on the display operation unit is read by the mobile terminal; a management step in which, when the application server receives the link information, the application server manages the storage medium information and the application information in association with each other based on the link information; A game management method comprising:
Citation Information
Patent Citations
System for game parlor
JP2024036537A