Game system, game device, and game method
The gaming system automates the pairing of wireless audio devices with gaming machines using a reception and control mechanism, addressing the inefficiency of manual pairing in existing systems and improving user convenience.
Patent Information
- Application Number
- JP2024123425
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-30
- Publication Date
- 2026-02-12
AI Technical Summary
Existing gaming systems require time-consuming manual pairing operations when connecting wireless audio devices like wireless earphones or headphones to gaming machines.
A gaming system with a gaming device that includes a reception means for receiving a recording medium and a control means to automatically pair and control connections with in-store devices based on player input, using a portable terminal to streamline the pairing process.
Efficiently connects wirelessly compatible audio equipment to gaming devices by automating the pairing process, reducing user interaction and enhancing convenience.
Smart Images

Figure 2026022069000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming system, a gaming device, and a gaming method that can efficiently connect a wirelessly connectable audio device and a gaming device. [Background technology]
[0002] Conventionally, in gaming machines such as pachinko machines, sound is output from speakers when effects are being produced, but in response to self-regulatory movements to reduce the volume output from gaming machines, a conventional technology is known that attempts to output sound from audio devices such as headphones or earphones connected to the gaming machine (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2024-067571 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the case of Patent Document 1, when wirelessly connecting audio equipment such as wireless earphones or wireless headphones to a gaming machine using Bluetooth (registered trademark) or the like, a pairing operation must be performed each time, which is time-consuming.
[0005] The present invention has been made to solve the above-mentioned problems, and aims to provide a gaming system, a gaming device, and a gaming method that can efficiently connect wirelessly compatible audio equipment and a gaming device. [Means for solving the problem]
[0006] In order to solve the above problems, the present invention provides a gaming system having a gaming device attached to a gaming machine installed in an amusement parlor, wherein the gaming device is characterized by having a reception means for receiving a recording medium associated with predetermined information set by operation of a player, and a control means for controlling a connection to an in-store device installed in the amusement parlor or changing the display content of the in-store device when the reception means receives the recording medium.
[0007] In the above invention, the present invention is characterized in that the operation of the player is preset by a portable terminal carried by the player.
[0008] In the present invention, the recording medium is a member's recording medium provided to the customer by the gaming establishment when the customer registers as a member.
[0009] In addition, in the above invention, the present invention is characterized in that the specified information is connection information for pairing a wirelessly connected audio device possessed by the player, and the control means controls the gaming machine and / or the gaming device to automatically pair with the audio device when the recording medium is accepted by the acceptance means.
[0010] In addition, in the above invention, the present invention is characterized in that the control means controls the gaming machine and / or the gaming device to automatically cancel the pairing with the audio equipment when the recording medium is returned.
[0011] Furthermore, in the above invention, the present invention is characterized in that the reception means receives a predetermined pairing cancellation operation from the mobile terminal, and the control means, when receiving the pairing cancellation operation from the mobile terminal, controls to automatically cancel the pairing between the gaming machine and / or the gaming device and the audio equipment.
[0012] In addition, in the above invention, the present invention is characterized in that the specified information is first display control information of the in-store device, which is a stand lamp, and when the reception means receives the recording medium, the predetermined first information display of the stand lamp is controlled to be changed to a second information display corresponding to the first display control information.
[0013] Furthermore, in the present invention, the control means controls the display to change the second information display to the first information display when the recording medium is returned.
[0014] In addition, in the above invention, the present invention is characterized in that when second display control information is received by the mobile terminal, the control means controls the second information display to be changed to a third information display corresponding to the second display control information.
[0015] The present invention is also characterized in that it is a gaming device attached to a gaming machine installed in an amusement parlor, and is equipped with a reception means for receiving a recording medium associated with predetermined information set by operation of a player, and a control means for controlling a connection to an in-store device installed in the amusement parlor or a change in the display content of the in-store device when the reception means receives the recording medium.
[0016] The present invention also provides a gaming method in a gaming system having a gaming device attached to a gaming machine installed in a gaming parlor, characterized in that it includes a reception step in which the gaming device receives a recording medium associated with predetermined information set by a player's operation, and a control step in which, when the recording medium is received in the reception step, the gaming device controls connection to an in-store device installed in the gaming parlor or changes the display content of the in-store device. [Effects of the Invention]
[0017] According to the present invention, it is possible to efficiently connect a wirelessly connectable audio device and a gaming device. [Brief explanation of the drawings]
[0018] [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 functional block diagram showing the configuration of the inter-machine card processing machine shown in FIG. [Figure 5] FIG. 5 is a diagram showing an example of the device status data, card data, and pairing setting data shown in FIG. [Figure 6] FIG. 6 is a functional block diagram showing the configuration of the gaming machine shown in FIG. [Figure 7] FIG. 7 is a diagram showing an example of the pairing setting data shown in FIG. [Figure 8] FIG. 8 is a functional block diagram showing the configuration of the management device shown in FIG. [Figure 9] FIG. 9 is a diagram showing an example of the card management data, the device management data, and the member management data shown in FIG. [Figure 10] FIG. 10 is a diagram illustrating an example of the store ID data and the application linkage data illustrated in FIG. [Figure 11] FIG. 11 is a functional block diagram showing the configuration of the application server shown in FIG. [Figure 12] FIG. 12 is a diagram showing an example of the user management data shown in FIG. [Figure 13] FIG. 13 is a flowchart illustrating a processing procedure related to pairing connection according to the first embodiment. [Figure 14] FIG. 14 is a flowchart illustrating a process procedure for reconnecting a pairing connection according to the first embodiment. [Figure 15] FIG. 15 is a diagram illustrating an example of a hardware configuration according to the first embodiment. [Figure 16]FIG. 16 is an explanatory diagram of an outline of a gaming system according to a modified example. [Figure 17] FIG. 17 is an explanatory diagram of an outline of a gaming system according to the second embodiment. [Figure 18] FIG. 18 is a functional block diagram showing the configuration of the management device shown in FIG. [Figure 19] FIG. 19 is a diagram illustrating an example of the application link data illustrated in FIG. [Figure 20] FIG. 20 is an explanatory diagram of an outline of a gaming system according to the third embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0019] [Embodiment 1] Hereinafter, a gaming system, a gaming device, and a gaming method according to the first embodiment will be described in detail with reference to the drawings.
[0020] In this specification, "reserved balls" refers to data indicating gaming media acquired by a player through gaming, which can only be used again for gaming on the same day (before the gaming establishment's closing time). "Number of retained balls" refers to the number of gaming media acquired by a player through gaming. "Saved balls" refers to data indicating gaming media deposited by a player at a gaming establishment, which can be used again for gaming from the next day onwards (after the gaming establishment's closing time). "Saved balls" refers to the number of gaming media deposited by a player at a gaming establishment. Reserved balls are available to both regular players and member players, and are used when a gaming machine is moved, for example. In principle, only member players can use saved balls, and are used when acquired gaming media are used to play a gaming machine from the next day onwards. "Number of managed gaming machine balls" refers to the number of managed gaming machine balls available for a player to use for gaming.
[0021] Overview of the gaming system according to the first embodiment First, an outline of the gaming system according to the present embodiment 1 will be described. Fig. 1 is an explanatory diagram for explaining the outline of the gaming system according to the present embodiment 1.
[0022] In this gaming system, it is possible to pair the earphones 120 used by the player with the inter-machine card processing machine 10 using short-range wireless communication such as BLE (Bluetooth Low Energy). In addition, the inter-machine card processing machine 10 is pre-set to be paired with the gaming machine 20 and machine lamp 40 installed alongside it.
[0023] 1(a), when the mobile terminal 110 possessed by the player receives information for linking the card ID at the gaming establishment with the app (hereinafter referred to as "app link information") and earphone connection setting information indicating whether earphone connection is set or not, the mobile terminal 110 notifies the received information to the management device 50 via the app server 100 (S1). The management device 50 stores the received information as app link data (S2).
[0024] As shown in Figure 1(b), when a membership card is inserted into the inter-machine card processing machine 10 (S3), a card insertion notification is sent to the management device 50 (S4). If the earphone connection setting corresponding to the received card ID is "ON" in the app link data, the management device 50 sends a wireless connection instruction including the earphone ID to the inter-machine card processing machine 10 (S5).
[0025] The inter-machine card processing machine 10 automatically establishes a pairing connection with the pre-set gaming machine 20 and machine lamp 40 (S6), and also establishes a pairing connection with the earphone 120, and outputs the sound of the gaming machine 20 and machine lamp 40 to the earphone 120 (S7).
[0026] In this way, in the gaming system of this embodiment 1, the management device manages app linkage data that links information about the app, membership card, and earphones used by the player, so that when the player inserts the membership card into the inter-machine card processing machine, the inter-machine card processing machine and the earphones, gaming machine, and machine lamp are automatically paired and connected, and audio is output to the earphones, so that wirelessly compatible audio equipment can be efficiently connected to the gaming device.
[0027] <System configuration according to the first embodiment> Next, we will explain the system configuration of the gaming system according to this embodiment 1. Fig. 2 is a diagram showing the system configuration of the gaming system according to this embodiment 1. As shown in Fig. 2, a gaming facility is equipped with a plurality of gaming machines 20 and an inter-machine card processing machine 10 provided corresponding to each gaming machine 20.
[0028] The inter-machine card processing machine 10 is connected to a communication line, which is an in-store network, via the island controller 30. The island controller 30, machine lamp 40, management device 50, prize management device 60, adjustment machine 70, and wireless router 80 are connected to the communication line. The wireless router 80 is connected to the employee terminal 90 via short-range wireless communication such as Wi-Fi (registered trademark). The inter-machine card processing machine 10 is paired and connected to the earphones 120 via short-range wireless communication such as BLE.
[0029] The management device 50 is connected to the Internet, and in addition to the management device 50, the application server 100 and the mobile terminal 110 are also connected to the Internet.
[0030] 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.
[0031] Each of the winning areas is provided with a winning sensor for detecting the passage of a gaming ball into the winning area, and the winning sensor detects the passage (winning) of a gaming ball shot into the winning area. The control unit of the gaming machine 20 also has a prize ball memory for storing the number of gaming balls to be awarded as prize balls for each winning area, and a gaming ball number memory for indicating the number of gaming balls managed by the gaming machine. The control unit of the gaming machine 20 also periodically transmits the number of gaming balls managed by the gaming machine to the machine-to-machine card processing device 10.
[0032] 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.
[0033] Furthermore, 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.
[0034] 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.
[0035] Furthermore, when the gaming machine 20 receives a connection request from the inter-machine card processing machine 10, it establishes a pairing connection with the inter-machine card processing machine 10 and switches the audio output from the speaker to the inter-machine card processing machine 10 with which it has been paired.
[0036] Furthermore, when the gaming machine 20 is paired with the inter-machine card processing machine 10 and the pairing connection is released, the gaming machine 20 switches the audio output to the speaker.
[0037] The inter-machine card processing machine 10 accepts deposits, lends gaming balls, and communicates with the management device 50 and the gaming machines 20. When the inter-machine card processing machine 10 accepts bills inserted by a player, it sends a deposit notification including the deposit amount to the management device 50, thereby adding the prepaid value equivalent to the deposit amount to the prepaid value managed by the management device 50. Then, when a predetermined ball lending operation is performed, it sends a ball lending request to the management device 50, subtracts the prepaid value managed by the management device 50, and notifies the gaming machine 20 of the number corresponding to the subtracted prepaid value, which is added to the number of balls managed by the gaming machine.
[0038] Furthermore, when the inter-machine card processing machine 10 accepts the insertion of a card, it sends a card insertion notification to the management device 50. Furthermore, when the inter-machine card processing machine 10 receives the balance of prepaid value, held balls, or saved balls from the management device 50, it stores the balance. Then, 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.
[0039] Furthermore, when the inter-machine card processing machine 10 receives a held ball replay operation, it subtracts a predetermined number from the number of held balls it manages, notifies the gaming machine 20 of the number corresponding to the subtracted held balls, and adds it to the number of balls managed by the gaming machine. Furthermore, when the inter-machine card processing machine 10 receives a saved ball replay operation, it sends a saved ball replay request to the management device 50, thereby subtracting a predetermined number from the number of saved balls managed by the management device 50, notifies the gaming machine 20 of the number corresponding to the subtracted saved balls, and adds it to the number of balls managed by the gaming machine.
[0040] Furthermore, when the inter-machine card processing device 10 receives a card return operation, it sends a ball addition request including the number of balls held to the management device 50, and after having the management device 50 add the number of balls held, it sends a card ejection notification to the management device 50 and controls the ejection of the card. Note that if a counting operation is received from the gaming machine 20 before the card return operation, the number of balls managed by the gaming machine is added to the number of balls held.
[0041] The inter-machine card processing device 10 also has a function of acquiring a gaming machine ID from the gaming machine 20 and authenticating the gaming machine 20 using the acquired gaming machine ID and an authentication key received from the management device 50. This authentication is performed during opening processing, etc., and the gaming machine 20 becomes available for play on the condition that the authentication is successful.
[0042] Furthermore, when the inter-machine card processor 10 receives a wireless connection instruction from the management device 50, it stores the device ID included in the wireless connection instruction in the pairing setting data as an output device. Then, it notifies a connection request to the device with the device ID indicated in the pairing setting data, and establishes a pairing connection with each device.
[0043] Furthermore, when the inter-machine card processing device 10 releases the pairing connection with the device indicated as the output device of the pairing setting data, it releases all currently connected pairing connections. At this time, if the card ejection operation has not been accepted, it notifies the device with the device ID indicated in the pairing setting data of a connection request and re-establishes pairing connections with each device. If this pairing connection is not established, it notifies the management device 50 of the pairing connection release.
[0044] Furthermore, when the inter-machine card processor 10 receives a wireless disconnection instruction from the management device 50, it releases all pairing connections that are currently connected, and notifies the management device 50 of the pairing connection release.
[0045] In addition, once a pairing connection is established between each device, the inter-machine card processing device 10 outputs the audio received from the device indicated as the input device of the pairing setting data to the device indicated as the output device of the pairing setting data.
[0046] Furthermore, when the inter-machine card processor 10 receives voice data from the management device 50, it outputs the received voice data to the device indicated as the output device in the pairing setting data.
[0047] 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.
[0048] 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.
[0049] 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.
[0050] 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.
[0051] 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.
[0052] 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.
[0053] 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.
[0054] Furthermore, 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.
[0055] 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.
[0056] Furthermore, when the management device 50 receives application linkage information and pairing setting information from the application server 100, the management device 50 stores the received information in the application linkage data.
[0057] Furthermore, when the management device 50 receives a card insertion notification from the inter-machine card processor 10, it checks whether the card ID included in the received card insertion notification is included in the application linkage data. If the card ID is included in the application linkage data and the pairing setting corresponding to this card ID is "ON", it performs the following process.
[0058] A wireless connection instruction is sent to the inter-machine card processing machine 10 that sent the card insertion notification, and the gaming machine number of the gaming machine 20 corresponding to this inter-machine card processing machine 10 is sent to the employee terminal 90. Then, the application server 100 is notified of the application ID corresponding to the card ID included in the card insertion notification as a wireless disconnection instruction.
[0059] In addition, when the management device 50 receives a card ejection notification from the inter-machine card processing device 10, if the pairing connection related to this inter-machine card processing device 10 is ``connected,'' it will notify the inter-machine card processing device 10 of a wireless disconnection instruction.
[0060] Furthermore, when the management device 50 receives a wireless disconnection instruction from the application server 100, it notifies the inter-machine card processor 10 corresponding to the application ID included in the wireless disconnection instruction of the wireless disconnection instruction.
[0061] Furthermore, when the management device 50 receives an instruction to make a broadcast in the store, it transmits predetermined audio data to a speaker (not shown) installed in the store. At this time, this audio data is also transmitted to the inter-machine card processing machine 10 that is paired and connected to the earphone 120.
[0062] The machine lamp 40 is a device that displays various information related to games. The machine lamp 40 displays game information received from the management device 50. When the machine lamp 40 receives a connection request from the inter-machine card processing device 10, it establishes a pairing connection with the inter-machine card processing device 10, stops audio output from a speaker (not shown), and outputs audio to the inter-machine card processing device 10 with which it has been paired.
[0063] Furthermore, when the pairing connection between the machine lamp 40 and the inter-machine card processing device 10 is released, the machine lamp 40 switches the audio output to a speaker (not shown).
[0064] The prize management device 60 is a terminal device for prize exchange installed next to the prize exchange counter in the gaming facility, and performs the prize exchange process for won balls, saved balls, and held balls. This prize management device 60 is connected to a card reader that reads the card ID of the card and a prize payout device that pays out prizes. When the prize management device 60 reads the card ID from a general card or a membership card, it transmits the card ID to the management device 50 and requests the remaining balance of held balls for that card ID. Furthermore, when saved balls are to be exchanged for prizes, it requests the remaining balance of saved balls from the management device 50.
[0065] The settlement machine 70 is a device that settles the balance of the prepaid value associated with the card. When a card associated with prepaid value is inserted, the settlement machine 70 transmits the card ID of the card to the management device 50, obtains the prepaid value associated with the card, and dispenses cash equivalent to the obtained prepaid value.
[0066] Next, we will explain the ball lending process in the gaming system according to this embodiment. When a player performs a ball lending operation on the inter-machine card processing machine 10, the inter-machine card processing machine 10 sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, and a ball lending request.
[0067] When the management device 50 receives a message including a ball lending request, it updates the card management data by subtracting a predetermined value (for example, 5 units, which represents 500 yen when 1 unit is 100 yen) from the prepaid value associated with the card ID in the message, and sends a ball lending permission to the inter-machine card processing machine 10 that sent the permission. The inter-machine card processing machine 10 that has received the ball lending permission sends an addition signal to the gaming machine 20 requesting that a number corresponding to the subtracted prepaid value (for example, "125") be added to the number of balls managed by the gaming machine.
[0068] The gaming machine 20 that receives the addition signal adds up the number of balls managed by the gaming machine and transmits the added number of balls managed by the gaming machine to the inter-machine card processing machine 10. The inter-machine card processing machine 10 compares the sum of the number of balls managed by the gaming machine before the addition and the number of balls lent with the number of balls managed by the gaming machine after the addition, and determines whether the addition of the number of balls managed by the gaming machine was performed appropriately.
[0069] Next, the held ball replay process in the gaming system according to this embodiment will be explained. When the inter-machine card processing machine 10 accepts the insertion of a general card or a membership card, it sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.
[0070] 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.
[0071] The inter-machine card processing machine 10 stores the balance of held balls received from the management device 50. Then, it sends a message to the management device 50 including information specifying the card ID and rate, and a request to subtract held balls. When the management device 50 receives the request to subtract held balls, it clears the balance of held balls specified by the card ID and rate to zero. Furthermore, when the inter-machine card processing machine 10 accepts a request to replay held balls, it subtracts a fixed number from the balance of held balls, notifies the gaming machine 20 of the corresponding number, and adds it to the number of balls managed by the gaming machine.
[0072] When the inter-machine card processing device 10 receives a management transfer request from the gaming machine 20 to transfer its management by making the number of gaming machine managed balls of the gaming machine 20 the balls held by the inter-machine card processing device 10, it adds the number of gaming machine managed balls indicated in the management transfer request to the balls held by its own device. After that, when it accepts a card return operation, it sends a message including a request to add held balls to the management device 50. This message includes the card ID of the card to be discharged, an address or arbitrary identification information that identifies the inter-machine card processing device 10 that sent it, information for identifying the rate of the inter-machine card processing device 10, the balance of held balls, and a request to add held balls.
[0073] 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.
[0074] Next, the stored ball replay process in the gaming system according to this embodiment will be explained. When the inter-machine card processing machine 10 accepts a membership card, it sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.
[0075] 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.
[0076] 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").
[0077] 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.
[0078] 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.
[0079] 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.
[0080] The inter-machine card processing device 10 receives the stored ball replay data, updates the balance of stored balls, and notifies the gaming machine 20 of the number corresponding to the number of stored ball replay units, causing it to be added to the number of balls managed by the gaming machine. It also determines whether the updated balance of stored balls is less than the number of stored ball replay units. If the updated balance of stored ball data is equal to or greater than the number of stored ball replay units, it can accept another stored ball replay operation, and if it accepts a stored ball replay operation, it sends a stored ball replay request. For the second or subsequent stored ball replay operation, there is no need to confirm the PIN. If the updated balance of stored ball data is less than the number of stored ball replay units, it cannot accept a stored ball replay operation.
[0081] 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.
[0082] The wireless router 80 is a device that serves as an access point for short-range wireless communication such as Wi-Fi (registered trademark). The wireless router 80 mediates communication between the management device 50 and the employee terminal 90.
[0083] The employee terminal 90 is a mobile terminal such as a tablet carried by an employee of the gaming facility. When the employee terminal 90 receives a gaming machine number from the management device 50, it displays that earphones are connected to the gaming machine 20 with this gaming machine number.
[0084] Application server 100 is a device that manages information related to applications. When application server 100 receives user information from mobile terminal 110, it generates a unique application ID, associates it with the received user information, stores it as user management data, and notifies mobile terminal 110 of the generated application ID.
[0085] Furthermore, when the application server 100 receives application link information from the mobile terminal 110, the application server 100 stores the received application link information in the user management data to update the data, and notifies the management device 50 of the received application link information.
[0086] Furthermore, when the application server 100 receives pairing setting information from the mobile terminal 110, the application server 100 stores the received pairing setting information in the user management data to update the data, and notifies the management device 50 of the received pairing setting information.
[0087] Furthermore, when the application server 100 receives a wireless disconnection instruction from the management device 50, it notifies the mobile terminal 110 corresponding to the application ID included in the received wireless disconnection instruction of the wireless disconnection instruction.
[0088] Furthermore, when the application server 100 receives a wireless disconnection instruction from the mobile terminal 110, it notifies the management device 50 corresponding to the application ID included in the received wireless disconnection instruction of the wireless disconnection instruction.
[0089] Furthermore, when the application server 100 receives access from the mobile terminal 110 via an application, it distributes information about the gaming machine 20 and the like to the mobile terminal 110.
[0090] The mobile terminal 110 is a mobile terminal such as a smartphone carried by a player. When the mobile terminal 110 receives user information including the name of the application user, it notifies the application server 100 of the received user information. Then, when the mobile terminal 110 receives an application ID from the application server 100, it stores the received application ID.
[0091] Furthermore, when the mobile terminal 110 receives the store ID and card ID of the gaming facility, it adds an application ID to the received store ID and card ID, and notifies the application server 100 of the application link information.
[0092] Furthermore, when the mobile terminal 110 receives the device ID and pairing setting ("ON" or "OFF") of the earphone 120, it adds an application ID to the received device ID and pairing setting, and notifies the application server 100 of the pairing setting information.
[0093] Furthermore, when the mobile terminal 110 is paired with the earphone 120 and receives a wireless disconnection instruction from the application server 100, the mobile terminal 110 releases the pairing connection with the earphone 120.
[0094] Furthermore, when the mobile terminal 110 receives an instruction to disconnect the wireless communication between the earphone 120 and the inter-machine card processor 10, it notifies the application server 100 of the application ID as a wireless communication disconnection instruction.
[0095] Furthermore, the mobile terminal 110 accesses the application server 100 using the application, and displays information relating to gaming machines and the like received from the application server 100.
[0096] <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.
[0097] 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.
[0098] 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.
[0099] The count button 22 is an operation button for transferring the management of the number of balls that can be dispensed from the gaming machine 20 to the inter-machine card processing machine 10 by subtracting the number of balls managed by the gaming machine 20 and adding the corresponding number to the balls held by the inter-machine card processing machine 10. In the open gaming machine 20 in which actual gaming balls are dispensed upon winning, this management transfer corresponds to the counting process in which the inter-machine card processing machine 10 counts the dispensed gaming balls and adds them to the balls held.
[0100] <Configuration of the inter-machine card processing machine 10> Next, we will explain the configuration of the inter-machine card processing machine 10 shown in Fig. 2. Fig. 4 is a functional block diagram showing the configuration of the inter-machine card processing machine 10 shown in Fig. 2. As shown in Fig. 4, the inter-machine card processing machine 10 has a banknote transport unit 12, a display operation unit 13, a reader / writer 14, a communication unit 15, a wireless communication unit 19, a memory unit 16, a control unit 17, and a game management unit 18.
[0101] 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.
[0102] 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 passes through the reader / writer 14 and is stored in a card storage unit (not shown).
[0103] The communication unit 15 is an interface unit for performing data communication with the management device 50 via the island controller 30. The wireless communication unit 19 is an interface unit for performing data communication with the gaming machine 20, the machine lamp 40, and the earphone 120 by short-range wireless communication such as BLE.
[0104] The storage unit 16 is a storage device including a hard disk drive, a nonvolatile memory, etc. The storage unit 16 stores device status data 16a, card data 16b, and pairing setting data 16c.
[0105] 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.
[0106] 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.
[0107] The pairing setting data 16c indicates the ID of a device to be paired by short-range wireless communication such as BLE. The pairing setting data 16c stores the IDs of output devices and input devices, distinguishing between them. For example, the output device is the earphone 120, and the input devices are the gaming machine 20 and the machine lamp 40.
[0108] The gaming management unit 18 is a processing unit that performs processing related to authentication and communication with the gaming machine 20. It is desirable that this gaming management unit 18 be formed on a different board from that of the control unit 17. The gaming management unit 18 has an authentication processing unit 18a, an authentication key management unit 18b, and a gaming machine status management unit 18c. In practice, by loading and executing these programs into a CPU (Central Processing Unit), the authentication processing unit 18a, the authentication key management unit 18b, and the gaming machine status management unit 18c will execute processes corresponding to each of them.
[0109] 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.
[0110] 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.
[0111] The gaming machine status management unit 18c is a processing unit that communicates with the gaming machine 20 and manages the status of the gaming machine 20. Specifically, the gaming machine status management unit 18c acquires the gaming machine ID from the gaming machine 20, transmits a request to add balls to the number of balls managed by the gaming machine when balls are loaned, transmits a request to transfer management from held balls to the number of balls managed by the gaming machine when held balls are replayed, transmits a request to add balls to the number of balls managed by the gaming machine when saved balls are replayed, receives game results such as the number of balls inserted and the number of balls paid out in the gaming machine 20, and receives a request to transfer management from the number of balls managed by the gaming machine to held balls when counted. Such communication between the inter-machine card processing machine 10 and the gaming machine 20 is encrypted communication using a predetermined encryption method.
[0112] Furthermore, the gaming machine status management unit 18c further acquires the status set for the game, such as the current number of managed gaming balls of the gaming machine 20, start, jackpot, jackpot type, number of lotteries, etc. The time interval at which the gaming machine status management unit 18c acquires the status of the gaming machine 20 is preferably set shorter than the interval at which gaming balls are released (used) in the gaming machine 20. Furthermore, once the gaming machine status management unit 18c acquires the number of managed gaming balls from the gaming machine 20, it passes the number of managed gaming balls to the control unit 17.
[0113] The timing when the gaming machine status management unit 18c acquires a new gaming machine ID from the gaming machine 20 is not limited to before opening. The gaming machine status management unit 18c can acquire a gaming machine ID or determine whether to replace the gaming machine 20 when the inter-machine card processing machine 10 is powered on or off, during periodic communication, when processing related to the number of gaming machine balls managed (ball lending, replay, counting, etc.) is performed, when returning from an offline state, etc. Furthermore, these timings may be used in combination.
[0114] The control unit 17 is a control unit that performs overall control of the inter-machine card processing machine 10, and has a data management unit 17a, a wireless connection control unit 17b, and an audio output control unit 17c. In practice, by loading these programs into the CPU and executing them, the data management unit 17a, the wireless connection control unit 17b, and the audio output control unit 17c will execute the processes corresponding to them.
[0115] The data management unit 17a is a processing unit that manages the card data 16b. When a card is inserted, the data management unit 17a transmits a card insertion notification including the card ID and the inter-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) and a PIN number from the management device 50, it updates the card data 16b with the received value and PIN number.
[0116] 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.
[0117] Furthermore, when a ball lending operation is performed by a player, the data management unit 17a transmits a ball lending request including the card ID and the inter-machine card processing machine ID to the management device 50. If permission to lend balls is received in response to this ball lending request, the data management unit 17a instructs the gaming management unit 18 to subtract the prepaid value of the card data 16b and add a predetermined number of balls to the gaming machine managed number of balls of the gaming machine 20.
[0118] In addition, when the data management unit 17a receives an operation to replay the held balls, it instructs the game management unit 18 to subtract and update the held balls in the card data 16b and add the corresponding number of balls to the number of balls managed by the game machine 20.
[0119] Furthermore, if the balance of saved balls indicated in the card data 16b is equal to or greater than the number of saved ball replay units, the data management unit 17a displays a saved ball replay button on the display operation unit 13, making it possible to accept a saved ball replay operation. When a saved ball replay operation is performed by a player, the data management unit 17a transmits a saved ball replay request including the card ID and the machine-to-machine card processor ID to the management device 50. If saved ball replay data is received in response to this saved ball replay request, the data management unit 17a updates the saved ball balance in the card data 16b and instructs the gaming management unit 18 to add the number of balls corresponding to the number of saved ball replay units to the number of gaming machine-managed balls of the gaming machine 20. Note that when a saved ball replay operation is performed for the first time, the input of a PIN is required, and a match with the PIN indicated in the card data 16b is a condition for transmitting a saved ball replay request.
[0120] 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.
[0121] 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.
[0122] The wireless connection control unit 17b is a processing unit that controls pairing connections with devices such as the earphones 120 via wireless communication. When the wireless connection control unit 17b receives a wireless connection instruction from the management device 50, it stores the device ID included in the wireless connection instruction in the pairing setting data 16c as an output device. Then, it notifies a connection request to the device having the device ID indicated in the pairing setting data 16c, and establishes pairing connections with each device.
[0123] Furthermore, if a pairing connection with a device indicated as an output device in the pairing setting data 16c is canceled during the pairing connection, the wireless connection control unit 17b cancels all pairing connections that are currently connected. At this time, if a card ejection operation has not been accepted, the wireless connection control unit 17b notifies a connection request to the device having the device ID indicated in the pairing setting data 16c, and re-establishes pairing connections with each device. If the pairing connection is not established, the wireless connection control unit 17b notifies the management device 50 of the pairing connection cancellation.
[0124] Furthermore, when the wireless connection control unit 17b receives a wireless disconnection instruction from the management device 50, it releases all pairing connections that are currently connected, and notifies the management device 50 of the pairing connection release.
[0125] The audio output control unit 17c is a processing unit that controls the input and output of audio. Once a pairing connection has been established between each device by the wireless connection control unit 17b, the audio output control unit 17c outputs audio received from a device indicated as an input device in the pairing setting data 16c to a device indicated as an output device in the pairing setting data 16c. Once audio data has been received from the management device 50, the audio output control unit 17c outputs the received audio data to the device indicated as an output device in the pairing setting data 16c.
[0126] Next, an 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 host device status data 16a, card data 16b, and pairing setting data 16c shown in Fig. 4.
[0127] 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.
[0128] The card data 16b shown in Figure 5(b) indicates that the ID of the card inserted into the inter-machine card processing machine 10 is "2015", the PIN number for replaying saved balls is "1234", and the prepaid value is "100". Note that the prepaid value here is equivalent to 100 yen per unit.
[0129] Furthermore, card data 16b indicates that, in terms of held balls, the balance of held balls for ball 1 is "990" balls, the balance of held balls for ball 2 is "0" balls, and the balance of held balls for ball 3 is "0" balls, and, in terms of saved balls, the balance of saved balls for ball 1 is "0" balls, the balance of saved balls for ball 2 is "0" balls, and the balance of saved balls for ball 3 is "0" balls.
[0130] The pairing setting data 16c shown in FIG. 5(c) indicates that the ID of the output device is "YP0123" and the IDs of the input devices are "PD1234" and "DL2345."
[0131] <Configuration of gaming machine 20> Next, we will explain the configuration of the gaming machine 20 shown in Fig. 2. Fig. 6 is a functional block diagram showing the configuration of the gaming machine 20 shown in Fig. 2. As shown in Fig. 6, the gaming machine 20 has a communication control unit 23, a performance control unit 24, a game control unit 25, a game ball control unit 26, a memory unit 27, a speaker 28, and a wireless communication unit 29.
[0132] The speaker 28 is an output device that outputs sound. The wireless communication unit 29 is an interface unit for performing data communication related to sound with the inter-machine card processing machine 10 by short-range wireless communication such as BLE.
[0133] The communication control unit 23 is an interface unit for performing data communication via wired communication with the inter-machine card processing unit 10. Communication with the inter-machine card processing unit 10 is performed using encrypted communication using a predetermined encryption method.
[0134] Furthermore, when the gaming machine 20 is started up, the communication control unit 23 reads out the identification information from the control CPU provided in the gaming control unit 25 and / or gaming 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, gaming control unit 25, and gaming ball control unit 26 are started up, and the gaming machine 20 is put into a playable state.
[0135] 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.
[0136] 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.
[0137] 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.
[0138] 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.
[0139] 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.
[0140] The effect control unit 24 is a control unit that controls the effects during play, and includes an effect symbol lottery unit 24a, an effect lottery unit 24b, a wireless connection control unit 24c, and an audio output control unit 24d. In practice, by loading these programs into the CPU and executing them, the effect symbol lottery unit 24a, the effect lottery unit 24b, the wireless connection control unit 24c, and the audio output control unit 24d will execute processes corresponding to them, respectively.
[0141] 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.
[0142] 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.
[0143] The wireless connection control unit 24c is a processing unit that controls the pairing connection with the inter-machine card processing unit 10. When the wireless connection control unit 24c receives a connection request from the inter-machine card processing unit 10, it establishes a pairing connection with the inter-machine card processing unit 10.
[0144] The audio output control unit 24d is a processing unit that controls the output destination of audio. When the wireless connection control unit 24c establishes a pairing connection with the inter-machine card processing machine 10, the audio output control unit 24d stops audio output to the speaker 28 and switches audio output to the wireless communication unit 29.
[0145] In addition, when the audio output control unit 24d is in a pairing connection with the inter-machine card processing machine 10 and the pairing connection is released, the audio output control unit 24d stops audio output to the wireless communication unit 29 and switches to audio output to the speaker 28.
[0146] 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.
[0147] The gaming ball control unit 26 is a control unit that controls the number of gaming balls managed by the gaming machine. In practice, a program corresponding to the gaming ball control unit 26 is loaded into the CPU and executed to execute the process. The gaming ball count management unit 26a is a management unit that manages the number of gaming balls, i.e., the number of gaming balls managed by the gaming machine.
[0148] Specifically, the gaming ball control unit 26 stores the number of gaming balls managed by the gaming machine in a gaming ball number memory, subtracts "1" from the number of gaming balls managed by the gaming machine each time a gaming ball is released, and adds the number of prize balls won by winning to the number of gaming balls managed by the gaming machine. Also, when the number of balls is notified by the inter-machine card processing machine 10, it adds the notified number of balls to the number of gaming machine balls managed by the gaming machine, and sends a confirmation signal to the inter-machine card processing machine 10 indicating that the number has been added to the number of gaming machine balls managed. The gaming ball control unit 26 can also control the cleaning of the gaming balls (circulating balls) enclosed in the gaming machine 20.
[0149] Furthermore, the gaming ball control unit 26 periodically transmits the number of gaming machine balls managed, which is stored in the gaming ball count memory, to the machine-to-machine card processing unit 10. In this case, the gaming ball control unit 26 continues to update the number of gaming machine balls managed depending on the game status without clearing the contents of the gaming ball count memory to zero, and transmits the number of gaming machine balls managed at the time of data acquisition to the machine-to-machine card processing unit 10.
[0150] The gaming machine 20 is also provided with a counting button 22, and a signal indicating that the counting button 22 has been pressed is input to the gaming ball control unit 26. The gaming ball control unit 26 detects the pressing of the counting button 22, and if the time from when the detection signal rises to when it falls is less than a certain time, it sends a management transfer request to the inter-machine card processor 10 along with data on the number of gaming machine balls managed in increments of a certain number (for example, 100 balls per operation). Then, it subtracts (invalidates) the number of balls that have been transferred to the inter-machine card processor 10's management from the number of gaming machine balls managed. Furthermore, if the pressing of the counting button 22 is detected and no fall is detected for a predetermined time or more after the detection signal rises, it sends a management transfer request to the inter-machine card processor 10 along with data on the number of gaming machine balls managed in increments of a certain number (for example, 200 balls per 5 seconds) each time the detection signal remains high for a certain time. Then, the number of balls transferred to the management of the inter-machine card processing device 10 is subtracted (invalidated) from the number of balls managed by the gaming machine. When subtracting from the number of balls managed by the gaming machine, possible methods include decrementing the value to be subtracted from the value of 1 stored in memory, or updating the value stored in memory with the value after the subtraction and deleting or logically deleting the value before the subtraction to invalidate it, but there are no particular limitations as long as the value after the subtraction can be identified.
[0151] 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.
[0152] Next, an example of data stored in the storage unit 27 of the gaming machine 20 shown in Fig. 6 will be described. Fig. 7 is a diagram showing an example of the pairing setting data 27a shown in Fig. 6. The pairing setting data 27a shown in Fig. 7 indicates that the pairing device ID is "DC6789".
[0153] <Configuration of management device 50> Next, a description will be given of the configuration of the management device 50 shown in Fig. 2. Fig. 8 is a functional block diagram showing the configuration of the management device 50 shown in Fig. 2. As shown in Fig. 8, the management device 50 is connected to a display unit 51 and an input unit 52, and has an external network communication unit 53, a store network communication unit 54, a storage unit 55, and a control unit 56.
[0154] The display unit 51 is a display device such as an LCD panel or a display device. The input unit 52 is an input device such as a keyboard or a mouse. The external network communication unit 53 is an interface unit for communicating data with the application server 100 and an authentication key management center (not shown) via an external network. The store network communication unit 54 is an interface unit for communicating data with the island controller 30, machine lamp 40, prize management device 60, adjustment machine 70, and wireless router 80 via communication lines within the gaming store.
[0155] The storage unit 55 is a storage device such as a hard disk drive or nonvolatile memory, and stores card management data 55a, device management data 55b, member management data 55c, store ID data 55d, application linkage data 55e, and voice data 55f.
[0156] The card management data 55a is data that associates the card ID with the balance of prepaid value and the balance of owned balls, etc. The device management data 55b is data related to the devices installed in the gaming facility, and the member management data 55c is data that associates the card ID of the member card issued to the member with the member's name, information on the number of balls saved, etc.
[0157] The store ID data 55d is data indicating the store ID of the store itself. The application linkage data 55e is data indicating the association between the card ID and the application ID, and includes the card ID, application ID, pairing device ID, and pairing setting. The audio data 55f is data indicating the audio to be output to the in-store announcements and the earphones 120 of the players.
[0158] The control unit 56 is a control unit that performs overall control of the management device 50, and includes a card management unit 56a, a device management unit 56b, a member management unit 56c, an application collaboration processing unit 56d, a wireless connection control unit 56e, and an audio output control unit 56f. In practice, by loading these programs into a CPU and executing them, the card management unit 56a, the device management unit 56b, the member management unit 56c, the application collaboration processing unit 56d, the wireless connection control unit 56e, and the audio output control unit 56f will execute their respective corresponding processes.
[0159] The card management unit 56a is a processing unit that manages the card management data 55a. The card management unit 56a communicates with the inter-machine card processing machine 10, the prize management device 60, and the settlement machine 70 to update the prepaid value and the balance of the balls held that are associated with the card ID.
[0160] In addition, when the card management unit 56a receives a card insertion notification from the machine-to-machine card processing machine 10 or a request for the value associated with the card from the prize management device 60, it notifies the player of the value associated with the card and the remaining balance of balls held.
[0161] Furthermore, when the card management unit 56a receives a request for the value associated with the card from the settlement machine 70, it notifies the remaining balance of the value associated with the card.
[0162] 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.
[0163] The member management unit 56c is a processing unit that manages the member management data 55c. The member management unit 56c communicates with the inter-machine card processing machine 10 and the prize management device 60 to update the balance of the balls associated with the card ID. Furthermore, when the member management unit 56c receives a member registration request, it updates the member management data 55c to add the member.
[0164] 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.
[0165] The application link processing unit 56d is a processing unit that manages the application link data 55e. When the application link processing unit 56d receives application link information from the application server 100, the application link processing unit 56d stores the received application link information in the application link data 55e.
[0166] Furthermore, when the application cooperation processing unit 56d receives pairing setting information from the application server 100, the application cooperation processing unit 56d stores the received pairing setting information in the application cooperation data 55e corresponding to the application ID included in the pairing setting information, thereby updating the application cooperation data 55e.
[0167] The wireless connection control unit 56e is a processing unit that performs connection control regarding the pairing connection. When the wireless connection control unit 56e receives a card insertion notification from the inter-machine card processor 10, it checks whether the card ID included in the received card insertion notification is included in the application linking data 55e. If the card ID is included in the application linking data 55e and the pairing setting corresponding to this card ID is "ON", it extracts data associated with this card ID from the application linking data 55e and performs the following process.
[0168] The inter-machine card processor 10 corresponding to the card ID included in the extracted data is identified from the card management data 55a, and the identified inter-machine card processor 10 is notified of the device ID included in the extracted data as a wireless connection instruction, and the gaming machine number corresponding to the identified inter-machine card processor 10 is identified from the device management data 55b and notified to the employee terminal 90. Then, the pairing connection in the device management data 55b corresponding to the identified inter-machine card processor 10 is updated to "connected." Furthermore, the application ID included in the extracted data is notified to the application server 100 as a wireless disconnection instruction.
[0169] In addition, when the wireless connection control unit 56e receives a card ejection notification from the inter-machine card processing machine 10, if the pairing connection of the data in the device management data 55b corresponding to this inter-machine card processing machine 10 is ``connected,'' it notifies the inter-machine card processing machine 10 of a wireless disconnection instruction.
[0170] Furthermore, when the wireless connection control unit 56e receives a wireless disconnection instruction from the application server 100, it identifies the card ID corresponding to the application ID included in the wireless disconnection instruction from the application link data 55e, then identifies the inter-machine card processor 10 into which the card with this card ID is inserted from the card management data 55a, and notifies the identified inter-machine card processor 10 of the wireless disconnection instruction.
[0171] In addition, when the wireless connection control unit 56e receives a pairing connection release notification from the inter-machine card processing machine 10, it updates the pairing connection in the device management data 55b corresponding to this inter-machine card processing machine 10 to "-".
[0172] The audio output control unit 56f is a processing unit that controls in-store announcements. When the audio output control unit 56f receives an instruction to make an in-store announcement from the input unit 52, it transmits the audio data of the audio data 55f to a speaker (not shown) installed in the store. At this time, the audio data of the audio data 55f is also transmitted to the inter-machine card processing machine 10 whose pairing connection in the device management data 55b is "connected." Note that a microphone may be connected to the management device 50, and audio input from this microphone may be transmitted as audio data.
[0173] Next, a description will be given of an example of data stored in the storage unit 55 of the management device 50 shown in Fig. 8. Figs. 9 and 10 are diagrams showing examples of card management data 55a, device management data 55b, member management data 55c, store ID data 55d, and application linkage data 55e shown in Fig. 8.
[0174] In the card management data 55a shown in Figure 9(a), the card ID "1001" is associated with a state in which the prepaid value is "0" points, the balance of the balls held for each rate is "0" balls, and the destination ID is "A101". In other words, the card with the card ID "1001" is inserted into the inter-machine card processing machine 10 with the device ID "A101", and the management of the balls held has been transferred to the inter-machine card processing machine 10. Therefore, the balance of the balls held for each rate becomes zero.
[0175] Furthermore, in the card management data 55a, the card ID "2015" is associated with a state in which the prepaid value is "100" points. Furthermore, the states in which the balance of balls held for ball 1 is "30", the balance of balls held for ball 2 is "0", and the balance of balls held for ball 3 is "0" are associated with the card ID "2015". However, there is no association with the destination ID. In other words, the card with the card ID "2015" is not inserted into the inter-machine card processing machine 10, and the management of the balls held is performed by the management device 50.
[0176] 9(b), the device management data 55b associates the inter-machine card processing machine 10 with ID "A101" with the following states: the installation location is "Island 1-1," the ID of the connected gaming machine 20 is "B201," the gaming machine number is "11," the game type is "Ball 1," the model of the gaming machine 20 is "EV01," and the serial number is "a." It also indicates that this gaming machine 20 is in use, and the inter-machine card processing machine 10 is in a pairing connection.
[0177] The device management data 55b also associates the inter-machine card processing device 10 with ID "A201" with the following states: its installation location is "Island 2-1," the ID of the connected gaming machine 20 is "B506," the gaming machine number is "21," the game type is "Ball 3," the model of the gaming machine 20 is "DX03," and the serial number is "g." It also indicates that this gaming machine 20 is in use, and the inter-machine card processing device 10 is not paired.
[0178] 9(c) indicates the name, saved balls, etc. associated with the card ID. Specifically, the member management data 55c associates the card ID "2015" with the name "Takken Taro," the saved ball balance for ball 1 being "0," the saved ball balance for ball 2 being "0," and the saved ball balance for ball 3 being "0."
[0179] The store ID data 55d shown in FIG. 10(a) indicates that the store ID is "ABC123."
[0180] The application linkage data 55e shown in FIG. 10(b) indicates that for the card ID “2015,” the name is “Takaku Taro,” the application ID is “RS4020,” the paired device ID is “YP0123,” and the pairing setting is “ON.”
[0181] Furthermore, the application link data 55e indicates that for the card ID "2024," the name is "Kaihaku Jiro," the application ID is "RS4035," the paired device ID is "YP0234," and the pairing setting is "OFF."
[0182] <Configuration of application server 100> Next, a description will be given of the configuration of the application server 100 shown in Fig. 2. Fig. 11 is a functional block diagram showing the configuration of the application server 100 shown in Fig. 2. As shown in Fig. 11, the application server 100 is connected to a display unit 101 and an input unit 102, and has a communication unit 104, a storage unit 105, and a control unit 106.
[0183] The display unit 101 is a display device such as a liquid crystal panel or a display device. The input unit 102 is an input device such as a keyboard or a mouse. The communication unit 104 is an interface unit for data communication with the management device 50 and the mobile terminal 110 via an external network.
[0184] The storage unit 105 is a storage device such as a hard disk drive or a nonvolatile memory, and stores user management data 105a. The user management data 105a is data indicating user information of the application.
[0185] The control unit 106 is a control unit that performs overall control of the application server 100, and includes a user management unit 106a, a wireless communication control unit 106b, and an application control unit 106c. In practice, these programs are loaded into a CPU and executed, causing the user management unit 106a, the wireless communication control unit 106b, and the application control unit 106c to execute the processes corresponding thereto.
[0186] User management unit 106a is a processing unit that manages user management data 105a. When user management unit 106a receives user information from mobile terminal 110, it generates a unique application ID, associates it with the received user information, and stores it in user management data 105a. Then, it notifies mobile terminal 110 of the generated application ID.
[0187] Furthermore, when the user management unit 106a receives application linkage information from the mobile terminal 110, the user management unit 106a stores and updates the received application linkage information in the user management data 105a corresponding to the application ID included in the application linkage information, and then notifies the management device 50 corresponding to the store ID included in the application linkage information of the application linkage information.
[0188] Furthermore, when the user management unit 106a receives pairing setting information from the mobile terminal 110, the user management unit 106a stores the received pairing setting information in the user management data 105a corresponding to the application ID included in the pairing setting information, and updates the user management data 105a. Then, the user management unit 106a notifies the management device 50 corresponding to the store ID included in the updated user management data 105a of the pairing setting information.
[0189] The wireless communication control unit 106b is a processing unit that controls the pairing connection of the mobile terminal 110. When the wireless communication control unit 106b receives a wireless disconnection instruction from the management device 50, the wireless communication control unit 106b notifies the mobile terminal 110 corresponding to the application ID included in the received wireless disconnection instruction of the wireless disconnection instruction.
[0190] In addition, when the wireless communication control unit 106b receives a wireless disconnection instruction from the mobile terminal 110, it identifies the gaming facility corresponding to the application ID included in the received wireless disconnection instruction from the user management data 105a, and notifies the management device 50 of the identified gaming facility of the wireless disconnection instruction.
[0191] The application control unit 106c is a processing unit that distributes information about the gaming machines 20, etc. in the application. When the application control unit 106c receives access from the mobile terminal 110 via the application, it distributes information about the gaming machines 20, etc. to the mobile terminal 110.
[0192] Next, a description will be given of an example of data stored in the storage unit 105 of the application server 100 shown in Fig. 11. Fig. 12 is a diagram showing an example of the user management data 105a shown in Fig. 11.
[0193] The user management data 105a shown in FIG. 2 indicates that for the user ID "RS4020," the name is "Takken Taro," the store ID is "ABC123," the card ID is "2015," the paired device ID is "YP0123," and the pairing setting is "ON."
[0194] In addition, the user management data 105a indicates that for the user ID "RS4029", the name is "Kaihatsu Hanako", the store ID is "-", the card ID is "-", the pairing device ID is "-", and the pairing setting is "-".
[0195] In addition, the user management data 105a indicates that for the user ID "RS4035", the name is "Kaikai Jiro", the store ID is "ABC123", the card ID is "2024", the pairing device ID is "YP0234", and the pairing setting is "OFF".
[0196] <Processing procedure for pairing connection according to the first embodiment> Next, a description will be given of a processing procedure relating to pairing connection according to the present embodiment 1. Fig. 13 is a flowchart showing the processing procedure relating to pairing connection according to the present embodiment 1.
[0197] 13, if the inter-machine card processor 10 accepts the card (step S101; Yes), it notifies the management device 50 of the card insertion (step S102). If the card has not been accepted (step S101; No), the process returns to step S101.
[0198] If a wireless connection instruction has not been received from the management device 50 (step S103; No), the process ends. If a wireless connection instruction has been received from the management device 50 (step S103; Yes), a pairing connection is established between the earphone 120 and the device indicated by the input device of the pairing setting data 16c (step S104).
[0199] The audio from the device connected by pairing as the input device is output to the earphone 120 (step S105), and the process ends.
[0200] <Processing procedure for reconnecting pairing connection according to the first embodiment> Next, a description will be given of a processing procedure relating to reestablishment of a pairing connection according to the present embodiment 1. Fig. 14 is a flowchart showing a processing procedure relating to reestablishment of a pairing connection according to the present embodiment 1.
[0201] As shown in FIG. 14, after starting the pairing connection (step S201; Yes), if this pairing connection has not been released (step S202; No), the inter-machine card processing machine 10 ends the processing.
[0202] If the pairing connection is released (step S202; Yes) and the same card is not inserted, that is, if a card ejection operation is accepted (step S203; No), the process ends. If the same card is inserted (step S203; Yes), the pairing connection is reestablished (step S204), and the process ends.
[0203] <Example of hardware configuration according to the first embodiment> Next, a description will be given of the correspondence of the main hardware configuration of the computer with respect to the management device 50 of the gaming system according to the present embodiment 1. Fig. 15 is a diagram showing an example of the hardware configuration according to the present embodiment 1.
[0204] Generally, a computer has a configuration in which a CPU 81, a ROM 82, a RAM 83, a nonvolatile memory 84, etc. are connected via a bus 85. A hard disk drive may be provided instead of the nonvolatile memory 84. For the sake of convenience of explanation, only the basic hardware configuration is shown.
[0205] Here, the ROM 82 or non-volatile memory 84 stores programs required to start the operating system (hereinafter simply referred to as "OS"), and the CPU 81 reads and executes the OS program from the ROM 82 or non-volatile memory 84 when the power is turned on.
[0206] On the other hand, various application programs executed on the OS are stored in non-volatile memory 84, and the CPU 81 executes the application programs while using RAM 83 as the main memory, thereby executing processes corresponding to the applications.
[0207] The wireless connection program for the management device 50 of the gaming system according to the first embodiment is also stored in the non-volatile memory 84 or the like, like other application programs, and the CPU 81 loads and executes the program. In the case of the management device 50 of the gaming system according to the first embodiment, a wireless connection program including routines corresponding to the card management unit 56a, the device management unit 56b, the member management unit 56c, the application cooperation processing unit 56d, the wireless connection control unit 56e, and the audio output control unit 56f shown in Fig. 8 is stored in the non-volatile memory 84 or the like. When the CPU 81 loads and executes the wireless connection program, wireless connection processes corresponding to the card management unit 56a, the device management unit 56b, the member management unit 56c, the application cooperation processing unit 56d, the wireless connection control unit 56e, and the audio output control unit 56f are generated.
[0208] As described above, in the gaming system of this embodiment 1, the management device manages app linkage data that links information about the app, membership card, and earphones used by the player, so that when the player inserts his / her membership card into the inter-machine card processing machine, the inter-machine card processing machine and earphones, gaming machine, and machine lamp are automatically paired and connected, and sound is output to the earphones, thereby enabling efficient connection between wirelessly compatible audio equipment and gaming devices.
[0209] In the first embodiment, the voice data stored in the management device is transmitted to the earphones via the machine-to-machine card processor. However, the present invention is not limited to this. In the event of a disaster such as an earthquake or fire, the management device can acquire information released by the national or local government, broadcast the acquired information over the in-store public address system, and transmit the information to the earphones. Alternatively, the disaster information can be acquired by an app server, notified to an app on a mobile device, and the mobile device that receives the disaster information can forcibly pair with the earphones to output the disaster information from the earphones.
[0210] In the first embodiment, the application linkage data is managed by a management device, and the device automatically pairs and connects the device with the earphones, gaming machine, and machine lamp when a player inserts a membership card into the device. However, the present invention is not limited to this. When the device is paired and connected with the earphones, the device may be configured to illuminate a specific lamp or display a specific message on the device, the machine lamp, or the management device. The intercom worn by the employee may also be notified of the machine number with which the pairing is connected.
[0211] In the first embodiment, the application linkage data is managed by a management device, and the application linkage data is automatically paired with the inter-machine card processing machine, earphones, gaming machine, and machine lamp when a player inserts a membership card into the inter-machine card processing machine. However, the present invention is not limited to this. The inter-machine card processing machine may be configured to display a QR code (registered trademark) for pairing, and the application on the mobile device may read the QR code (registered trademark) to pair the inter-machine card processing machine and earphones. Alternatively, the application may be configured to automatically pair the inter-machine card processing machine with earphones, gaming machine, and machine lamp when a regular card is inserted into the inter-machine card processing machine.
[0212] In the first embodiment, the voice data stored in the management device is transmitted to the earphones via the machine-to-machine card processor. However, the present invention is not limited to this. It is also possible to determine whether the player is a beginner based on the play history of the inserted card, or whether the player is a foreigner such as an inbound tourist based on the display language selection, and transmit voice data corresponding to each determination result to the earphones.
[0213] Furthermore, in the above-described first embodiment, a configuration was described in which audio data stored in the management device is transmitted to earphones via a machine-to-machine card processor, but the present invention is not limited to this. If a player uses earphones with a microphone, audio data of information corresponding to the audio input into the microphone can also be transmitted to the earphones. For example, the status of the gaming machine can be detected from the audio output by the gaming machine, and an audio message such as "5 more plays to unlock the song" can be output.
[0214] [Variations] Incidentally, in the above-mentioned embodiment 1, a configuration has been described in which earphones without a multipoint function are automatically paired with an inter-machine card processing machine, but the present invention is not limited to this.
[0215] The earphones with multi-point functionality can also be configured to automatically pair with the inter-machine card processing machine. In this modified example, a gaming system in which the earphones with multi-point functionality automatically pair with the inter-machine card processing machine will be described.
[0216] <Outline of the gaming system according to the modified example> An outline of the gaming system according to this modification will be described below: Fig. 16 is an explanatory diagram showing an outline of the gaming system according to this modification.
[0217] 16, in the gaming system according to this modified example, when a membership card is inserted into the inter-machine card processor 210 (S11), a card insertion notification is sent to the management device 230 (S12). If the earphone connection setting corresponding to the received card ID is "ON" in the app linkage data, the management device 230 sends a wireless connection instruction including the earphone ID to the inter-machine card processor 210 (S13).
[0218] When the inter-machine card processing machine 210 receives the wireless connection instruction, it automatically establishes a pairing connection with the earphone 240 (S14). The pairing connection between the earphone 240 and the gaming machine 220 is manually established by the player (S15). Note that the earphone 240 simultaneously establishes pairing connections with the inter-machine card processing machine 210 and the gaming machine 220 using a multipoint function, and outputs audio from either device that has received audio input.
[0219] As described above, in the gaming system of this modified example, earphones with multi-point functionality are configured to automatically pair and connect with the machine-to-machine card processing machine, so that wirelessly compatible audio equipment and gaming devices can be efficiently connected.
[0220] [Embodiment 2] In the above embodiment 1, a configuration was described in which app linkage data linking information about the app, membership card, and earphones used by the player is managed by a management device, and when the player inserts the membership card into the inter-machine card processing machine, the inter-machine card processing machine automatically pairs and connects with the earphones, gaming machine, and machine lamp, and audio is output to the earphones, but the present invention is not limited to this.
[0221] By managing app linkage data that links information about the app used by the player, the membership card, and the machine lamp display settings in a management device, it is possible to configure the device so that the information to be displayed on the machine lamp can be specified when the player inserts the membership card into the machine-to-machine card processing device.
[0222] In this embodiment 2, we describe a gaming system that specifies the information to be displayed on the machine lamp when a player inserts his / her membership card into the machine-to-machine card processing machine by managing app linkage data that links information regarding the app used by the player, the membership card, and the machine lamp display settings in a management device.
[0223] <Outline of the gaming system according to the second embodiment> An outline of the gaming system according to the second embodiment will be described below. Fig. 17 is an explanatory diagram of the outline of the gaming system according to the second embodiment.
[0224] 17(a), in the gaming system according to the second embodiment, when the mobile terminal 410 carried by the player receives application linkage information indicating information for linking the card ID at the gaming facility with the application and machine lamp display setting information indicating information to be displayed on the machine lamp, the mobile terminal 410 notifies the received information to the management device 350 via the application server 400 (S21). The management device 350 stores the received information as application linkage data (S22).
[0225] 17(b), when a membership card is inserted into the inter-machine card processor 310 (S23), a card insertion notification is sent to the management device 350 (S24). The management device 350 identifies the machine lamp display setting information corresponding to the received card ID in the application linkage data, and sends a machine lamp display instruction including this machine lamp display setting information to the inter-machine card processor 310 (S25).
[0226] The inter-machine card processor 310 notifies the machine lamp 340 of the received machine lamp display instruction (S26). The machine lamp 340 performs display based on the received machine lamp display instruction. For example, it displays a slump graph (S27).
[0227] <Configuration of management device 350> Next, the configuration of the management device 350 shown in Fig. 17 will be described. Fig. 18 is a functional block diagram showing the configuration of the management device 350 shown in Fig. 17. As shown in Fig. 18, the management device 350 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 360, and a control unit 370. Note that a description of functional units similar to those of the management device 50 shown in Fig. 8 will be omitted.
[0228] The storage unit 360 is a storage device such as a hard disk drive or nonvolatile memory, and stores card management data 55a, device management data 55b, member management data 55c, store ID data 55d, and application linkage data 361. The application linkage data 361 is data indicating the association between a card ID and an application ID, and includes the card ID, the application ID, and machine lamp display settings.
[0229] The control unit 370 is a control unit that performs overall control of the management device 50, and includes a card management unit 56a, a device management unit 56b, a member management unit 56c, an application collaboration processing unit 371, and a display control unit 372. In practice, by loading these programs into a CPU and executing them, the card management unit 56a, the device management unit 56b, the member management unit 56c, the application collaboration processing unit 371, and the display control unit 372 will execute their respective corresponding processes.
[0230] The application link processing unit 371 is a processing unit that manages the application link data 361. When the application link processing unit 371 receives application link information from the application server 400, the application link processing unit 371 stores the received application link information in the application link data 361.
[0231] In addition, when the application collaboration processing unit 371 receives platform lamp display setting information from the application server 400, it stores and updates the received platform lamp display setting information in the application collaboration data 361 corresponding to the application ID included in the platform lamp display setting information.
[0232] The display control unit 372 is a processing unit that controls the display of the machine lamp. When the display control unit 372 receives a card insertion notification from the inter-machine card processor 310, it checks whether the card ID included in the received card insertion notification is included in the application linkage data 361. If the card ID is included in the application linkage data 361, it extracts data associated with this card ID from the application linkage data 361 and performs the following process.
[0233] The inter-machine card processing device 310 corresponding to the card ID included in the extracted data is identified from the card management data 55a, and the identified inter-machine card processing device 310 is notified of the machine lamp display setting included in the extracted data as a machine lamp display instruction.
[0234] Next, a description will be given of an example of data stored in the storage unit 360 of the management device 350 shown in Fig. 18. Fig. 19 is a diagram showing an example of the application link data 361 shown in Fig. 18.
[0235] The application link data 361 shown in FIG. 19 indicates that, for the card ID "2015," the name is "Tokkyo Taro," the application ID is "RS4020," and the machine lamp display setting is "Slump Graph."
[0236] In addition, the application linkage data 361 indicates that for the card ID "2024," the name is "Kaiho Jiro," the application ID is "RS4035," and the machine lamp display setting is "jackpot information."
[0237] As described above, in the gaming system of this embodiment 2, the management device manages app linkage data that links information about the app used by the player, the membership card, and the machine lamp display settings, so that the player can specify the information to be displayed on the machine lamp at the time the player inserts the membership card into the machine-to-machine card processing machine.
[0238] In the above-described second embodiment, the management device manages application linkage data including machine lamp display setting information, and the information to be displayed on the machine lamp is specified when the player inserts the membership card into the machine card processing device. However, the present invention is not limited to this. If the display content on the machine lamp is manually changed, the changed display content can also be configured to be updated as the display setting of the application provided by the application server.
[0239] In the second embodiment, the application linkage data including the machine lamp display setting information is managed by the management device, and the information to be displayed on the machine lamp is specified when the player inserts the membership card into the machine card processing device. However, the present invention is not limited to this. In the application provided by the application server, if the display content is changed during play, the changed display content can be reflected in the display content of the machine lamp.
[0240] In the second embodiment, the player inserts a membership card into the machine-to-machine card processor to control the display of the machine lamp, but the present invention is not limited to this. The machine lamp display can also be controlled by linking an app on a mobile device with the machine-to-machine card processor, or by biometric authentication.
[0241] Furthermore, in the above-described second embodiment, a configuration was described in which the information to be displayed on the machine lamp is specified when a player inserts a membership card into a machine-to-machine card processor by managing application linkage data including a single piece of machine lamp display setting information in a management device. However, the present invention is not limited to this. The machine lamp setting information included in the application linkage data can also be configured to be set in multiple ways or with conditions. For example, the overall status of the store may be displayed in the morning, and information about the gaming machine currently being played may be displayed in the afternoon. Furthermore, the display content may be automatically changed depending on the gaming situation. For example, if a player has been playing for a long time, specifications such as the ceiling spin speed may be displayed, and if a player has invested a lot, ball payout information may be displayed.
[0242] [Embodiment 3] In the above embodiment 1, a configuration was described in which app linkage data linking information about the app, membership card, and earphones used by the player is managed by a management device, and when the player inserts the membership card into the inter-machine card processing machine, the inter-machine card processing machine automatically pairs and connects with the earphones, gaming machine, and machine lamp, and audio is output to the earphones, but the present invention is not limited to this.
[0243] The information for pairing the earphones used by the player with the gaming machine can be coded into a QR code (registered trademark) and displayed on the display of the gaming machine or the machine-to-machine card processing machine.
[0244] In this third embodiment, we will explain a gaming system in which information for pairing and connecting the earphones used by the player with the gaming machine is coded into a QR code (registered trademark) and displayed on the display unit of the gaming machine or the machine-to-machine card processing machine.
[0245] <Outline of the gaming system according to the third embodiment> An outline of the gaming system according to the present embodiment 3 will be described. Fig. 20 is an explanatory diagram of the outline of the gaming system according to the present embodiment 3. In this gaming system, there are gaming machines with and without a display unit, and both will be described.
[0246] 20(a), a gaming machine 520a that does not have a display unit notifies the inter-machine card processor 510 of its own device information using short-range wireless communication such as Bluetooth (registered trademark) (S31). The inter-machine card processor 510 displays a QR code (registered trademark) that encodes the received device information on the display unit (S32).
[0247] 20(b), the gaming machine 520b having a display unit displays a QR code (registered trademark) that encodes the device information of the gaming machine 520b on the display unit of the gaming machine 520b (S33). In this case, communication with the inter-machine card processor 510 by short-range wireless communication is not performed.
[0248] As described above, in the gaming system of this embodiment 3, the information for pairing the earphones used by the player with the gaming machine is coded into a QR code (registered trademark) and displayed on the display unit of the gaming machine or the machine-to-machine card processing machine, thereby enabling efficient connection between wirelessly compatible audio equipment and gaming devices.
[0249] In the above embodiments, the present invention is applied to a gaming system related to a smart pachinko machine that uses gaming balls as gaming media, but the present invention is not limited to this and can also be configured to be applied to a gaming system related to a smart pachislot machine. Furthermore, the gaming machine is not limited to a smart pachinko machine or a smart pachislot machine, and may be a gaming machine that can pay out gaming media to the outside.
[0250] 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]
[0251] The gaming system, gaming device, and gaming method according to the present invention are suitable for efficiently connecting a wirelessly connectable audio device and a gaming device. [Explanation of symbols]
[0252] 10 machine-to-machine card processing machines 11 Status display section 12 Banknote transport section 12a Bill insertion slot 13 Display operation section 14 Reader / Writer 14a Card slot 15 Communications Department 16 Memory section 16a Device status data 16b Card Data 16c Pairing connection data 17 Control Unit 17a Data Management Department 17b Wireless connection control unit 17c Audio output control section 18 Gaming Management Department 18a Authentication processing section 18b Authentication key management unit 18c Gaming Machine Status Management Department 19 Radio Communication Department 20 Gaming machines 21 Handle 22 Count button 23 Communication control section 24 Production Control Unit 24a Design lottery section 24b Production Lottery Section 24c Wireless connection control unit 24d Audio output control section 25 Game control unit 26 Game ball control unit 26a Game Ball Management Department 27 Memory section 27a Pairing connection data 28 Speaker 29 Radio Communication Department 30 Island Controller 40 lamps 50 Management device 51 Display section 52 Input section 53 External Network Communication Section 54 Store Network Communications Department 55 Storage section 55a Card Management Data 55b Equipment Management Data 55c Membership Management Data 55d Store ID data 55e App Link Data 55f Audio data 56 Control Unit 56a Card Management Department 56b Equipment management department 56c Membership Management Department 56d Application link processing unit 56e Wireless connection control unit 56f Audio output control section 60 Prize Management Device 70 Payment machine 80 Wireless Router 81 CPU 82 ROM 83 RAM 84 Non-volatile memory 85 Bus 90 employee terminals 100 application servers 101 Display section 102 Input section 104 Communications Department 105 Storage section 105a User Management Data 106 Control Unit 106a User Management Department 106b Wireless communication control unit 106c Application control unit 110 Mobile Devices 210 Inter-machine card processing machine 220 Gaming Machines 230 Management device 240 Earphones 310 Inter-machine card processing machine 340 lamps 350 Management device 360 Storage 361 App Link Data 370 Control Unit 371 Application link processing unit 372 Display control unit 400 App Server 410 Mobile Devices 510 Inter-machine card processing machine 520, 520a, 520b gaming machines
Claims
1. A gaming system having a gaming device attached to a gaming machine installed in a gaming facility, The gaming device comprises: a receiving means for receiving a recording medium associated with predetermined information set by an operation of a player; a control means for controlling connection with an in-store device provided in the gaming establishment or changing display content of the in-store device when the receiving means receives the recording medium; A gaming system comprising:
2. The operation of the player is 2. The gaming system according to claim 1, wherein the game is preset by a portable terminal carried by the player.
3. The recording medium is 3. The gaming system according to claim 2, wherein the member's recording medium is provided to the player at the time of member registration by the gaming establishment.
4. The predetermined information is connection information for pairing a wirelessly connected audio device owned by the player; The control means The gaming system according to claim 3, characterized in that when the receiving means receives the recording medium, the gaming machine and / or the gaming device is controlled to automatically pair with the audio equipment.
5. The control means The gaming system according to claim 4, characterized in that when the recording medium is returned, the pairing between the gaming machine and / or the gaming device and the audio equipment is automatically canceled.
6. The receiving means receiving a predetermined pairing cancellation operation by the mobile terminal; The control means The gaming system described in claim 4, characterized in that when the mobile terminal accepts the pairing cancellation operation, the pairing between the gaming machine and / or the gaming device and the audio equipment is automatically canceled.
7. The predetermined information is First display control information for the in-store device, i.e., a stand lamp, The gaming system described in claim 4, characterized in that when the recording medium is accepted by the acceptance means, the first information display of the predetermined machine lamp is controlled to be changed to a second information display corresponding to the first display control information.
8. The control means 8. The gaming system according to claim 7, wherein when the recording medium is returned, the second information display is changed to the first information display.
9. The control means The gaming system described in claim 8, characterized in that when second display control information is received by the mobile terminal, the second information display is controlled to be changed to a third information display corresponding to the second display control information.
10. A gaming device attached to a gaming machine installed in a gaming parlor, a receiving means for receiving a recording medium associated with predetermined information set by an operation of a player; a control means for controlling connection with an in-store device provided in the gaming establishment or changing display content of the in-store device when the receiving means receives the recording medium; A gaming device comprising:
11. A gaming method in a gaming system having a gaming device attached to a gaming machine installed in a gaming facility, comprising: a receiving step in which the gaming device receives a recording medium associated with predetermined information set by an operation of a player; a control step of controlling connection with an in-store device provided in the gaming facility or changing display content of the in-store device when the recording medium is accepted by the accepting step; A gaming method comprising:
Citation Information
Patent Citations
Game system, game machine, and game device
JP2024067571A