Game device
The gaming device manages card returns and media lending based on the minimum number of balls to be returned, addressing inefficiencies in existing systems and improving player convenience.
Patent Information
- Application Number
- JP2025170193
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-10-08
- Publication Date
- 2025-12-25
- Estimated Expiration
- 2040-12-21
AI Technical Summary
Existing gaming machines restrict card returns and media lending excessively when errors occur, leading to inefficiencies and player inconvenience, without considering the minimum number of balls to be returned.
A gaming device with a value storage system that includes an acquisition, acceptance, and control mechanism to manage card returns and media lending based on the minimum number of balls to be returned, ensuring appropriate control and functionality.
Enables efficient management of card returns and media lending while considering the minimum number of balls, preventing unnecessary restrictions and enhancing player experience.
Smart Images

Figure 2025188166000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming device that can appropriately control the return of storage media while taking into consideration the minimum number of balls to be returned. [Background technology]
[0002] Conventionally, gaming parlors offer pachinko games, pachislot games, and the like, which use gaming media. For example, in pachinko games, gaming balls are used as gaming media, and the game is played by shooting the gaming balls into the gaming board. Each gaming machine is often equipped with individual machine devices. Each machine device accepts deposits and performs a lending process for gaming media. Each machine device also stores the number of gaming media acquired through play as the number of owned gaming media, and performs a replay process in which the number of owned gaming media is subtracted and gaming media is paid out.
[0003] Such gaming machines are equipped with a special prize opening on the gaming board, a door that opens and closes the special prize opening, and a variable prize opening device that opens and closes the door, and use predetermined sensors to detect the presence or absence of errors. For example, Patent Document 1 discloses a technology in which the variable prize opening device is equipped with a variable prize opening detection sensor that detects a gaming ball that has entered the special prize opening, and if this variable prize opening detection sensor detects an error, it outputs a signal indicating the occurrence of an error to the main control board. When this error is detected, each machine attached to the gaming machine also goes into error shutdown, preventing the return of cards and the lending of gaming media. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Publication No. 2020-078626 Summary of the Invention [Problem to be solved by the invention]
[0005] However, as in Patent Document 1 above, if card returns and gaming media lending were to be made impossible every time an error occurred in the gaming machine, this would result in excessively restricting the functions of card returns and gaming media lending, which would be inefficient.
[0006] For example, if a card can be returned but the rental of gaming media is not possible, the error that prevented the rental of gaming media should not be the reason for the card being returned, as this would result in the player being forced to wait even though they could have returned the card and played on another gaming machine.
[0007] In addition, there is a minimum limit to the number of gaming media that a player can possess (hereinafter referred to as the "minimum number of balls to be returned"), and if the number of gaming media possessed is less than the minimum number of balls to be returned when returning a card, the number of gaming media possessed will be automatically loaned out. For this reason, when restricting the card return and loan functions, it is necessary to take the minimum number of balls to be returned into consideration.
[0008] The present invention has been made to solve the problems of the above-mentioned conventional technology, and aims to provide an amusement device that can appropriately control the return of storage media while taking into account the minimum number of balls to be returned. [Means for solving the problem]
[0009] In order to solve the above problem, the present invention provides a gaming device provided in correspondence with a gaming machine, comprising: a value storage means for storing value; an acquisition means for acquiring the gaming machine management number stored in the gaming machine; an acceptance means for accepting a storage medium return operation; a predetermined number storage means for storing a value of a predetermined number that can be returned by associating the number held with the storage medium; and a control means for, when the value exists and the gaming machine management number acquired by the acquisition means is equal to or greater than the predetermined number and an operation to return the storage medium is accepted, displaying that the gaming machine management number remains, and for controlling not to display that the gaming machine management number remains, when the value exists and the gaming machine management number acquired by the acquisition means is less than the predetermined number and an operation to return the storage medium is accepted. In addition, in the above invention, the present invention is characterized in that the value is a remaining balance or a second number of holdings at a rate different from the rate of the first number of holdings usable by the gaming machine. In the present invention, the predetermined number is the minimum number of times that the first number can be returned in association with the storage medium. [Effects of the Invention]
[0010] According to the present invention, it is possible to appropriately control the return of storage media while taking into consideration the minimum number of balls to be returned. [Brief explanation of the drawings]
[0011] [Figure 1] FIG. 1 is an explanatory diagram of an overview of a gaming system according to the first embodiment. [Figure 2] FIG. 2 is a diagram showing the system configuration of the gaming 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 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 machine status data, card data, and minimum number of balls to be returned data shown in FIG. [Figure 6] FIG. 6 is a diagram showing the configuration of the gaming machine shown in FIG. [Figure 7] FIG. 7 is a diagram illustrating the configuration of the management device illustrated in FIG. [Figure 8] FIG. 8 is a diagram showing an example of the card management data, the device management data, the member management data, and the minimum number of balls to be returned shown in FIG. [Figure 9] FIG. 9 is a diagram showing function control patterns corresponding to error patterns according to the first embodiment. [Figure 10] FIG. 10 is a flowchart showing the processing procedure of the inter-machine card processing machine according to the first embodiment. [Figure 11]FIG. 11 is an explanatory diagram of an outline of a gaming system according to the second embodiment. [Figure 12] FIG. 12 is a diagram illustrating an example of function suppression according to the second embodiment. [Figure 13] FIG. 13 is an explanatory diagram of an outline of a gaming system according to the third embodiment. [Figure 14] FIG. 14 is a diagram illustrating the configuration of a management device according to the third embodiment. [Figure 15] FIG. 15 is a diagram showing an example of the collection time data, fractional value data, consecutive number data, and fractional collection data shown in FIG. [Figure 16] FIG. 16 is a flowchart illustrating a processing procedure of the management device according to the third embodiment. [Figure 17] FIG. 17 is an explanatory diagram for explaining an outline of a gaming system according to the fourth embodiment. [Figure 18] FIG. 18 is a diagram showing an operation pattern when the card return button of the inter-machine card processor 200 shown in FIG. 17 is pressed. [Figure 19] FIG. 19 is a diagram (part 1) showing the operation of the inter-machine card processing machine 200 when the card return button is pressed according to conditions such as the number of balls held and game balls. [Figure 20] FIG. 20 is a diagram (part 2) showing the operation of the inter-machine card processing machine 200 when the card return button is pressed according to conditions such as the number of balls held and game balls. DETAILED DESCRIPTION OF THE INVENTION
[0012] [Embodiment 1] The gaming device according to the first embodiment will be described in detail below.
[0013] 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 possessed 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 gaming balls" refers to the number of playable balls available to a player for gaming.
[0014] <Gaming System Overview> First, an outline of the gaming system according to the present embodiment 1 will be explained. Fig. 1 is an explanatory diagram for explaining the outline of the gaming system according to the present embodiment 1. In the gaming system according to the present embodiment 1, if an error occurs in a gaming machine (S1), card return and lending control is performed according to the error pattern and the number of balls held (S2).
[0015] For example, if an error occurs in a gaming machine that allows card returns but not loans, and the number of balls held is 20, which is less than the minimum number of balls to be returned, the system will not only not allow loans but also not allow card returns.This is because returning a card would automatically loan out the number of balls held that is less than the minimum number of balls to be returned, which would violate the rule that loans cannot be made as classified by error pattern.
[0016] In this way, when an error occurs in a gaming machine, the gaming system can efficiently restrict functions according to the error pattern that has occurred.
[0017] <System configuration> Next, the system configuration of the gaming system according to the present embodiment 1 will be described. Fig. 2 is a diagram showing the system configuration of the gaming system according to the present embodiment 1. As shown in Fig. 2, a gaming establishment is equipped with a plurality of gaming machines 20 and an inter-machine card processing machine 10 provided corresponding to each gaming machine 20. 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.
[0018] 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.
[0019] 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 playable number memory for indicating the number of gaming balls. The control unit of the gaming machine 20 also periodically transmits the number of gaming balls to the machine-to-machine card processing machine 10.
[0020] 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.
[0021] 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.
[0022] 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.
[0023] 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 gaming balls.
[0024] 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, held balls, or saved balls from the management device 50, it stores the balance. When it receives and stores the balance of held balls, it sends a held ball subtraction request to the management device 50, thereby clearing the balance of held balls (number of held balls) managed by the management device 50 to zero.
[0025] 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 game balls. Also, 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 game balls.
[0026] When the inter-machine card processing machine 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 game balls is added to the number of balls held.
[0027] The inter-machine card processing device 10 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 playable on the condition that the authentication is successful.
[0028] The inter-machine card processor 10 performs various display controls based on the status of the gaming machine 20 and transmits the status of the gaming machine 20 to the management device 50.
[0029] Furthermore, when the inter-machine card processing machine 10 receives information about an error from the gaming machine 20, it controls the card return and lending using the error pattern of the error information and the number of balls held for the game type set in its own machine (hereinafter referred to as "own rate"). For example, if the error pattern is "card return: allowed, lending: not allowed" and the number of balls held for its own rate is less than the minimum number of balls to be returned, both card return and lending are stopped.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] 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.
[0038] 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.
[0039] In addition, the management device 50 accepts and stores the setting operation for the minimum number of balls to be returned, and notifies the inter-machine card processing machine 10 of the minimum number of balls to be returned.
[0040] 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 membership card (or reads identification information corresponding to the card ID from a mobile terminal, etc.), it sends 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.
[0041] When a card associated with a prepaid value is inserted, the settlement machine 70 transmits the card ID of the card to the management device 50, acquires the prepaid value associated with the card, and dispenses cash equivalent to the acquired prepaid value.
[0042] Next, we will explain the ball lending process in the gaming system according to the present embodiment 1. 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.
[0043] When the management device 50 receives a message including a ball lending request, it updates the card management data by subtracting a predetermined value from the prepaid value associated with the card ID in the message, and transmits permission to lend balls to the inter-machine card processing device 10 that sent the message. The inter-machine card processing device 10 that has received permission to lend balls transmits 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 gaming balls.
[0044] The gaming machine 20 that has received the addition signal adds up the number of gaming balls and transmits the added number of gaming balls to the inter-machine card processing machine 10. The inter-machine card processing machine 10 compares the sum of the number of gaming balls before the addition and the number of balls lent with the number of gaming balls after the addition, and determines whether the addition of the number of gaming balls has been performed appropriately.
[0045] Next, we will explain the held ball replay process in the gaming system according to the present embodiment 1. 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.
[0046] 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.
[0047] 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 certain number from the balance of held balls, notifies the gaming machine 20 of the corresponding number, and adds it to the number of game balls.
[0048] 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 balls of the gaming machine 20 the balls held by the inter-machine card processing device 10, it adds the number of gaming 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 balls held to the management device 50. This message includes the card ID of the card to be discharged, an address or any 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 balls held, and a request to add balls held.
[0049] 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.
[0050] Next, the stored ball replay process in the gaming system according to the present embodiment 1 will be described. When the inter-machine card processing machine 10 accepts a membership card or reads identification information corresponding to the card ID from a mobile terminal that can be used as 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 in the inter-machine card processing machine 10 (or identification information corresponding to the card ID read from the mobile terminal), an address or arbitrary 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.
[0051] 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.
[0052] 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").
[0053] 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.
[0054] 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.
[0055] 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.
[0056] The inter-machine card processing device 10 receives the saved ball replay data, updates the saved ball balance, and notifies the gaming machine 20 of the number corresponding to the saved ball replay unit number to add it to the number of game balls. It also determines whether the updated saved ball balance is less than the saved ball replay unit number. If the updated saved ball data balance is equal to or greater than the saved ball replay unit number, it can accept a saved ball replay operation again, and if it accepts a saved ball replay operation, it sends a saved ball replay request. For the second or subsequent saved ball replay operation, there is no need to confirm the PIN. If the updated saved ball data balance is less than the saved ball replay unit number, it cannot accept a saved ball replay operation.
[0057] 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.
[0058] <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.
[0059] 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.
[0060] 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.
[0061] The count button 22 is an operation button for performing a management transfer, which transfers 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 gaming balls in the gaming machine 20 and adding the corresponding number to the balls held by the inter-machine card processing machine 10. In an 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.
[0062] <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 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.
[0063] 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.
[0064] 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.
[0065] The storage unit 16 is a storage device including a hard disk drive, a nonvolatile memory, etc. The storage unit 16 stores the machine status data 16a, the card data 16b, and the minimum number of balls to be returned data 16c.
[0066] The machine status data 16a indicates the status of the inter-machine card processing machine 10. The machine status data 16a includes the machine ID, the gaming machine ID, the game type, etc. The machine ID is identification information for uniquely identifying the machine ID within the gaming parlor. The game type is data indicating the rate set in the machine ID. When gaming balls of multiple rates are handled within the gaming parlor, a game type name is assigned to each rate and managed, such as "Ball 1" for a 4-yen rate ball, "Ball 2" for a 2-yen rate ball, and "Ball 3" for a 1-yen rate ball. The machine ID is stored as the game type. The machine ID is a fixed game type for each section in which the machine ID is installed, or the game type may be changeable by the player.
[0067] The card data 16b is data relating to the card being used by the player. The card data 16b includes the card ID, PIN number, prepaid value, held balls, saved balls, 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 held balls and saved balls indicate the respective balances.
[0068] The minimum number of balls to be returned data 16c is data indicating the minimum number of balls that must be returned to a player from among the game balls held by the gaming machine 20. The minimum number of balls to be returned data 16c is referenced when lending out balls of the player's own rate, which is the type of game set in the own machine status data 16a. Specifically, when a card return operation is performed, if the number of balls held of the player's own rate is less than the minimum number of balls to be returned data 16c, the number of balls held is automatically lent out.
[0069] 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, a gaming machine status management unit 18c, and an error receiving unit 18d. 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, the gaming machine status management unit 18c, and the error receiving unit 18d will execute processes corresponding to each of them.
[0070] 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.
[0071] 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.
[0072] 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 to the number of gaming balls by ball lending, transmits a request to switch management from held balls to the number of gaming balls by replaying held balls, transmits a request to add to the number of gaming balls by replaying saved balls, receives game results such as the number of balls inserted and the number of winning balls in the gaming machine 20, and receives a request to switch management from the number of gaming balls to held balls by counting. The gaming machine status management unit 18c receives a notification from the card return control unit 17e that the card has been returned, and if the number of held balls of the own rate is less than the minimum return ball number data 16c, transmits a request to the gaming machine 20 to switch management from held balls to the number of gaming balls by replaying held balls for that number of held balls. The communication between the inter-machine card processing device 10 and the gaming machine 20 is encrypted using a predetermined encryption method.
[0073] The gaming machine status management unit 18c also acquires the status set for the game, such as the current number of gaming balls, start, jackpot, jackpot type, and number of lotteries of the gaming machine 20. 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 shot (used) in the gaming machine 20. Furthermore, once the gaming machine status management unit 18c acquires the number of gaming balls from the gaming machine 20, it passes the number of gaming balls to the control unit 17.
[0074] The timing at which 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 balls (ball lending, replay, counting, etc.) is performed, when returning from an offline state, etc. Furthermore, these timings may be used in combination.
[0075] The error receiving unit 18d is a processing unit that receives information about an error when an error occurs in the gaming machine 20. When the error receiving unit 18d receives error information from the gaming machine 20, it passes the error information to the control unit 17.
[0076] 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 setting value management unit 17b, a control determination unit 17c, a function control unit 17d, and a card return control unit 17e. In practice, by loading these programs into the CPU and executing them, the data management unit 17a, the setting value management unit 17b, the control determination unit 17c, the function control unit 17d, and the card return control unit 17e will execute the processes corresponding to them.
[0077] When a card is inserted, the data management unit 17a transmits a card insertion notification including the card ID and the 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, held balls, and saved balls) from the management device 50, it updates the card data 16b with the received value.
[0078] 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.
[0079] 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 machine-to-machine card processor 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 number of game balls in the gaming machine 20.
[0080] 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 game balls in the gaming machine 20.
[0081] 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 game balls in 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.
[0082] 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.
[0083] 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.
[0084] The set value management unit 17b is a processing unit that manages the minimum number of balls to be returned data 16c. The set value management unit 17b receives the minimum number of balls to be returned from the management device 50 and stores the minimum number of balls to be returned data 16c.
[0085] The control determination unit 17c is a processing unit that makes a determination to control the return and lending of the card. When the control determination unit 17c receives error information from the error receiving unit 18d, it makes a control determination of the return and lending of the card using the error pattern of the error information, the number of balls held at the own rate, and the minimum number of balls to be returned data 16c.
[0086] Specifically, the control judgment unit 17c passes "Pattern 1" to the function control unit 17d if the error pattern is "Error A" where "Card return: possible, lending: possible", "Pattern 2" if the error pattern is "Error B" where "Card return: possible, lending: not possible" and the number of balls held at the own rate is equal to or greater than the minimum number of balls returned data 16c, "Pattern 3" if the error pattern is "Error B" and the number of balls held is less than the minimum number of balls returned data 16c, "Pattern 4" if the error pattern is "Error C" where "Card return: not possible, lending: possible" and the number of balls held is equal to or greater than the minimum number of balls returned data 16c, "Pattern 5" if the error pattern is "Error C" and the number of balls held is less than the minimum number of balls returned data 16c, or "Pattern 6" if the error pattern is "Error D" where "Card return: not possible, lending: not possible".
[0087] The function control unit 17d is a processing unit that controls card return and lending. If the function control unit 17d receives "Pattern 1" from the control determination unit 17c, it does not perform any particular control, if it receives "Pattern 2", it transfers an instruction to stop lending to the gaming machine status management unit 18c, and if it receives "Pattern 3" or "Pattern 6", it transfers an instruction to stop card return to the card return control unit 17e and an instruction to stop lending to the gaming machine status management unit 18c.
[0088] Furthermore, the function control unit 17d passes an instruction to stop card return to the card return control unit 17e if it receives "Pattern 4" from the control determination unit 17c, and passes an instruction to partially stop card return to the card return control unit 17e if it receives "Pattern 5".
[0089] The card return control unit 17e is a processing unit that controls the card return. The card return control unit 17e receives a press of the card return button and returns the card.
[0090] Furthermore, if the card return control unit 17e receives a card return suspension instruction from the function control unit 17d, it disables pressing of the card return button. If the card return control unit 17e receives a card return partial suspension instruction from the function control unit 17d and accepts pressing of the card return button, it does not return the card.
[0091] Next, a specific example of data stored in the memory unit 16 of the inter-machine card processing machine 10 shown in Fig. 4 will be described. Fig. 5 is a diagram showing an example of the machine status data 16a, card data 16b, and minimum number of balls to be returned data 16c shown in Fig. 4.
[0092] The own device status data 16a shown in Figure 5(a) indicates a state in which 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.
[0093] The card data 16b shown in Figure 5(b) indicates that the ID of the card inserted into the machine-to-machine card processing device 10 is "2001." Note that here, the first digit of the card ID indicates the type of card, with a card with the first digit "1" being a general card and a card with the first digit "2" being a member card. The card data 16b also indicates that the PIN number for replaying saved balls is "1234" and the prepaid value is "3000" yen.
[0094] Furthermore, card data 16b indicates that, in terms of held balls, the balance of held balls for ball 1 is 1500 balls, the balance of held balls for ball 2 is 2500 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 500 balls, the balance of saved balls for ball 2 is 0 balls, and the balance of saved balls for ball 3 is 0 balls.
[0095] The minimum number of balls to be returned data 16c shown in FIG. 5(c) indicates that the minimum number of balls to be returned is set to "27" balls.
[0096] <Configuration of gaming machine 20> Next, the configuration of the gaming machine 20 shown in Fig. 2 will be described. Fig. 6 is a diagram showing the configuration of the gaming machine 20 shown in Fig. 2. As shown in Fig. 6, the gaming machine 20 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.
[0097] 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.
[0098] 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.
[0099] 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.
[0100] 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.
[0101] 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.
[0102] 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.
[0103] 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.
[0104] 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.
[0105] 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.
[0106] 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.
[0107] The game ball control unit 26 is a control unit that controls the number of game balls. In practice, a program corresponding to the game ball control unit 26 is loaded into the CPU and executed to execute the process. The playable number management unit 26a is a management unit that manages the playable number, i.e., the number of game balls.
[0108] Specifically, the game ball control unit 26 stores the number of game balls in a playable number memory, subtracts "1" from the number of game balls each time a game ball is fired, and adds the number of prize balls won by winning to the number of game balls. 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 game balls and sends a confirmation signal to the inter-machine card processing machine 10 indicating that the number has been added to the number of game balls. The game ball control unit 26 can also control cleaning of the game balls (circulating balls) enclosed in the game machine 20.
[0109] Furthermore, the game ball control unit 26 periodically transmits the number of game balls stored in the playable number memory to the machine-to-machine card processing machine 10. In this case, the game ball control unit 26 continues to update the number of game balls according to the game status without clearing the contents of the playable number memory to zero, and transmits the number of game balls at the time of data acquisition to the machine-to-machine card processing machine 10.
[0110] 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 processing machine 10 along with data on the number of gaming balls 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 management of the inter-machine card processing machine 10 from the number of gaming balls. Furthermore, if the pressing of the counting button 22 is detected and no fall is detected for a predetermined time or longer after the detection signal rises, it sends a management transfer request to the inter-machine card processing machine 10 along with data on the number of gaming balls in increments of a certain number (for example, 200 balls per 5 seconds) every time the detection signal remains in an up state for a certain time. Then, it subtracts (invalidates) the number of balls that have been transferred to the management of the inter-machine card processing machine 10 from the number of gaming balls. When subtracting from the number of game balls, 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 subtraction and deleting or logically deleting the value before subtraction to invalidate it, but there are no particular limitations as long as the value after subtraction can be identified.
[0111] 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.
[0112] <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 diagram showing the configuration of the management device 50 shown in Fig. 2. As shown in Fig. 7, the management device 50 is connected to a display unit 51 and an input unit 52, and has an external network communication unit 53, a store network communication unit 54, a storage unit 55, and a control unit 56.
[0113] The display unit 51 is a liquid crystal panel, a display device, etc. The input unit 52 is a keyboard, a mouse, etc. The external network communication unit 53 is an interface unit for data communication with an authentication key management center via an external network. The store network communication unit 54 is an interface unit for data communication with the island controller 30, the prize management device 60, and the settlement machine 70 via a communication line within the gaming store.
[0114] The memory unit 55 is a storage device such as a hard disk drive or non-volatile memory, and stores card management data 55a, device management data 55b, member management data 55c, and minimum number of balls to be returned data 55d.
[0115] The card management data 55a is data that associates the card ID with the balance of prepaid value, the balance of owned balls, etc. The device management data 55b is data related to the devices installed in the gaming facility. This device management data 55b includes the machine-to-machine card processing machine ID, the installation location, the gaming machine ID, the model data of the gaming machine 20, etc.
[0116] 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 balls stored, etc. The minimum number of balls to be returned data 55d is data that indicates the minimum number of balls that must be returned to the player from among the game balls held by the gaming machine 20.
[0117] The control unit 56 is a control unit that performs overall control of the management device 50, and includes a card management unit 56a, a device management unit 56b, a member management unit 56c, and a setting value management unit 56d. 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, and the setting value management unit 56d will execute the processes corresponding to them, respectively.
[0118] 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, and updates the prepaid value and the balance of the balls associated with the card ID. In addition, when the card management unit 56a receives a card insertion notification from the inter-machine card processing machine 10, it notifies the value and the balance of the balls associated with the card.
[0119] 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.
[0120] The member management unit 56c is a processing unit that manages the member management data 55c. The member management unit 56c communicates with the prize management device 60 and updates the balance of the balls associated with the card ID. In addition, when the member management unit 56c receives a member registration request, it updates the member management data 55c to add the member.
[0121] 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.
[0122] The set value management unit 56d is a processing unit that manages the minimum number of balls to be returned data 55d. The set value management unit 56d receives the minimum number of balls to be returned from the input unit 52, stores it in the minimum number of balls to be returned data 55d, and notifies the inter-machine card processor 10 of the minimum number of balls to be returned.
[0123] Next, a specific example of data stored in the memory unit 55 of the management device 50 shown in Fig. 7 will be described. Fig. 8 is a diagram showing an example of the card management data 55a, the device management data 55b, the member management data 55c, and the minimum number of balls to be returned data 55d shown in Fig. 7.
[0124] In the card management data 55a shown in Figure 8(a), the card ID "1001" is associated with a prepaid value of "0" yen, a balance of "0" balls for each rate, and a destination ID "A101". In other words, the card with the card ID "1001" is inserted into the machine-to-machine card processing machine 10 with the device ID "A101", and the management of the balls has been transferred to the machine-to-machine card processing machine 10. Therefore, the balance of the balls for each rate is zero.
[0125] In addition, in the card management data 55a, the card ID "2001" is associated with a prepaid value of "3000" yen, and the remaining balls are "1500" for ball 1, "2500" for ball 2, and "0" for ball 3, but there is no association with a destination ID. In other words, the card with card ID "2001" is not inserted into the inter-machine card processing machine 10, and the management of the remaining balls is performed by the management device 50.
[0126] The device management data 55b shown in Figure 8(b) indicates that the installation location of the inter-machine card processing device 10 with ID "A101" 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 connected gaming machine 20 is "EV01", and the serial number is "a". It also indicates that this gaming machine 20 is in use.
[0127] The device management data 55b also indicates that the installation location of the inter-machine card processing device 10 with ID "A201" 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 connected gaming machine 20 is "DX03," and the serial number is "g." It also indicates that this gaming machine 20 is in use.
[0128] 8(c) indicates the name, saved balls, etc. associated with the card ID. Specifically, the member management data 55c associates the name "Takken Taro," the saved ball balance for "Ball 1" of "1500," the saved ball balance for "Ball 2" of "200," and the saved ball balance for "Ball 3" of "0" with the card ID "2005."
[0129] The minimum number of balls to be returned data 55d shown in FIG. 8(d) indicates that the minimum number of balls to be returned is set to "27" balls.
[0130] <Function control patterns according to error patterns> Next, a description will be given of function control patterns corresponding to error patterns according to the present embodiment 1. Fig. 9 is a diagram showing function control patterns corresponding to error patterns according to the present embodiment 1.
[0131] First, the function control patterns are divided into six, Pattern 1 to Pattern 6. Pattern 1 occurs when the error pattern is "Error A," and both lending and card returns are possible. Pattern 2 occurs when the error pattern is "Error B," and the number of balls held for the player's rate is equal to or greater than the minimum number of balls to be returned, and lending is not possible, but card returns are possible. Pattern 3 occurs when the error pattern is "Error B," and the number of balls held for the player's rate is less than the minimum number of balls to be returned, and both lending and card returns are not possible.
[0132] Pattern 4 is when the error pattern is "Error C" and the number of balls held for your rate is greater than or equal to the minimum number of balls to be returned, in which case lending is permitted but card return is not possible. Pattern 5 is when the error pattern is "Error C" and the number of balls held for your rate is less than the minimum number of balls to be returned, in which case lending is permitted but card return is not possible, but pressing the card return button is valid. This is because when the number of balls held for your rate is less than the minimum number of balls to be returned, the number of balls held is automatically lent out by the card return operation. Pattern 6 is when the error pattern is "Error D", in which neither lending nor card return is possible.
[0133] <Processing procedure of the inter-machine card processing machine 10> Next, a description will be given of the processing procedure of the inter-machine card processing machine according to the present embodiment 1. Fig. 10 is a flowchart showing the processing procedure of the inter-machine card processing machine according to the present embodiment 1.
[0134] First, when an error is received from the gaming machine 20 (Step S101; Yes), if the error pattern of the error is "Error A" (Step S102; Yes), the process ends immediately.
[0135] If the error pattern is "Error C" (Step S103; Yes), the number of balls held for the player's rate is compared with the minimum number of balls to be returned (Step S104). If the number of balls held for the player's rate is equal to or greater than the minimum number of balls to be returned (Step S104; Yes), the card return button is disabled (Step S106), and the process ends. If the number of balls held for the player's rate is less than the minimum number of balls to be returned (Step S104; No), when the card return button is pressed, the player does not return the card but lends out the balls held for the player's rate (Step S105), and the process ends.
[0136] If the error pattern is "Error B" (Step S107; Yes), the number of balls held for the own rate is compared with the minimum number of balls to be returned (Step S108). If the number of balls held for the own rate is equal to or greater than the minimum number of balls to be returned (Step S108; Yes), lending is disabled (Step S110), and the process ends. If the number of balls held for the own rate is less than the minimum number of balls to be returned (Step S108; No), the card return button is disabled (Step S109), lending is disabled (Step S110), and the process ends.
[0137] If the error pattern is not "Error B" (Step S107; No), it is determined to be "Error D", the card return button is disabled (Step S109), lending is disabled (Step S110), and the process ends.
[0138] In this way, when an error occurs in a gaming machine, the gaming system according to the first embodiment can efficiently restrict functions according to the error pattern that has occurred.
[0139] As described above, in this embodiment 1, the gaming system includes a machine-to-machine card processing machine 10 attached to a gaming machine 20 that provides games based on the number of gaming balls stored in the device itself, and a management device 50 that is communicatively connected to the machine-to-machine card processing machine 10, and when an error occurs in the gaming machine 20, efficient function restrictions can be implemented according to the error pattern related to the error, the number of balls held at the gaming machine's own rate, and the minimum number of balls to be returned.
[0140] [Embodiment 2] Incidentally, in the above-mentioned embodiment 1, a configuration has been described in which a function to be suppressed is controlled according to an error pattern that has occurred in the gaming machine 20, but the present invention is not limited to this, and it is also possible to configure the machine-to-machine card processing device 10 to disable a predetermined function when the authentication key of the gaming machine 20 has expired. In the present embodiment 2, a configuration will be described in which a predetermined function of the machine-to-machine card processing device 10 is disabled when the authentication key of the gaming machine 20 has expired.
[0141] FIG. 11 is an explanatory diagram for explaining an overview of the gaming system according to the second embodiment. As shown in FIG. 11, when the authentication key of the gaming machine 20 expires (S11), only some of the functions of the inter-machine card processing device 10 are disabled (S12). Specifically, only functions that require communication with the gaming machine 20, such as lending by pressing the lend button and paying out held balls by selecting from the menu screen, are disabled. On the other hand, functions such as returning a card by pressing the card return button and theft lock by selecting from the menu screen remain available. This allows players to continue playing using the available functions, while also providing employees with time to respond.
[0142] <An example of function suppression according to the second embodiment> Next, an example of function inhibition according to the present embodiment 2 will be described. Fig. 12 is a diagram showing an example of function inhibition according to the present embodiment 2. As shown in Fig. 12, the functions that will be disabled are lending, paid-out of held balls, replay, and perfectly held balls, and these are functions that require communication with the gaming machine 20.
[0143] The available functions are card return, mobile phone ball saving, ball division, employee call, theft lock, wagon service, errand service, and break mode, which do not require communication with the gaming machine 20.
[0144] In this way, the gaming system of this embodiment 2 can streamline the process of responding to error conditions by disabling only specified functions of the machine-to-machine card processing device 10 when the authentication key of the gaming machine 20 expires.
[0145] [Embodiment 3] In the above-described first embodiment, a configuration for controlling the suppression function according to an error pattern occurring in the gaming machine 20 has been described, but the present invention is not limited to this, and the gaming machine 20 can also be configured to detect and notify the user of an action of repeatedly collecting fractional game balls remaining in the gaming machine 20. In the third embodiment, a configuration for detecting and notifying the user of an action of repeatedly collecting fractional game balls remaining in the gaming machine will be described.
[0146] 13 is an explanatory diagram for explaining an outline of the gaming system according to the third embodiment. As shown in FIG. 13, each time any remaining gaming balls in the gaming machine 20 are collected, the number of collected fractional balls is notified to the management device 50, and the management device 50 stores the history of the collected fractional balls (S21). For example, if 20 balls are collected as the fractional balls of a card with a card ID of 1001 in the gaming machine 20 with the gaming machine number 11, and if 15 balls are collected as the fractional balls of a card with a card ID of 1001 in the gaming machine 20 with the gaming machine number 21, the history of the collected fractional balls for each game is stored in the management device 50.
[0147] If the collection of remainder balls using the same card is repeated a certain number of times, the management device 50 detects this, determines it to be an illegal collection, and notifies the inter-machine card processing device 10 that this is an illegal collection, and the inter-machine card processing device 10 reports that this is an illegal collection (S22). For example, in the gaming machine 20 with gaming machine number 31, if 22 balls are collected as a remainder ball for a card with card ID 1001, the management device 50 determines that the collection of remainder balls for the card with card ID 1001 has already been stored multiple times and has been repeated a certain number of times, and determines that this is an illegal collection.
[0148] In this way, the gaming system of this embodiment 3 can efficiently respond to abnormal situations by detecting and reporting the repeated collection of remaining gaming balls in the gaming machine.
[0149] <Configuration of management device 100> Next, a description will be given of the configuration of the management device 100 according to the present embodiment 3. Fig. 14 is a diagram showing the configuration of the management device 100 according to the present embodiment 3. Note that a description of functional units similar to those of the management device 50 shown in Fig. 7 will be omitted.
[0150] The management device 100 is connected to a display unit 51 and an input unit 52 , and includes an external network communication unit 53 , a store network communication unit 54 , a storage unit 110 , and a control unit 120 .
[0151] The storage unit 110 is a storage device including a hard disk drive, a nonvolatile memory, etc. The storage unit 110 stores card management data 55a, device management data 55b, member management data 55c, collection time data 111, fractional value data 112, consecutive number of times data 113, and fractional value collection data 114.
[0152] The collection time data 111 is data indicating the time period during which collection is permitted and is considered to be legitimate fractional collection, and includes the collection start time and collection end time. The fractional value data 112 is data indicating the fractional value, which is the upper threshold value for what is considered to be a fractional value. The consecutive number of times data 113 is data indicating the threshold value for determining that repeated collection of fractional values with the same card is fraudulent collection. The fractional value collection data 114 is data indicating the history of fractional value collection, and includes the time, card ID, and number of balls added.
[0153] Control unit 120 is a control unit that performs overall control of management device 100, and includes card management unit 56a, device management unit 56b, member management unit 56c, set value management unit 121, fraction collection management unit 122, fraud determination unit 123, and fraud notification unit 124. In practice, by loading these programs into a CPU and executing them, processes corresponding to card management unit 56a, device management unit 56b, member management unit 56c, set value management unit 121, fraction collection management unit 122, fraud determination unit 123, and fraud notification unit 124 are executed.
[0154] The set value management unit 121 is a processing unit that manages the collection time data 111, the fractional value data 112, and the consecutive number of times data 113. The set value management unit 121 receives input of the collection possible time period, the fractional value, and the consecutive number of times from the input unit 52, and stores them in the collection time data 111, the fractional value data 112, and the consecutive number of times data 113, respectively.
[0155] The fraction collection management unit 122 is a processing unit that manages the fraction collection data 114. When the fraction collection management unit 122 receives information relating to an increase in the number of balls stored or held by a card other than a collection-only card from the inter-machine card processing machine 10 at a time other than the collection time period, the fraction collection management unit 122 stores the time, card ID, and increased number of balls included in the information in the fraction collection data 114.
[0156] The fraud determination unit 123 is a processing unit that determines whether the fraction collection action is fraudulent. When the fraud determination unit 123 receives information related to fraction collection from the inter-machine card processor 10, it searches the fraction collection data 114 using the card ID included in the information related to the fraction collection. If the number of data results in the search is equal to or greater than the consecutive number data 113, the fraud determination unit 123 passes the inter-machine card processor ID included in the information related to the fraction collection to the fraud notification unit 124.
[0157] The fraud notification unit 124 is a processing unit that notifies that the fraction collection act has been determined to be fraudulent. When the fraud notification unit 124 receives an inter-machine card processing machine ID from the fraud determination unit 123, it notifies the inter-machine card processing machine 10 corresponding to the inter-machine card processing machine ID that the fraction collection act has been determined to be fraudulent.
[0158] Next, a specific example of data stored in the storage unit 110 of the management device 100 shown in Fig. 14 will be described. Fig. 15 is a diagram showing an example of the collection time data 111, the fractional value data 112, the consecutive number of times data 113, and the fractional collection data 114 shown in Fig. 14.
[0159] The collection time data 111 shown in Figure 15(a) indicates that the collection start time is set to "22:00" and the collection end time is set to "23:00". The fractional value data 112 shown in Figure 15(b) indicates that the fractional value is set to "27" balls. The consecutive number of times data 113 shown in Figure 15(c) indicates that the consecutive number of times is set to "5".
[0160] The fractional part collection data 114 shown in Figure 15 (d) associates the card ID "1001" and the increased number of balls "20" with the time "10:30:00", and associates the card ID "1001" and the increased number of balls "15" with the time "10:41:20".
[0161] <Processing Procedure of Management Device 100> Next, a description will be given of the processing procedure of the management device 100 according to this embodiment 3. Fig. 16 is a flowchart showing the processing procedure of the management device 100 according to this embodiment 3. First, if the current time is after the collection end time (step S201; Yes), it is checked whether there is a notification of an increase in the number of saved balls or held balls (step S202).
[0162] If no notification of an increase in the number of saved balls or held balls has been received (step S202; No), proceed to step S208, and if such an increase notification has been received (step S202; Yes), check whether the card ID included in the increase notification is a collection-only card (step S203).
[0163] If the card ID included in the increase notification is a collection-only card (step S203; Yes), proceed to step S208; if it is not a collection-only card (step S203; No), compare the increased number of balls included in the increase notification with the fractional value (step S204).
[0164] If the increased number of balls included in the increase notification is greater than the fractional value (step S204; No), proceed to step S208, and if the increased number of balls is less than or equal to the fractional value (step S204; Yes), the time, card ID, and increased number of balls included in the increase notification are stored in fractional value collection data 114 (step S205).
[0165] If the number of data in the fraction collection data 114 that includes the same card ID as the card ID included in the increase notification is equal to or greater than the consecutive number (step S206; Yes), the inter-machine card processing machine 10 corresponding to the inter-machine card processing machine ID included in the increase notification is notified that the fraction collection act has been determined to be fraudulent (step S207).
[0166] If the current time is before the collection start time (step S208; No), the process proceeds to step S202, and if the current time is after the collection start time (step S208; Yes), the process ends.
[0167] In this way, the gaming system of this embodiment 3 can efficiently respond to abnormal situations by detecting and reporting the repeated collection of remaining gaming balls in the gaming machine.
[0168] In the above embodiment 3, a configuration was described in which the act of transferring fractional balls to saved balls or held balls is considered to be a fractional ball recovery act regardless of changes in the number of game balls, but the present invention is not limited to this, and it can also be configured so that the act of transferring fractional balls to saved balls or held balls after the number of game balls has not changed for a certain period of time is considered to be a fractional ball recovery act.
[0169] [Embodiment 4] Incidentally, in the above embodiment 1, a configuration was described in which the suppression function is controlled according to the error pattern that occurs in the gaming machine 20, but the present invention is not limited to this, and when returning a card, it can also be configured to switch between displaying or not displaying the fact that there are gaming balls remaining depending on conditions such as the number of balls held and gaming balls.
[0170] By configuring the display to show / hide the message that game balls remain when a card is returned depending on the conditions of the balls held and game balls, etc., it is possible to prevent forgetting to take game balls that can be associated with a card. In this fourth embodiment, a configuration will be described in which the display to show / hide the message that game balls remain when a card is returned depending on the conditions of the balls held and game balls, etc.
[0171] Figure 17 is an explanatory diagram for explaining an outline of the gaming system according to the fourth embodiment. As shown in Figure 17, when a normal card is inserted into the inter-machine card processing machine 200, if the card return button is pressed (S31), and the number of balls in possession is 20 (less than the minimum number of balls to be returned) and the number of game balls is 100, no display is made to indicate that game balls remain, and the held balls are paid out (S32). Specifically, since the number of balls in possession is less than the minimum number of balls to be returned, the card cannot be returned, and by paying out the held balls, the number of balls in possession becomes 0 and the number of game balls becomes 120.
[0172] Furthermore, if the number of balls held is 50 (more than the minimum number of balls to be returned) and the number of game balls is 100, a message is displayed indicating that game balls remain (S33). Because the number of balls held is more than the minimum number of balls to be returned, the card can be returned, and by counting the remaining game balls, all remaining value can be associated with the card. By displaying that game balls remain, it is possible to prevent players from forgetting to take game balls.
[0173] In this way, the gaming system of this embodiment 4 is configured to switch between displaying or not displaying the fact that gaming balls remain when returning a card, depending on conditions such as the number of balls held and gaming balls, thereby preventing the player from forgetting to take gaming balls that can be associated with a card.
[0174] <Operation when the card return button of the inter-machine card processing machine 200 is pressed> Next, a description will be given of the operation pattern when the card return button of the inter-machine card processor 200 shown in Fig. 17 is pressed. Fig. 18 is a diagram showing the operation pattern when the card return button of the inter-machine card processor 200 shown in Fig. 17 is pressed.
[0175] As shown in Figure 18, the operating patterns when the card return button of the inter-machine card processing machine 200 is pressed are divided into four types, from pattern 1 to pattern 4. In pattern 1, if there is no returnable value, the return button is disabled. In pattern 2, if there are no returnable game balls and the remaining balance or held balls are returnable, normal return processing is performed. In pattern 3, held balls at the own rate cannot be returned, so the held balls are converted into game balls by pressing the return button. In pattern 4, if there are game balls and the game balls can be counted and returned, a message is displayed indicating that there are remaining game balls.
[0176] Next, we will explain the operation of the inter-machine card processing machine 200 when the card return button is pressed according to conditions such as the number of balls in hand and the number of game balls, etc. Figures 19 and 20 are diagrams showing the operation of the inter-machine card processing machine 200 when the card return button is pressed according to conditions such as the number of balls in hand and the number of game balls, etc.
[0177] As shown in Figure 19, if there is no card, the operation pattern is pattern 1, and the operation is that the card is not returnable because there is no card. If the card is a membership card and there are no balls or game balls in hand, the operation pattern is pattern 2, and the operation is to return the membership card as normal because it has no value and can be returned.
[0178] Also, if the card is a membership card, the total number of balls held and game balls is less than the minimum number of balls to be returned for the ball card return, there are balls held, there are game balls, and the automatic ball saving setting is enabled, the operation pattern is pattern 4, and the operation is that balls held at the own rate less than the minimum number of balls to be returned according to the setting can be returned, and game balls can be counted and added to the balls held and returned, so it displays that game balls remain.
[0179] Also, if the card is a membership card, the total number of balls held and game balls is less than the minimum number of balls to be returned for the ball card return, there are balls held, there are game balls, and there is no automatic ball saving setting, the operation pattern is pattern 3, and the balls held are paid out because balls held at the own rate less than the minimum number of balls to be returned cannot be returned.
[0180] Also, if the card is a membership card, the total number of balls held and game balls is less than the minimum number of balls to be returned for the ball card return, there are balls held, no game balls, and the automatic ball saving setting is enabled, the operation pattern is pattern 2, and the balls held at the own rate that are less than the minimum number of balls to be returned according to the setting can be returned, and since there are no game balls, they are returned as normal.
[0181] Also, if the card is a membership card, the total number of balls held and game balls is less than the minimum number of balls to be returned for the ball card return, there are balls held, no game balls, and there is no automatic ball saving setting, the operation pattern is pattern 3, and the balls held are paid out because balls held at the own rate less than the minimum number of balls to be returned cannot be returned.
[0182] Also, if the card is a membership card, and the total number of balls and game balls held is less than the minimum number of balls to be returned for the ball card, or there are no balls held, there are game balls, and the automatic ball saving setting is enabled, the operation pattern is pattern 4, and the operation is that the membership card can be returned without value, and game balls less than the minimum number to be returned can also be counted and returned depending on the setting, so it displays that there are game balls remaining.
[0183] Also, if the card is a membership card, and the total number of balls held and game balls is less than the minimum number of balls to be returned for the ball card return, or there are no balls held, there are game balls, and there is no automatic ball saving setting, the operation pattern is pattern 2, and even if the game balls are counted, they cannot be returned because they are less than the minimum number of balls to be returned, so only the remaining value is returned.
[0184] Also, if the card is a membership card, and the total number of balls held and game balls is equal to or greater than the minimum number of balls to be returned for the ball card return, and there are balls held but no game balls, the operation pattern is pattern 2, and the game balls are returned as normal because there are no game balls.
[0185] Also, if the card is a membership card and the total number of balls and game balls is equal to or greater than the minimum number of balls for returning a ball card, or there are no balls and game balls, the operation pattern is pattern 4, and the operation is that the membership card can be returned without any value, and game balls equal to or greater than the minimum number of balls can be counted and returned, so it displays that game balls remain.
[0186] Also, if the card is a membership card, the total number of balls held and game balls is equal to or greater than the minimum number of balls to be returned for the ball card return, the balls held are less than the minimum number of balls to be returned, there are game balls, and there is an automatic ball saving setting, the operation pattern is pattern 4, and the operation is that balls held at the own rate less than the minimum number of balls to be returned according to the setting can be returned, and game balls can be counted and added to the balls held and returned, so it displays that there are game balls remaining.
[0187] Also, if the card is a membership card, the total number of balls held and game balls is equal to or greater than the minimum number of balls to be returned for the ball card return, the balls held are less than the minimum number of balls to be returned, there are game balls, and there is no automatic ball saving setting, the operation pattern is pattern 3, and the balls held are paid out because balls held at the own rate less than the minimum number of balls to be returned cannot be returned.
[0188] Also, if the card is a membership card, the total number of balls held and game balls is equal to or greater than the minimum number of balls to be returned for the ball card return, the balls held are equal to or greater than the minimum number of balls to be returned, and game balls are present, the operation pattern is pattern 4, and the operation is that balls held at the own rate equal to or greater than the minimum number of balls to be returned can be returned, and game balls can be counted and added to the balls held and returned, so it displays that game balls remain.
[0189] Also, as shown in Figure 20, if the card is a general card, there is no remaining balance / other rate balls in hand, and there are no balls or game balls in hand, the operation pattern is pattern 1, and the operation is that the card is not returnable because there is no value in returning it.
[0190] Also, if the card is a general card, there is no remaining balance / other rate balls, the total of the balls and game balls is less than the minimum number of balls to be returned for the ball card return, and there are balls in hand, the operation pattern is pattern 3, and the balls in hand are paid out because balls in hand of the player's own rate that are less than the minimum number of balls to be returned cannot be returned.
[0191] Also, if the card is a general card, there is no remaining balance / other rate balls, the total of the balls and game balls is less than the minimum number of balls to be returned for returning the card, there are no balls, but there are game balls, the operation pattern is pattern 1, and the card is not returnable because there is no value in returning it.
[0192] Also, if the card is a general card, there is no remaining balance / other rate balls, the total of the balls and game balls is equal to or greater than the minimum number of balls to be returned for the returned ball card, there are balls in play, but no game balls, the operation pattern is pattern 2, and as there are no game balls, they are returned as normal.
[0193] Also, if the card is a general card, there is no remaining balance / other rate balls, the total of the balls and game balls is equal to or greater than the minimum number of balls to be returned for the returned card, there are no balls, but there are game balls, the operation pattern is pattern 1, and the card is not returnable because there is no value in returning it.
[0194] Also, if the card is a general card, there is no remaining balance / other rate balls, the total of the balls and game balls is equal to or greater than the minimum number of balls to be returned for the ball card return, the balls are less than the minimum number of balls to be returned, and game balls are present, the operation pattern is pattern 3, and the balls held at the own rate that are less than the minimum number of balls to be returned cannot be returned, so the balls held are paid out.
[0195] Also, if the card is a general card, there is no remaining balance / other rate balls, the total of the balls and game balls is equal to or greater than the minimum number of balls to be returned for the ball card return, the balls in hand are equal to or greater than the minimum number of balls to be returned, and there are game balls, the operation pattern is pattern 4, and the game balls in hand that are equal to or greater than the minimum number of balls to be returned are returnable, and game balls can be counted and added to the balls in hand and returned, so it displays that there are game balls remaining.
[0196] Also, if the card is a normal card, there is a balance / other rate balls in hand, and there are no balls or game balls in hand, the operation pattern is pattern 2, and only the balance and other rate balls in hand are returned as normal.
[0197] Also, if the card is a general card, there is a balance / other rate balls in hand, the total of the balls and game balls in hand is less than the minimum number of balls to be returned for the returned ball card, and there are balls in hand, the operation pattern is pattern 3, and the balls in hand are paid out because balls in hand of the player's own rate that are less than the minimum number of balls to be returned cannot be returned.
[0198] Also, if the card is a general card, there is a balance / other rate balls in hand, the total of the balls and game balls in hand is less than the minimum number of balls to be returned for the returned card, there are no balls in hand, and there are game balls, the operation pattern is pattern 2, and even if the game balls are counted, they cannot be returned because they are less than the minimum number of balls to be returned, and only other value is returned.
[0199] Also, if the card is a regular card, there is a balance / other rate balls in hand, the total of the balls and game balls is equal to or greater than the minimum number of balls to be returned for the returned ball card, there are balls in hand, but no game balls, the operation pattern is pattern 2, and as there are no game balls, they are returned as normal.
[0200] Also, if the card is a regular card, there is a balance / other rate balls in hand, the total of the balls and game balls is equal to or greater than the minimum number of balls to be returned for the ball card, there are no balls in hand, and there are game balls, the operation pattern is pattern 4, and the operation is that there are balance / other rate balls in hand and they can be returned, and game balls in excess of the minimum number of balls to be returned can be counted and returned, so it displays that there are game balls remaining.
[0201] Also, if the card is a general card, there is a balance / other rate balls in hand, the total of the balls in hand and game balls is equal to or greater than the minimum number of balls to be returned for the ball card return, the balls in hand are less than the minimum number of balls to be returned, and game balls are in hand, the operation pattern is pattern 3, and the balls in hand are paid out because balls in hand of the player's own rate that are less than the minimum number of balls to be returned cannot be returned.
[0202] Also, if the card is a general card, there is a balance / other rate balls in hand, the total of the balls in hand and game balls is equal to or greater than the minimum number of balls to be returned for the ball card return, the balls in hand are equal to or greater than the minimum number of balls to be returned, and there are game balls, the operation pattern is pattern 4, and the game balls in hand that are equal to or greater than the minimum number of balls to be returned at the own rate are returnable, and game balls can be counted and added to the balls in hand and returned, so it displays that game balls remain.
[0203] In this way, the gaming system of this embodiment 4 is configured to switch between displaying or not displaying the fact that gaming balls remain when returning a card, depending on conditions such as the number of balls held and gaming balls, thereby preventing the player from forgetting to take gaming balls that can be associated with a card.
[0204] In the above embodiment 4, a configuration was described in which, when returning a card, a message is displayed indicating that game balls remain depending on conditions such as the number of balls held and game balls, but the present invention is not limited to this, and it is also possible to configure the device so that, when it is determined that a message indicating that game balls remain should be displayed, the display can be switched on or off depending on the settings.
[0205] Furthermore, in the above embodiment 4, a configuration was described in which, when returning a card, a message is displayed indicating that game balls remain depending on conditions such as the number of balls held and game balls, but the present invention is not limited to this, and it is also possible to configure the device so that a message indicating that game balls remain is not displayed when out / safe data is received from the gaming machine 20.
[0206] Furthermore, in the above embodiment 4, a configuration was described in which, when returning a card, a message is displayed indicating that game balls remain depending on conditions such as the number of balls held and game balls, but the present invention is not limited to this, and it can also be configured to notify an employee if game balls remain when out / safe data is not received from the gaming machine 20 for a certain period of time.
[0207] Furthermore, the configurations illustrated in the above embodiments are merely functional schematics and do not necessarily have to be 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]
[0208] The gaming device according to the present invention is suitable for appropriately controlling the return of storage media while taking into consideration the minimum number of balls to be returned. [Explanation of symbols]
[0209] 10 Inter-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 16c Minimum return ball data 17 Control Unit 17a Data Management Department 17b Setting value management section 17c Control judgment section 17d Function control section 17e Card return control unit 18 Gaming Management Department 18a Authentication processing section 18b Authentication key management unit 18c Gaming Machine Status Management Department 18d Error receiver 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 Playable Number 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 Minimum return ball data 56 Control Unit 56a Card Management Department 56b Equipment management department 56c Membership Management Department 56d Setting value control section 60 Prize Management Device 70 Payment machine 100 Management device 110 Storage section 111 Recovery time data 112 Fractional Data 113 consecutive count data 114 Fractional Collection Data 120 control section 121 Setting value control unit 122 Fraction Collection Management Department 123 Fraud Judgment Department 124 Fraud Notification Department 200 card processing machines
Claims
1. A gaming device provided in correspondence with a gaming machine, a value storage means for storing a value; an acquisition means for acquiring a gaming machine management number stored in the gaming machine; a receiving means for receiving a return operation of the storage medium; a predetermined number storage means for storing a predetermined number of values that can be returned by associating the number of possessions with the storage medium; a control means for controlling so as to display the fact that the number of gaming machines under management remains when a return operation of the storage medium is accepted in a state where the value exists and the number of gaming machines under management acquired by the acquisition means is equal to or greater than the predetermined number, and not to display the fact that the number of gaming machines under management remains when a return operation of the storage medium is accepted in a state where the value exists and the number of gaming machines under management acquired by the acquisition means is less than the predetermined number; A gaming device comprising:
2. The value is:
2. The gaming device according to claim 1, wherein the remaining amount or the second number of shares usable by said gaming machine is at a rate different from the rate of the first number of shares.
3. The predetermined number is 3. The gaming device according to claim 2, wherein the first number is the minimum number of games that can be returned in association with the storage medium.
Citation Information
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