Game system, game device and playable number display method

JP2026026328A5Pending Publication Date: 2026-03-18GLORY LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-12-04
Publication Date
2026-03-18

AI Technical Summary

Technical Problem

Players in gaming establishments face difficulties in mentally calculating and accurately interpreting the number of available replays across different gaming media rates, leading to distraction and potential misinterpretation.

Method used

A gaming system comprising an enclosed gaming machine, a gaming device, and a management device that calculates and displays the total number of replays by converting and combining playable numbers across multiple gaming media types, with options for display settings to simplify the presentation.

Benefits of technology

Efficiently presents the number of available replays to players, eliminating the need for mental calculations and reducing misinterpretation, allowing players to focus on the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

To efficiently present the number of playable game media to a player.SOLUTION: When a membership card is inserted into an inter-stand card processor 10, the number of owned balls and the number of stored balls associated with the membership card are converted into a rate desired by a player, and the number of playable times is displayed. Specifically, in a case where the number of own balls "100" at the 4 yen rate, the number of own balls "50" at the 2 yen rate, the number of own balls "80" at the 1 yen rate, the number of stored balls "1000" at the 4 yen rate, the number of stored balls "500" at the 2 yen rate, and the number of stored balls "1000" at the 1 yen rate are associated with the membership card, when the 1 yen pachinko is selected as the rate of the getting-on destination, the number of own balls "580", the number of stored balls "6000", and the number of replayable balls "5580" are displayed. Since the upper limit of stored ball use is 5000 balls, "5580 balls" which is the total number of "5000 balls" and the number of held balls is displayed as the number of replayable balls.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to a gaming system, a gaming device, and a method for displaying the remaining number of replays that can be efficiently presented to a player. [Background technology]

[0002] Conventionally, gaming establishments lend out gaming media at a number of lending rates (hereinafter simply referred to as "rates"), such as a 4 yen rate and a 1 yen rate. When a player plays games using the loaned gaming media and acquires a number of gaming media, the acquired number of gaming media is considered to be the number of gaming media held at the corresponding rate (e.g., the number of balls held). In addition, if the player is a member of the gaming establishment, the acquired number of gaming media can also be considered to be the number of saved gaming media at the corresponding rate (e.g., the number of saved balls).

[0003] Here, when a player has saved game media of multiple rates, a technique called cross-play is known in which saved game media of one rate (for example, 1 yen rate) is converted to saved game media of another rate (for example, 4 yen rate) and the saved game media of the 1 yen rate is replayed on a gaming machine with a 4 yen rate (for example, see Patent Document 1). As with the number of saved game media, cross-play between different rates is also possible in the number of owned game media. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-193128 Summary of the Invention [Problem to be solved by the invention]

[0005] However, according to the above-mentioned Patent Document 1, the multiple replay numbers when combining the number of stored gaming media of multiple rates and the multiple replay numbers when combining the number of held gaming media of multiple rates are displayed on the display unit of the inter-machine card processing machine. As a result, the player has to mentally calculate how many replay numbers there are, which causes a problem that the player cannot concentrate on the game. There is also a possibility that the player may misinterpret the number of replays available.

[0006] The present invention has been made to solve the problems (problems) of the above-mentioned conventional technology, and aims to provide a gaming system, a gaming device, and a method for displaying the number of available replays that can be efficiently presented to players. [Means for solving the problem]

[0007] In order to solve the above-mentioned problems, the present invention provides a gaming system having an enclosed gaming machine that stores a first playable number used for a game, a gaming device that is installed alongside the gaming machine so as to be able to communicate with the gaming machine and stores a second playable number that can be transferred to and from the first playable number, and a management device that manages a third playable number deposited in a gaming establishment, wherein the gaming device has an acquisition means for acquiring the second playable number and the third playable number related to a plurality of types of gaming media associated with recording media possessed by a player who is registered as a member of the gaming establishment. a calculation means for calculating a replayable number based on the second playable number for the plurality of game media types and the third playable number for the plurality of game media types acquired by the acquisition means; and a display control means for controlling the display of the replayable number calculated by the calculation means on a predetermined operation display unit, wherein the calculation means includes a first conversion means for converting the second playable number for the plurality of game media types into a second playable number for each predetermined game media type, and a second conversion means for converting the third playable number for the plurality of game media types into a second playable number for each predetermined game media type. a second conversion means for converting the number of playable balls into a third playable number according to the type of game medium; a replayable number calculation means for calculating the number of playable balls based on the plurality of second playable numbers converted by the first conversion means and the plurality of third playable numbers converted by the second conversion means; a first calculation means for calculating a total of the second playable numbers by adding up the plurality of second playable numbers converted by the first conversion means; and a third conversion means for calculating a total of the third playable numbers by adding up the plurality of third playable numbers converted by the second conversion means. and second calculation means for calculating the number of replays, wherein the number of replays calculation means calculates the number of replays by adding together the total of the second number of playable times and the total of the third number of playable times, and when an upper limit of the number of replays by which the third number of playable times can be replayed is set and the total of the third number of playable times is greater than the upper limit of the number of replays, the number of replays calculation means calculates the number of replays by adding together the upper limit of the number of replays and the total of the second number of playable times.

[0008] Furthermore, in the above invention, the gaming device further comprises a setting means for setting whether or not to permit conversion of the second playable numbers for the plurality of game media types to the second playable number for the predetermined game media type, and whether or not to permit conversion of the third playable numbers for the plurality of game media types to the third playable number for the predetermined game media type, and the first conversion means is configured to convert the second playable number for the first game media type to the third playable number for the predetermined game media type. The second conversion means converts the second playable number for the first game medium type to the second playable number for a predetermined game medium type, on the condition that conversion to the second playable number for the second game medium type is permitted, and the second conversion means converts the third playable number for the first game medium type to the third playable number for the predetermined game medium type, on the condition that conversion from the third playable number for the first game medium type to the second playable number for the predetermined game medium type is permitted.

[0009] In addition, in the above invention, the present invention is characterized in that the display control means controls the display of the total number of second playable numbers, the total number of third playable numbers, and the number of replayable numbers on the specified operation display unit.

[0010] Furthermore, in the above invention, the present invention is characterized in that the display control means controls the display of the total of the second playable numbers, the total of the third playable numbers, the number of replays of the second playable numbers, and the number of replays of the third playable numbers on the specified operation display unit.

[0011] The present invention also provides a gaming device that is provided in tandem with an enclosed gaming machine that stores a first playable number used for gaming, and a management device that manages a third playable number deposited in a gaming establishment so as to be able to communicate with the gaming establishment, and stores a second playable number that can be transferred to and from the first playable number, the gaming device including: an acquisition means that acquires the second playable number and the third playable number related to a plurality of game media types associated with a recording medium possessed by a player who is a member registered with the gaming establishment; and a recording medium that acquires the second playable number and the third playable number related to the plurality of game media types acquired by the acquisition means. a calculation means for calculating a replayable number based on the second playable number and the third playable number related to a plurality of game media types; and a display control means for controlling the display of the replayable number calculated by the calculation means on a predetermined operation display unit, wherein the calculation means includes a first conversion means for converting the second playable numbers related to the plurality of game media types into second playable numbers related to the predetermined game media types, and a second conversion means for converting the third playable numbers related to the plurality of game media types into third playable numbers related to the predetermined game media types. a second conversion means for converting the number of available replays into a number of available replays; a replay number calculation means for calculating the number of available replays based on the plurality of second playable numbers converted by the first conversion means and the plurality of third playable numbers converted by the second conversion means; a first calculation means for calculating a total of the second playable numbers by adding up the plurality of second playable numbers converted by the first conversion means; and a second calculation means for calculating a total of the third playable numbers by adding up the plurality of third playable numbers converted by the second conversion means. The replay number calculation means calculates the replay number by adding together the total of the second playable numbers and the total of the third playable numbers, and when an upper limit of the number of replays for which the third playable numbers can be replayed is set and the total of the third playable numbers is greater than the upper limit of the number of replays, the replay number calculation means calculates the replay number by adding together the upper limit of the number of replays and the total of the second playable numbers.

[0012] The present invention also provides a method for displaying playable numbers in a gaming system having an enclosed gaming machine that stores a first playable number used in a game, a gaming device that is installed alongside the gaming machine so as to be able to communicate with the gaming machine and stores a second playable number that can be transferred to and from the first playable number, and a management device that manages a third playable number deposited in a gaming establishment, the method comprising: an acquisition step in which the gaming device acquires the second playable number and the third playable number related to a plurality of gaming media types associated with recording media owned by a player who is registered as a member at the gaming establishment; The gaming device includes a calculation step of calculating a replay allowable number based on the second playable numbers for the plurality of game media types and the third playable numbers for the plurality of game media types acquired by the acquisition step, and a display control step of controlling the display of the replay allowable number calculated by the calculation step on a predetermined operation display unit, wherein the calculation step includes a first conversion step of converting the second playable numbers for the plurality of game media types into second playable numbers for predetermined game media types, and a display control step of controlling the display of the third playable numbers for the plurality of game media types. a second conversion step of converting each of the plurality of second playable numbers into a third playable number related to a predetermined type of gaming medium; a replayable number calculation step of calculating the replayable number based on the plurality of second playable numbers converted by the first conversion step and the plurality of third playable numbers converted by the second conversion step; a first calculation step of calculating a total of the second playable numbers by adding up the plurality of second playable numbers converted by the first conversion step; and a third playable number calculation step of calculating the third playable number by adding up the plurality of third playable numbers converted by the second conversion step. and a second calculation step of calculating a total of the possible numbers of replays, wherein the possible number of replays calculation step calculates the possible number of replays by adding together the total of the second possible numbers of replays and the total of the third possible numbers of replays, and when an upper limit of the number of replays for which the third possible numbers of replays can be replayed is set and the total of the third possible numbers of replays is greater than the upper limit of the number of replays, the possible number of replays calculation step calculates the possible number of replays by adding together the upper limit of the number of replays and the total of the second possible numbers of replays. [Effects of the Invention]

[0013] According to the present invention, the number of replays that can be performed can be efficiently presented to the player. [Brief explanation of the drawings]

[0014] [Figure 1] FIG. 1 is an explanatory diagram of an overview of a gaming system according to the first embodiment. [Figure 2] FIG. 2 is a diagram showing the system configuration of the gaming system according to the first embodiment. [Figure 3] FIG. 3 is a diagram showing the external configuration of the inter-machine card processing machine and the gaming machine shown in FIG. [Figure 4] FIG. 4 is a diagram showing the configuration of the inter-machine card processing machine shown in FIG. [Figure 5] FIG. 5 is a diagram showing an example of the device status data and card data shown in FIG. [Figure 6] FIG. 6 is a diagram showing an example of the stored ball use upper limit data, the entry setting data, the display setting data, and the entry conversion data shown in FIG. [Figure 7] FIG. 7 is a diagram showing the configuration of the gaming machine shown in FIG. [Figure 8] FIG. 8 is a diagram illustrating the configuration of the management device illustrated 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 showing an example of the stored ball use upper limit data, entry setting data, and display setting data shown in FIG. [Figure 11] FIG. 11 is a diagram (part 1) showing an example of the number of balls entered in the inter-machine card processing machine according to the first embodiment. [Figure 12] FIG. 12 is a diagram (part 2) showing an example of the number of balls entered in the inter-machine card processing machine according to the first embodiment. [Figure 13] FIG. 13 is a diagram (part 3) showing an example of the number of balls entered in the inter-machine card processing machine according to the first embodiment. [Figure 14]FIG. 14 is a diagram (part 4) showing an example of the number of balls entered in the inter-machine card processing machine according to the first embodiment. [Figure 15] FIG. 15 is a flowchart showing the procedure for processing the number of balls entered in the inter-machine card processing machine according to the first embodiment. [Figure 16] FIG. 16 is an explanatory diagram of an outline of a gaming system according to the second embodiment. [Figure 17] FIG. 17 is a diagram (part 1) showing an example of the number of balls entered in the inter-machine card processing machine according to the second embodiment. [Figure 18] FIG. 18 is a diagram (part 2) showing an example of the number of balls entered in the inter-machine card processing machine according to the second embodiment. [Figure 19] FIG. 19 is a diagram (part 3) showing an example of the number of balls entered in the inter-machine card processing machine according to the second embodiment. [Figure 20] FIG. 20 is a diagram (part 4) showing an example of the number of balls entered in the inter-machine card processing machine according to the second embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0015] [Embodiment 1] The following provides a detailed description of the gaming system, gaming device, and remaining number of games display method according to the present embodiment 1. Fig. 1 is an explanatory diagram of the outline of the gaming system according to the present embodiment 1.

[0016] In this specification, "reserved balls" refers to data indicating balls acquired by a player through play, which can only be used again for play on the same day (before the amusement parlor's closing time). "Number of retained balls" refers to the number of balls acquired by a player through play. "Saved balls" refers to data indicating balls deposited by a player at amusement parlor, which can be used again for play on the following day (after the amusement parlor's closing time). "Saved balls" refers to the number of balls deposited by a player at amusement parlor. Reserving balls can be used by both general players and member players, and are used when a gaming machine is moved, for example. Saved balls can, in principle, only be used by member players, and can be used on the following day and thereafter. "Number of game balls" refers to the number of balls available for use by a player for play.

[0017] Furthermore, "retained medals" refers to data indicating medals won by a player on a slot machine, which can only be used again for play on the same day (before the amusement facility closes). "Number of retained medals" refers to the number of medals won by a player through play. "Saved medals" refers to data indicating medals deposited by a player at an amusement facility, which can be used again for play the following day (after the amusement facility closes). "Number of saved medals" refers to the number of medals deposited by a player at an amusement facility. Retained medals can be used by both regular players and member players, and are used when a gaming machine is moved, for example. Saved medals can, in principle, only be used by member players, and can be used the following day and thereafter.

[0018] In the gaming system according to the first embodiment, it is permitted to transfer the number of balls held between different rates, and it is also permitted to transfer the number of saved balls between different rates. As shown in Fig. 1, when a member card held by a player who has registered as a member at a gaming facility is inserted into the inter-machine card processing device 10, the number of balls held and the number of saved balls associated with this member card are converted to the desired rate and displayed as the number of replays available. At this point, the actual number of balls held and the number of saved balls have not been transferred, and the number of replays available when the transfer is performed is displayed.

[0019] Here, the number of balls held at the 4 yen rate is "100 balls," the number of balls held at the 2 yen rate is "50 balls," the number of balls held at the 1 yen rate is "80 balls," the number of saved balls at the 4 yen rate is "1000 balls," the number of saved balls at the 2 yen rate is "500 balls," and the number of saved balls at the 1 yen rate is "1000 balls" that are associated with the membership card. Also, the saved ball usage limit, which indicates the upper limit on the number of saved balls that can be used, is set to "5000 balls."

[0020] In this situation, if the player selects the "1 yen rate" as the predetermined rate, the number of balls held will be "580 balls (= 100 balls x 4 + 50 balls x 2 + 80 balls)" and the number of saved balls will be "6000 balls (= 1000 balls x 4 + 500 balls x 2 + 1000 balls)". The number of replays that can be made will be "6580 balls (= 580 balls + 6000 balls)", which is the sum of the number of held balls and the number of saved balls.

[0021] However, if the maximum number of saved balls that can be used is set to 5000, the number of saved balls (6000) exceeds the maximum number of saved balls (5000), and only these 5000 balls can be added to the number of replays available. As a result, the total number of saved balls and the number of held balls (5580 balls (= 5000 balls + 580 balls)) is displayed as the number of replays available.

[0022] The number of replays available can be displayed in four ways: "combined display," "individual display," "display by held balls / saved balls," and "display by all rates." "Combined display" is a display mode that displays the number of replays available as the combined number of held balls and saved balls. "Individual display" is a display mode that displays the number of replays available for held balls and the number of replays available for saved balls separately. "display by held balls / saved balls" is a display mode that displays the number of replays available for held balls and saved balls on separate screens. "Display by all rates" is a display mode that displays the number of replays available for each rate of held balls and saved balls, and you can select the combination of rates for which the number of balls is displayed.

[0023] In this way, the gaming system of this embodiment 1, when entry between different rates in terms of the number of balls held and the number of balls saved is permitted, clearly indicates the number of replays possible, eliminating the need for mental calculations by players and allowing them to concentrate on playing.

[0024] <System configuration> 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.

[0025] The inter-machine card processing machine 10 is connected to a communication line, which is an in-store network, via an island controller 30. The island controller 30, a management device 50, a prize management device 60, and a settlement machine 70 are connected to the communication line.

[0026] The 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.

[0027] 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. The control unit of the gaming machine 20 also periodically transmits the number of gaming balls to the machine-to-machine card processing machine 10.

[0028] When the inter-machine card processing machine 10 receives a deposit from a player, it associates a 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 the prepaid value, the number of balls held, the number of balls saved, etc. Then, at the end of the game, it ejects the card associated with the prepaid value, the number of balls held, the number of balls saved, etc. and returns it to the player. The inter-machine card processing machine 10 also transmits a history of operations such as deposits, card insertion, and card ejection to the management device 50.

[0029] 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.

[0030] 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.

[0031] The inter-machine card processing machine 10 accepts deposits, lends gaming balls, and communicates with the management device 50 and the gaming machines 20. When the inter-machine card processing machine 10 accepts bills inserted by a player, it sends a deposit notification including the deposit amount to the management device 50, thereby adding the prepaid value equivalent to the deposit amount to the prepaid value managed by the management device 50. Then, when a predetermined ball lending operation is performed, it sends a ball lending request to the management device 50, subtracts the prepaid value managed by the management device 50, and notifies the gaming machine 20 of the number corresponding to the subtracted prepaid value, which is added to the number of gaming balls.

[0032] 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, and 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.

[0033] Furthermore, when the inter-machine card processing machine 10 receives the stored ball usage limit data, the entry setting data, and the display setting data from the management device 50, it stores the received stored ball usage limit data, the entry setting data, and the display setting data. There are four display settings: "total display," "individual display," "display by balls held / stored balls," and "display all rates."

[0034] Furthermore, when a card is inserted, the inter-machine card processing machine 10 converts the number of held balls and the number of saved balls associated with the card into the rate of the game type set in the inter-machine card processing machine 10, and displays the number of replays possible based on the set display settings. At this stage, no cross-rate processing is performed across rates, and only the number of replays possible is calculated. When a player performs a replay operation and cross-rate processing is required, the necessary number of saved balls or number of held balls is cross-rate processed.

[0035] Furthermore, when the display setting is other than displaying all rates, if the inter-machine card processing machine 10 receives a rate selection (for example, a 1 yen rate) from the entry rate selection, it converts the number of balls held and the number of balls saved for each rate associated with the card to this rate (for example, a 1 yen rate) and displays the number of replays possible based on the pre-set display setting.

[0036] In addition, when the display setting is "display all rates," if the machine-to-machine card processing machine 10 receives a change in combination due to the selection of an entry rate, it changes and displays the displayed combination of the number of balls held and the number of balls saved.

[0037] When the inter-machine card processing machine 10 receives a held ball replay operation, it subtracts a predetermined number from the number of held balls it manages, notifies the gaming machine 20 of the number corresponding to the subtracted held balls, and adds it to the number of game balls. Also, when the inter-machine card processing machine 10 receives a saved ball replay operation, it sends a saved ball replay request to the management device 50, thereby subtracting a predetermined number from the number of saved balls managed by the management device 50, and notifies the gaming machine 20 of the number corresponding to the subtracted saved balls, and adds it to the number of game balls.

[0038] When the inter-machine card processing machine 10 accepts the card return operation, it transmits a ball addition request including the number of balls held to the management device 50, makes the management device 50 add the number of balls held, and then transmits a card ejection notification to the management device 50 and controls the ejection of the card.

[0039] 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.

[0040] 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.

[0041] 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.

[0042] 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.

[0043] 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.

[0044] 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.

[0045] 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.

[0046] 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 stored, the PIN number, the name, etc. in association with the member card ID issued to the member.

[0047] 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 number 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.

[0048] In addition, when the management device 50 receives a request to replay saved balls from the inter-machine card processing device 10, it subtracts a predetermined number from the balance of saved balls associated with the card ID indicated in the request to replay saved balls, and transmits saved ball replay data including the number of saved balls after the subtraction to the inter-machine card processing device 10.

[0049] For example, if the game type of stored balls used in the gaming machine 20 is ball 1 (4 yen rate), and the management device 50 associates the number of stored balls for ball 1 (4 yen rate) as "200 balls" and the number of stored balls for ball 2 (2 yen rate) as "300 balls", and "125 balls" are paid out upon one stored ball replay request, the number of stored balls for ball 1 (4 yen rate) will become "75 balls (= 200 balls - 125 balls)" upon the first stored ball replay request. Therefore, in such cases, cross-rate processing is not performed.

[0050] In response to this, if a second request for a saved ball replay is received, the number of saved balls is insufficient with only the "75" saved balls for Ball 1 (4 yen rate). For example, "100" of the "300" saved balls for Ball 2 (2 yen rate) are converted to "50" saved balls for Ball 1 (4 yen rate) and added to the number of saved balls for Ball 1 (4 yen rate), resulting in "125" saved balls for Ball 1 (4 yen rate) and "200" saved balls for Ball 2 (2 yen rate). Therefore, a replay permission signal is sent to the inter-machine unit, and the number of saved balls for Ball 1 (4 yen rate) becomes "0" and the number of saved balls for Ball 2 (2 yen rate) becomes "200". Similarly, a replay of the number of saved balls across different game types is performed. In the case of retained balls, the inter-machine card processing device 10 similarly performs a replay of the number of retained balls across different game types.

[0051] 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 number of stored balls corresponding to the specified card ID.

[0052] 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 prize exchange processing for the number of stored balls and the number of held balls. This prize management device 60 is connected to a card reader that reads the card ID recorded on 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 number of held balls for that card ID. Furthermore, when exchanging stored balls for prizes, it requests the number of stored balls from the management device 50.

[0053] When a card associated with a prepaid value is inserted, the settlement machine 70 transmits the card ID of the card to the management device 50, acquires the prepaid value associated with the card, and dispenses cash equivalent to the acquired prepaid value.

[0054] <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.

[0055] 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, a card insertion slot 14a that accepts cards associated with a card ID, and a holding unit 14b that accepts a mobile terminal held by a player to associate the unique ID. In addition, the holding unit 14b accepts the mobile terminal associated with the unique ID and reads the unique ID.

[0056] The gaming machine 20 is provided with a gaming board, a handle 21 used to throw enclosed gaming balls onto the gaming board, and a counting button 22.

[0057] The count button 22 is an operation button for transferring management of the number of balls that can be dispensed from the gaming machine 20 to the inter-machine card processing machine 10 by subtracting the number of gaming balls in the gaming machine 20 and adding the corresponding number to the number of balls held by the inter-machine card processing machine 10. In an open gaming machine 20 in which actual gaming balls are dispensed upon winning, this management transfer corresponds to the counting process in which the inter-machine card processing machine 10 counts the dispensed gaming balls and adds them to the number of balls held.

[0058] <Configuration of the inter-machine card processing machine 10> Next, we will explain the configuration of the inter-machine card processing machine 10 shown in Fig. 2. Fig. 4 is a diagram showing the configuration of the inter-machine card processing machine 10 shown in Fig. 2. As shown in Fig. 4, the inter-machine card processing machine 10 has a banknote transport unit 12, a display operation unit 13, a reader / writer 14, a communication unit 15, a memory unit 16, a control unit 17, and a game management unit 18.

[0059] 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.

[0060] The reader / writer 14 is a reading unit that reads a card ID from a card inserted into the card insertion slot 14a and a unique ID from a mobile terminal held over the holding unit 14b. The card inserted into the card insertion slot 14a is stored in a card storage unit (not shown) via the reader / writer 14. The communication unit 15 is an interface unit for performing data communication with the management device 50 via the island controller 30.

[0061] The storage unit 16 is a storage device including a hard disk drive, a non-volatile memory, etc. The storage unit 16 stores the machine status data 16a, the card data 16b, the ball usage upper limit data 16c, the entry setting data 16d, the display setting data 16e, and the entry conversion data 16f.

[0062] 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 set for each rate and managed, with a 4-yen rate ball being designated "Ball 1," a 2-yen rate ball being designated "Ball 2," and a 1-yen rate ball being designated "Ball 3." The machine ID data 16a indicates the status of the inter-machine card processing machine 10. The machine ID data 16a indicates the machine ID, the gaming machine ID, the game type, etc ...

[0063] 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, number of held balls, number of 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.

[0064] The stored ball usage limit data 16c is data indicating the upper limit of the number of stored balls that can be used for replaying stored balls. The transfer setting data 16d is data indicating whether or not the number of held balls and the number of stored balls can be transferred between game types. The display setting data 16e is data indicating the display mode when displaying the number of held balls and the number of stored balls that can be replayed. The transfer conversion data 16f is data indicating the number of held balls and the number of stored balls that can be replayed converted into transfer balls.

[0065] The game management unit 18 is a processing unit that performs processing related to authentication and communication with the gaming machine 20. It is desirable that the game management unit 18 and the control unit 17 are formed on a different board.

[0066] 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, these programs are loaded into a CPU (Central Processing Unit) and executed, causing the authentication processing unit 18a, the authentication key management unit 18b, and the gaming machine status management unit 18c to execute processes corresponding to each of them.

[0067] 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.

[0068] 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.

[0069] The gaming machine status management unit 18c is a processing unit that communicates with the gaming machine 20 and manages the status of the gaming machine 20. Specifically, the gaming machine status management unit 18c acquires the gaming machine ID from the gaming machine 20, transmits a request to add to the number of gaming balls by ball lending, transmits a request to switch management from the number of held balls to the number of gaming balls by replaying held balls, transmits a request to add to the number of gaming balls by replaying saved balls, receives game results such as the number of balls inserted and the number of prize balls paid out in the gaming machine 20, and receives a request to switch management from the number of gaming balls to the number of held balls by counting. Such communication between the inter-machine card processing machine 10 and the gaming machine 20 uses encrypted communication using a predetermined encryption method.

[0070] The gaming machine status management unit 18c also acquires the status set for the game, such as the current number of gaming balls, start, jackpot, jackpot type, and number of lotteries of the gaming machine 20. The time interval at which the gaming machine status management unit 18c acquires the status of the gaming machine 20 is preferably set shorter than the interval at which gaming balls are shot (used) in the gaming machine 20. Furthermore, once the gaming machine status management unit 18c acquires the number of gaming balls from the gaming machine 20, it passes the number of gaming balls to the control unit 17.

[0071] The timing at which the gaming machine status management unit 18c acquires a new gaming machine ID from the gaming machine 20 is not limited to before opening. The gaming machine status management unit 18c can acquire a gaming machine ID or determine whether to replace the gaming machine 20 when the inter-machine card processing machine 10 is powered on or off, during periodic communication, when processing related to the number of gaming balls (ball lending, replay, counting, etc.) is performed, when returning from an offline state, etc. Furthermore, these timings may be used in combination.

[0072] The control unit 17 is a control unit that controls the entire inter-machine card processing machine 10, and includes a machine management unit 17a, a data management unit 17b, a game setting unit 17c, a display control unit 17d, and a boarding conversion unit 17e. In practice, by loading these programs into a CPU and executing them, the machine management unit 17a, the data management unit 17b, the game setting unit 17c, the display control unit 17d, and the boarding conversion unit 17e will execute processes corresponding to each of them.

[0073] The own device management unit 17a is a processing unit that manages the own device status data 16a. The own device management unit 17a stores the device ID and game type set in the own device in the own device status data 16a. The own device management unit 17a stores the gaming machine ID received from the gaming machine 20 in the own device status data 16a.

[0074] When a card is inserted, the data management unit 17b 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 17b receives data including a value (at least one of the prepaid value, the number of held balls, and the number of saved balls) from the management device 50, it updates the card data 16b with the received value.

[0075] Furthermore, when a bill is inserted into the bill insertion slot 12a, the data management unit 17b transmits to the management device 50 a deposit notification including the amount of the inserted bill, the card ID, and the inter-machine card processor ID.

[0076] Furthermore, when a ball lending operation is performed by a player, the data management unit 17b transmits a ball lending request including the card ID and the machine-to-machine card processor ID to the management device 50. If permission to lend balls is received in response to this ball lending request, the data management unit 17b instructs the gaming management unit 18 to subtract the prepaid value of the card data 16b and add a predetermined number of balls to the number of game balls in the gaming machine 20.

[0077] Furthermore, when the number of stored balls indicated in the card data 16b is equal to or greater than the number of stored ball replay units, the data management unit 17b displays a stored ball replay button on the display operation unit 13, making it possible to accept a stored ball replay operation. Also, when the number of stored balls is equal to or greater than the number of stored ball replay units due to cross-rate crossing, the data management unit 17b displays a stored ball replay button on the display operation unit 13, making it possible to accept a stored ball replay operation.

[0078] When a player performs a saved ball replay operation, the data management unit 17b sends 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, it updates the number of saved balls in the card data 16b and instructs the gaming management unit 18 to add the number of balls corresponding to the saved ball replay unit number to the number of game balls in the gaming machine 20. When a saved ball replay operation is performed for the first time, the player is asked to enter a PIN number, and the PIN number must match the PIN number indicated in the card data 16b as a condition for sending a saved ball replay request.

[0079] In addition, when the data management unit 17b receives an operation to replay the held balls, it instructs the game management unit 18 to subtract and update the number of held balls in the card data 16b and add the corresponding number of balls to the number of game balls in the gaming machine 20.

[0080] The game setting unit 17c is a processing unit that manages the stored ball use upper limit data 16c and the train entry setting data 16d. When the game setting unit 17c receives the stored ball use upper limit data and the train entry setting data from the management device 50, it stores the received stored ball use upper limit data in the memory unit 16 as the stored ball use upper limit data 16c, and stores the received train entry setting data in the memory unit 16 as the train entry setting data 16d.

[0081] The display control unit 17d is a processing unit that controls the display of the number of balls entered and manages the display setting data 16e. When the display control unit 17d receives display setting data from the management device 50, it stores the received display setting data as display setting data 16e in the memory unit 16. There are four display settings: "total display," "individual display," "display by balls held / save balls," and "display all rates."

[0082] Furthermore, when a card is inserted and the card data 16b is updated by the data management unit 17b, the display control unit 17d stores the game type of the host device status data 16a in the game type of the boarding conversion data 16f and issues a conversion instruction to the boarding conversion unit 17e. Furthermore, when the display setting data 16e is not "display all rates," if the display operation unit 13 accepts a game type by boarding rate selection, the display control unit 17d stores this game type in the game type of the boarding conversion data 16f and issues a conversion instruction to the boarding conversion unit 17e.

[0083] Furthermore, when the display control unit 17d receives a conversion completion response from the train conversion unit 17e, the display control unit 17d displays the train conversion data 16f on the display operation unit 13 based on the display settings of the display setting data 16e.

[0084] In addition, when the display setting data 16e is "display all rates," if the display operation unit 13 accepts a change in combination due to the selection of an entry rate, the display control unit 17d changes the combination selected among the game types of the number of balls held and the number of balls saved in the entry conversion data 16f and displays it on the display operation unit 13.

[0085] The boarding conversion unit 17e is a processing unit that calculates the number of replays possible by boarding across game types. When the boarding conversion unit 17e receives a conversion instruction from the display control unit 17d, it converts the number of held balls and the number of saved balls in the card data 16b into the number of balls for the game type in the boarding conversion data 16f, and stores the converted number of balls and the total number of saved balls in the boarding conversion data 16f.

[0086] Furthermore, if the total number of saved balls in the drive conversion data 16f is greater than the saved ball use upper limit data 16c, the drive conversion unit 17e stores the sum of the total number of held balls in the drive conversion data 16f and the saved ball use upper limit data 16c as the number of replays allowed in the drive conversion data 16f. If the total number of saved balls in the drive conversion data 16f is equal to or less than the saved ball use upper limit data 16c, the drive conversion unit 17e stores the sum of the total number of held balls in the drive conversion data 16f and the total number of saved balls in the drive conversion data 16f as the number of replays allowed in the drive conversion data 16f. Then, the drive conversion unit 17e passes a conversion completion response to the display control unit 17d.

[0087] 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 and Fig. 6 are diagrams showing examples of the machine status data 16a, card data 16b, ball usage upper limit data 16c, entry setting data 16d, display setting data 16e, and entry conversion data 16f shown in Fig. 4.

[0088] 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 the game type of the inter-machine card processing machine 10 is "Ball 3".

[0089] The card data 16b shown in Figure 5(b) indicates that the ID of the card inserted into the machine-to-machine card processing machine 10 is "2001." Here, the first digit of the card ID indicates the type of card, with a card with a first digit of "1" being a general card and a card with a first digit of "2" being a member card. The card data 16b also indicates that the PIN number for replaying saved balls is "1234" and the prepaid value is "3000 points." Note that, here, 1 point of the prepaid value is equivalent to 1 yen.

[0090] Furthermore, card data 16b indicates that the number of balls held by ball 1 is "100 balls," the number of balls held by ball 2 is "50 balls," the number of balls held by ball 3 is "80 balls," the number of balls stored by ball 1 is "1000 balls," the number of balls stored by ball 2 is "500 balls," and the number of balls stored by ball 3 is "1000 balls."

[0091] The stored ball use upper limit data 16c shown in Fig. 6(a) indicates a state in which the stored ball use upper limit is "5000 balls." The entry setting data 16d shown in Fig. 6(b) indicates a state in which the entry of held balls is "allowed" and the entry of stored balls is "allowed." The display setting data 16e shown in Fig. 6(c) indicates a state in which the display mode is "display all rates."

[0092] The entry conversion data 16f shown in Figure 6(d) indicates a state in which the game type is "Ball 3", the number of balls held by Ball 1 is "400 balls", the number of balls held by Ball 2 is "100 balls", the number of balls held by Ball 3 is "80 balls", the total is "580 balls", the number of saved balls for Ball 1 is "4000 balls", the number of saved balls for Ball 2 is "1000 balls", the number of saved balls for Ball 3 is "1000 balls", the total number of saved balls is "6000 balls", and the number of replays that can be made is "5580 balls".

[0093] <Configuration of gaming machine 20> Next, the configuration of the gaming machine 20 shown in Fig. 2 will be described. Fig. 7 is a diagram showing the configuration of the gaming machine 20 shown in Fig. 2. As shown in Fig. 7, the gaming machine 20 has a communication control unit 23, a performance control unit 24, a game control unit 25, and a game ball control unit 26. The communication control unit 23 is a control unit for controlling data communication with the inter-machine card processing machine 10. Communication with the inter-machine card processing machine 10 uses encrypted communication using a predetermined encryption method.

[0094] When the gaming machine 20 is started up, the communication control unit 23 reads the identification information from the control CPU provided in the game control unit 25 and / or game ball control unit 26, checks whether the identification information is appropriate, and if it is appropriate, establishes communication with the inter-machine card processing machine 10 and goes into standby mode. In the standby mode, if an operation permission is received from the inter-machine card processing machine 10, the performance control unit 24, game control unit 25, and game ball control unit 26 are started up and the gaming machine is ready to play.

[0095] 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.

[0096] 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.

[0097] 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.

[0098] 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.

[0099] 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 starting the probability variation game or time-saving game, a process may be implemented to stop the game (removing the card and requesting a prize exchange or a change of machine). In this case, the gaming machine 20 counts the number of game media after the probability variation game state is entered, and when this count reaches a predetermined value, game stop control is implemented, such as stopping the release of game balls.

[0100] The effect control unit 24 is a control unit that controls the effects during play, and has an effect symbol lottery unit 24a and an effect lottery unit 24b. In practice, by loading these programs into the CPU and executing them, the effect symbol lottery unit 24a and the effect lottery unit 24b will execute processes corresponding to them, respectively.

[0101] 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.

[0102] 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.

[0103] 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.

[0104] The game ball control unit 26 is a control unit that controls the number of game balls. In practice, a program corresponding to the game ball control unit 26 is loaded into the CPU and executed to execute the process. The playable number management unit 26a is a management unit that manages the playable number, i.e., the number of game balls.

[0105] Specifically, the game ball control unit 26 stores the number of game balls in a playable number memory, subtracts "1" from the number of game balls each time a game ball is fired, and adds the number of prize balls won by winning to the number of game balls. Also, when the number of balls is notified by the inter-machine card processing machine 10, it adds the notified number of balls to the number of game balls and sends a confirmation signal to the inter-machine card processing machine 10 indicating that the number has been added to the number of game balls. The game ball control unit 26 can also control cleaning of the game balls (circulating balls) enclosed in the game machine 20.

[0106] Furthermore, the game ball control unit 26 periodically transmits the number of game balls stored in the playable number memory to the machine-to-machine card processing machine 10. In this case, the game ball control unit 26 continues to update the number of game balls according to the game status without clearing the contents of the playable number memory to zero, and transmits the number of game balls at the time of data acquisition to the machine-to-machine card processing machine 10.

[0107] The gaming machine 20 is also provided with a counting button 22, and a signal indicating that the counting button 22 has been pressed is input to the gaming ball control unit 26. The gaming ball control unit 26 detects the pressing of the counting button 22, and if the time from when the detection signal rises to when it falls is less than a certain time, it sends a management transfer request to the inter-machine card processing machine 10 along with data on the number of gaming balls in increments of a certain number (for example, 100 balls per operation). Then, it subtracts (invalidates) the number of balls that have been transferred to the management of the inter-machine card processing machine 10 from the number of gaming balls. Furthermore, if the pressing of the counting button 22 is detected and no fall is detected for a predetermined time or longer after the detection signal rises, it sends a management transfer request to the inter-machine card processing machine 10 along with data on the number of gaming balls in increments of a certain number (for example, 200 balls per 5 seconds) every time the detection signal remains in an up state for a certain time. Then, it subtracts (invalidates) the number of balls that have been transferred to the management of the inter-machine card processing machine 10 from the number of gaming balls. When subtracting from the number of game balls, possible methods include decrementing the value to be subtracted from the value of 1 stored in memory, or updating the value stored in memory with the value after subtraction and deleting or logically deleting the value before subtraction to invalidate it, but there are no particular limitations as long as the value after subtraction can be identified.

[0108] 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.

[0109] <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 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.

[0110] The display unit 51 is a display device such as an LCD panel or display device. The input unit 52 is an input device such as a keyboard or mouse. The external network communication unit 53 is an interface unit for data communication with an authentication key management center (not shown) via an external network. The store network communication unit 54 is an interface unit for data communication with the island controller 30, prize management device 60, and settlement machine 70 via communication lines within the gaming store.

[0111] The memory unit 55 is a storage device such as a hard disk drive or non-volatile memory, and stores card management data 55a, device management data 55b, member management data 55c, stored ball usage limit data 55d, entry setting data 55e, and display setting data 55f.

[0112] The card management data 55a is data that associates the card ID with the remaining prepaid value, the number of balls held, etc. The device management data 55b is data related to the devices installed in the gaming parlor. This device management data 55b includes the machine-to-machine card processing machine ID, the installation location, the gaming machine number, the gaming machine ID, the model data of the gaming machine 20, etc. The member management data 55c is data that associates the number of balls stored, etc. with the card ID of the membership card issued to the member.

[0113] The stored ball usage limit data 55d is data indicating the upper limit of the number of stored balls that can be used for replaying stored balls. The entry setting data 55e is data indicating whether the number of held balls and stored balls can be entered between game types. The display setting data 55f is data indicating the display mode when displaying the number of held balls and the number of stored balls that can be replayed.

[0114] 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, a game setting unit 56d, and a display setting unit 56e. In practice, by loading these programs into a CPU and executing them, the processes corresponding to the card management unit 56a, the device management unit 56b, the member management unit 56c, the game setting unit 56d, and the display setting unit 56e are executed.

[0115] The card management unit 56a is a processing unit that manages the card management data 55a. The card management unit 56a communicates with the inter-machine card processing machine 10, the prize management device 60, and the settlement machine 70, and updates the prepaid value and the balance of held balls associated with the card ID. In addition, when the card management unit 56a receives a card insertion notification from the inter-machine card processing machine 10 or a held value inquiry from the prize management device 60, it notifies the card ID of the valuable value and the balance of held balls.

[0116] 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.

[0117] 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 saved balls associated with the card ID.

[0118] 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.

[0119] The game setting unit 56d is a processing unit that manages the stored ball use upper limit data 55d and the entry setting data 55e. When the game setting unit 56d receives a setting for the stored ball use upper limit from the input unit 52, it stores the received setting value in the stored ball use upper limit data 55d and notifies the inter-machine card processing machine 10. When the game setting unit 56d receives a setting for the held ball entry and the saved ball entry from the input unit 52, it stores the received setting content in the entry setting data 55e and notifies the inter-machine card processing machine 10.

[0120] The display setting unit 56e is a processing unit that manages the display setting data 55f. When the display setting unit 56e receives a display mode setting from the input unit 52, it stores the received setting in the display setting data 55f and notifies the machine-to-machine card processing machine 10. There are four types of display modes: "total display," "individual display," "display by balls held / save balls," and "all rate display."

[0121] Next, a description will be given of specific examples of data stored in the memory unit 55 of the management device 50 shown in Fig. 8. Fig. 9 and Fig. 10 are diagrams showing examples of the card management data 55a, the device management data 55b, the member management data 55c, the stored ball use upper limit data 55d, the entry setting data 55e, and the display setting data 55f shown in Fig. 8.

[0122] In the card management data 55a shown in Figure 9(a), the card ID "1001" is associated with a prepaid value of "0 points", the number of balls held for each rate of "0 balls", and the destination ID "A101". In other words, the card with the card ID "1001" is inserted into the machine-to-machine card processing machine 10 with the device ID "A101", and management of the number of balls held has been transferred to the machine-to-machine card processing machine 10. Therefore, the number of balls held for each rate is zero.

[0123] In addition, in the card management data 55a, the card ID "2001" is associated with a prepaid value of "3000 points," the number of balls held for ball 1 "100 balls," the number of balls held for ball 2 "50 balls," and the number of balls held for ball 3 "80 balls," but is not associated with a destination ID. In other words, the card with card ID "2001" is not inserted into the inter-machine card processing machine 10, and the management device 50 manages the number of balls held.

[0124] 9(b) shows that for the inter-machine card processing machine 10 with ID "A101", its installation location is "Island 1-1", the gaming machine number is "11", the connected gaming machine 20 ID is "B201", the game type is "Ball 1", the gaming machine 20 model is "EV01", and the serial number is "a". It also shows that this gaming machine 20 is in use.

[0125] The device management data 55b indicates that the installation location of the inter-machine card processing machine 10 with ID "A201" is "Island 2-1," the gaming machine number is "21," the connected gaming machine 20 has ID "B506," the game type is "Ball 3," the gaming machine 20 model is "DX03," and the serial number is "g." It also indicates that this gaming machine 20 is in use.

[0126] 9(c) shows the member management data 55c, which indicates the name, number of stored balls, etc. associated with the card ID. Specifically, the member management data 55c indicates that for the card ID "2001," the name is "Takken Taro," the number of stored balls for ball 1 is "1000," the number of stored balls for ball 2 is "500," and the number of stored balls for ball 3 is "1000."

[0127] The stored ball use upper limit data 55d shown in Fig. 10(a) indicates a state in which the stored ball use upper limit is "5000 balls." The entry setting data 55e shown in Fig. 10(b) indicates a state in which the entry of held balls is "allowed" and the entry of stored balls is "allowed." The display setting data 55f shown in Fig. 10(c) indicates a state in which the display mode is "display all rates."

[0128] <Example of display of number of balls entered in the inter-machine card processing machine 10 according to the first embodiment> Next, an example of the display of the number of balls loaded on the inter-machine card processing machine 10 according to this embodiment 1 will be described. Figures 11 to 14 are diagrams showing an example of the display of the number of balls loaded on the inter-machine card processing machine 10 according to this embodiment 1. There are four display modes for display settings: "total display", "individual display", "display by balls held / save balls" and "all rate display", and the case of setting each display will be described.

[0129] Fig. 11 is a diagram showing a display example when "total display" is performed. As shown in Fig. 11(a), on the initial screen for displaying the number of balls entered, the number of "1 yen pachinko" balls, which is the rate set in the inter-machine card processing machine 10, is displayed as the sum of the number of held balls and the number of saved balls that can be replayed. Specifically, the number of held balls is displayed as "580 balls," the number of saved balls is displayed as "6000 balls," and the number of saved balls that can be replayed is displayed as "5580 balls." In this case, since the upper limit for using saved balls is set to "5000 balls," the number of saved balls that can be replayed is "5000 balls," and the number of saved balls that can be replayed combined with the number of held balls is displayed as "5580 balls."

[0130] To display other rates, select the arrow at the bottom of the screen. This operation will display the number of replays available converted to the selected rate. Specifically, if the right arrow at the bottom of the screen is operated, the number of balls displayed will be that of a "2 yen pachinko," as shown in Figure 11(b), with the number of balls held being "290 balls," the number of saved balls being "3000 balls," and the number of replays available being "3290 balls." In this case, the number of saved balls is "3000 balls," which does not exceed the 5000 ball limit for saved ball usage, so all 3000 balls are included in the number of replays available.

[0131] Fig. 12 is a diagram showing a display example when "individual display" is performed. As shown in Fig. 12(a), on the initial screen for displaying the number of loaded balls, the number of held balls and the number of saved balls that can be replayed are displayed individually for "1 yen pachinko," which is the rate set in the inter-machine card processing machine 10. Specifically, the number of held balls is displayed as "580 balls," the number of saved balls is displayed as "6000 balls," the number of held balls that can be replayed as "580 balls," and the number of saved balls that can be replayed as "5000 balls."

[0132] To display other rates, select the arrow at the bottom of the screen. Specifically, if the right arrow at the bottom of the screen is operated, the number of balls for "2 yen pachinko" will be displayed, as shown in Figure 12(b), with the number of balls held being "290 balls," the number of saved balls being "3000 balls," the number of replayable balls held being "290 balls," and the number of replayable saved balls being "3000 balls."

[0133] Figure 13 is a diagram showing a display example when "displaying by balls held / saved balls" is performed. As shown in Figure 13(a), on the initial screen for displaying the number of balls entered, the number of balls held and the number of saved balls that can be replayed are displayed on separate screens for "1 yen pachinko," which is the rate set in the inter-machine card processing machine 10. Specifically, on the screen related to saved balls, the number of saved balls is displayed as "6000 balls," and the number of saved balls that can be replayed is displayed as "5000 balls."

[0134] To display other rates, select the arrow at the bottom of the screen. Specifically, if the right arrow at the bottom of the screen is operated, the number of balls for "2 yen pachinko" will be displayed, as shown in Figure 13(b), with the number of saved balls being "3000 balls" and the number of replays available being "3000 balls." Note that by selecting the arrow at the bottom of the screen, a screen displaying the number of balls held and the number of balls to be added can be displayed.

[0135] Fig. 14 is a diagram showing a display example when "all rates are displayed." As shown in Fig. 14(a), on the initial screen for displaying the number of balls loaded, the number of balls for "1 yen pachinko," which is the rate set in the inter-machine card processing machine 10, is displayed divided into each rate of held balls and saved balls and the number of replays possible. Specifically, the number of held balls for the 4 yen rate is displayed as "400 balls," the number of held balls for the 2 yen rate is displayed as "100 balls," the number of held balls for the 1 yen rate is displayed as "80 balls," the number of saved balls for the 4 yen rate is displayed as "400 balls," the number of saved balls for the 2 yen rate is displayed as "1000 balls," the number of saved balls for the 1 yen rate is displayed as "1000 balls," and the number of replays possible is displayed as "5580 balls."

[0136] The initial screen for "Number of Balls to Be Added" displays the number of balls converted for all rates as targets for addition, but selecting the arrow at the bottom of the screen changes the combination of rates that are targets for addition. Specifically, if the right arrow at the bottom of the screen is operated, as shown in Figure 14(b), the number of balls held for the 4 yen rate is "0 balls," the number of balls held for the 2 yen rate is "100 balls," the number of balls held for the 1 yen rate is "80 balls," the number of saved balls for the 4 yen rate is "0 balls," the number of saved balls for the 2 yen rate is "1000 balls," the number of saved balls for the 1 yen rate is "1000 balls," and the number of replays available is "2180 balls." In this case, the 2 yen rate and the 1 yen rate are displayed as targets for addition.

[0137] <Incoming ball number processing procedure in the inter-machine card processing machine 10 according to the first embodiment> Next, a description will be given of the procedure for processing the number of balls inserted in the inter-machine card processing machine 10 according to the present embodiment 1. Fig. 15 is a flowchart showing the procedure for processing the number of balls inserted in the inter-machine card processing machine 10 according to the present embodiment 1.

[0138] When a card is inserted (step S101; Yes), the inter-machine card processor 10 reads the card data and stores it in the card data 16b (step S102). The game type in the machine status data 16a is stored in the game type in the entry conversion data 16f (step S103).

[0139] If the ball entry setting data 16d indicates "allowed" (step S104; Yes), the number of balls held for each rate in the card data 16b is converted to the rate of the game type in the entry conversion data 16f and stored as the number of balls held in the entry conversion data 16f (step S105).

[0140] If the input of stored balls in the input setting data 16d is "allowed" (step S106; Yes), the balance of each rate of stored balls in the card data 16b is converted to the rate of the game type in the input conversion data 16f and stored as the number of stored balls in the input conversion data 16f (step S107).

[0141] If the total number of stored balls in the entry conversion data 16f is greater than the stored ball usage upper limit data 16c (step S108; Yes), the sum of the total number of held balls in the entry conversion data 16f and the stored ball usage upper limit data 16c is stored as the number of replays possible in the entry conversion data 16f (step S109).

[0142] If the total number of stored balls in the entry conversion data 16f is less than or equal to the stored ball usage upper limit data 16c (step S108; No), the sum of the total number of held balls in the entry conversion data 16f and the total number of stored balls in the entry conversion data 16f is stored as the number of replays possible in the entry conversion data 16f (step S110).

[0143] Thereafter, the boarding conversion data 16f is displayed (step S111). If the selection of the game type to be displayed is accepted (step S112; Yes), the accepted game type is stored as the game type of the boarding conversion data 16f (step S113), and the process proceeds to step S104. If the selection of the game type to be displayed is not accepted (step S112; No), the process ends.

[0144] As described above, in this embodiment 1, when entry between rates with different numbers of balls held and balls stored is permitted, the number of balls held and balls stored for each rate is converted to the selected rate, and the number of replays available is displayed based on the set display mode, so that the number of gaming media available for replay can be efficiently presented to the player.

[0145] In the above embodiment 1, the display mode of the number of replays allowed is set by the management device 50, but the present invention is not limited to this, and the machine-to-machine card processing machine 10 can also be configured to allow the player to select the display mode.

[0146] Furthermore, in the above embodiment 1, when displaying the total number of replays possible, the total number of replays possible for held balls and the number of replays possible for saved balls is displayed, but the present invention is not limited to this, and it is also possible to display a breakdown of the number of replays possible for held balls and a breakdown of the number of replays possible for saved balls together.

[0147] In addition, in the above embodiment 1, the case where the number of replayable balls for the held balls and the saved balls is displayed has been explained, but the present invention is not limited to this, and it is also possible to display whether the held balls or saved balls are being used during a replay. Also, when the game has shifted from using held balls to using saved balls, it is also possible to display that fact.

[0148] Furthermore, in the above embodiment 1, the case where the number of held and saved balls that can be replayed is displayed on the inter-machine card processing machine 10 has been described, but the present invention is not limited to this, and the number of held and saved balls that can be replayed can also be displayed on a device such as a prize management device or a replay management terminal that sets the conditions for replay.

[0149] [Embodiment 2] Incidentally, in the above-mentioned embodiment 1, the case where an enclosed type gaming machine using gaming balls is described as the target is explained, but the present invention is not limited to this, and it can also be configured to display the number of replayable balls and stored balls, including the owned medals and saved medals of a slot machine type gaming machine. In this embodiment 2, the case where the number of replayable balls, owned medals, and saved balls is displayed will be explained. Note that, although omitted here for convenience of explanation, it is also possible to display the number of replayable balls, owned medals, saved balls, and saved medals.

[0150] <Outline of the gaming system according to the second embodiment> First, an outline of the gaming system according to the present embodiment 2 will be explained. Fig. 16 is an explanatory diagram for explaining the outline of the gaming system according to the present embodiment 2. In the gaming system according to the present embodiment 2, it is assumed that the balls held, medals held, and saved balls are allowed to be traded between different rates and between different gaming media.

[0151] As shown in Figure 16, when a membership card is inserted into the machine-to-machine card processing machine 10, the number of balls held, number of medals held, and number of saved balls associated with this membership card are converted to the rate desired by the player, and the number of replays available is displayed.

[0152] Specifically, if the balance of 100 4 yen balls, 50 2 yen balls, and 80 1 yen balls, the balance of 100 20 yen medals, the balance of 100 saved 4 yen balls, 500 2 yen balls, and 1000 saved 1 yen balls are associated with the membership card, and if you select 1 yen pachinko as your entry rate, the number of balls and medals you have will be displayed as "2580 balls (= 100 balls x 4 + 50 balls x 2 + 80 balls + 100 balls x 20)", the number of saved balls will be "6000 balls (= 1000 balls x 4 + 500 balls x 2 + 1000 balls)", and the number of replays available will be "7580 balls". The "6000 balls" displayed as the number of saved balls exceeds the "5000 balls" limit for using saved balls, so the total of these "5000 balls" and the number of balls and medals held, "7580 balls," is displayed as the number of replays available.

[0153] There are four display modes for the number of replays available: "total display," "individual display," "display by balls / medals / saved balls," and "display by all rates." "Total display" is a display mode that displays the total number of replays available for balls, medals, and saved balls. "Individual display" is a display mode that displays the number of replays available for balls, medals, and saved balls individually. "display by balls / medals / saved balls" is a display mode that displays the number of replays available for balls, medals, and saved balls on separate screens. "Display by all rates" is a display mode that displays the number of replays available for each rate of balls, medals, and saved balls, and you can select the combination of rates for which the number of balls is displayed.

[0154] In this way, the gaming system according to this embodiment 2 can indicate the number of possible entries when entry between different rates of held balls, held medals, and saved balls and between different gaming media is permitted.

[0155] <Example of display of number of balls entered in the inter-machine card processing machine 10 according to the second embodiment> Next, an example of the display of the number of balls loaded on the inter-machine card processing machine 10 according to this embodiment 2 will be described. Figures 17 to 20 are diagrams showing an example of the display of the number of balls loaded on the inter-machine card processing machine 10 according to this embodiment 2. There are four display modes for display settings: "total display", "individual display", "display by balls held / medals / saved balls" and "display all rates".

[0156] FIG. 17 is a diagram showing a display example when "total display" is performed. As shown in FIG. 17(a), on the initial screen for displaying the number of balls loaded, the number of "1 yen pachinko" balls, which is the rate set in the inter-machine card processing machine 10, is displayed as the sum of the number of balls held, medals held, and the number of replayable saved balls. Specifically, the number of balls held and medals is displayed as "2580 balls," the number of saved balls is displayed as "6000 balls," and the number of replayable saved balls is displayed as "7580 balls." In this case, since the upper limit for using saved balls is set to "5000 balls," the number of replayable saved balls is "5000 balls," and the number of replayable saved balls added together with the number of balls held and medals is displayed as "7580 balls."

[0157] To display other rates, select the arrow at the bottom of the screen. This operation will display the number of replays available converted to the selected rate. Specifically, if the right arrow at the bottom of the screen is operated, the number of balls / medals held for "2 yen pachinko" will be displayed as "1290 balls," the number of saved balls will be "3000 balls," and the number of replays available will be "4290 balls," as shown in Figure 17(b). In this case, the number of saved balls is "3000 balls," which does not exceed the upper limit of saved balls that can be used, "5000 balls," so these "3000 balls" are included in the number of replays available.

[0158] Fig. 18 is a diagram showing a display example when "individual display" is performed. As shown in Fig. 18(a), on the initial screen of the number of balls displayed, the number of balls held, medals held, and the number of replayable saved balls are individually displayed for "1 yen pachinko," which is the rate set in the inter-machine card processing machine 10. Specifically, the number of balls held and medals is displayed as "2580 balls," the number of saved balls is displayed as "6000 balls," the number of balls held and medals that can be replayed is displayed as "2580 balls," and the number of saved balls that can be replayed is displayed as "5000 balls."

[0159] To display other rates, select the arrow at the bottom of the screen. Specifically, if the right arrow at the bottom of the screen is operated, as shown in Figure 18(b), for "2 yen pachinko," the number of balls / medals held will be "1290 balls," the number of saved balls will be "3000 balls," the number of balls held / medals that can be replayed will be "1290 balls," and the number of saved balls that can be replayed will be "3000 balls."

[0160] Figure 19 is a diagram showing a display example when "display by balls and medals held / saved balls" is performed. As shown in Figure 19(a), on the initial screen for displaying the number of balls entered, the number of balls held, medals held, and the number of replayable saved balls are displayed on separate screens for "1 yen pachinko," which is the rate set in the inter-machine card processing machine 10. Specifically, on the screen related to balls and medals held, the number of balls and medals held is displayed as "2580 balls," and the number of replayable balls is displayed as "2580 balls."

[0161] To display other rates, select the arrow at the bottom of the screen. Specifically, if the right arrow at the bottom of the screen is operated, the number of balls / medals held and the number of replays available for "2 yen pachinko" will be displayed as "1290 balls" and "1290 balls," respectively, as shown in Figure 19(b). Note that by selecting the arrow at the bottom of the screen, a screen displaying the number of balls that have been transferred into the bank can be displayed.

[0162] Fig. 20 is a diagram showing a display example when "all rates are displayed." As shown in Fig. 20(a), on the initial screen for displaying the number of loaded balls, the rates of owned balls, owned medals, and saved balls, as well as the number of replays available, are displayed for "1 yen pachinko," which is the rate set in the inter-machine card processing machine 10. Specifically, the number of owned balls and medals is displayed as "400 balls" for the 4 yen rate, "100 balls" for the 2 yen rate, "80 balls" for the 1 yen rate, and "2000 balls" for the 20 yen rate, and the number of saved balls is displayed as "4000 balls" for the 4 yen rate, "1000 balls" for the 2 yen rate, and "1000 balls" for the 1 yen rate, and the number of replays available is displayed as "7580 balls."

[0163] On the initial screen for displaying the number of balls to be used, the number of balls converted for all rates is displayed as being eligible for use, but selecting the arrow at the bottom of the screen changes the combination of rates eligible for use. Specifically, if the right arrow at the bottom of the screen is operated, the number of held balls and medals is displayed as follows: 4 yen rate: "0 balls," 2 yen rate: "100 balls," 1 yen rate: "80 balls," and 20 yen rate: "2000 balls," the number of saved balls is displayed as follows: 4 yen rate: "0 balls," 2 yen rate: "1000 balls," 1 yen rate: "1000 balls," and the number of replays available is displayed as "4180 balls." In this case, the 2 yen rate, 1 yen rate, and 20 yen rate are displayed as being eligible for use.

[0164] As described above, in this embodiment 2, when transfer between different rates for owned balls, owned medals and saved balls and between different gaming media is permitted, the balance of each rate for owned balls, owned medals and saved balls is converted to the selected rate, and the number of replays possible is displayed based on the set display mode, so that the number of transfers possible can be made clear and the transfer of gaming media can be made more efficient.

[0165] Note that 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]

[0166] The gaming system, gaming device, and remaining play number display method according to the present invention are suitable for efficiently presenting the remaining play number for replay to a player. [Explanation of symbols]

[0167] 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 14b Holding section 15 Communications Department 16 Memory section 16a Device status data 16b Card Data 16c Maximum usage data for saved balls 16d entry setting data 16e Display setting data 16f Train entry conversion data 17 Control Unit 17a Own device management section 17b Data Management Department 17c Game Settings 17d Display control unit 17e Entry conversion section 18 Gaming Management Department 18a Authentication processing section 18b Authentication key management unit 18c Gaming Machine Status Management Department 20 Gaming machines 21 Handle 22 Count button 23 Communication control section 24 Production Control Unit 24a Design lottery section 24b Production Lottery Section 25 Game control unit 26 Game ball control unit 26a Game Ball Management Department 30 Island Controller 50 Management device 51 Display section 52 Input section 53 External Network Communication Section 54 Store Network Communications Department 55 Storage section 55a Card Management Data 55b Equipment Management Data 55c Membership Management Data 55d Ball usage limit data 55e entry setting data 55f Display setting data 56 Control Unit 56a Card Management Department 56b Equipment management department 56c Membership Management Department 56d Game setting section 56e Display setting section 60 Prize Management Device 70 Payment machine

Claims

1. A gaming system comprising: a sealed gaming machine that stores a first number of playable games used in the game; a gaming device that is connected to the gaming machine in a manner that allows communication and stores a second number of playable games that can be transferred to and from the first number of playable games; and a management device that manages a third number of playable games deposited with a gaming parlor, An acquisition means for acquiring the second number of playable games related to multiple types of game media associated with a recording medium held by a player, and the third number of playable games related to multiple types of playable games, A calculation means for calculating the number of replayable games based on a second number of playable games for multiple game media types and a third number of playable games for multiple game media types obtained by the acquisition means. Equipped with, The aforementioned calculation means is, A means for converting the number of playable games, which converts the second number of playable games or the third number of playable games related to the plurality of game media types into the second number of playable games or the third number of playable games related to a predetermined game media type, A total number of playable games calculation means that calculates the total number of playable games, the total number of playable games, or the total number of playable games combined by adding up a plurality of second playable games or a plurality of third playable games converted by the playable game number conversion means, A means for calculating the number of replayables, which calculates the number of replayables based on the total of the second number of playables or the total of the third number of playables or the total of the second number of playables and the third number of playables calculated by the total number of playables calculation means. Equipped with, The means for calculating the number of replayable items is: If an upper limit is set for the number of replayable games that can be played again, and the number of replayable games calculated based on the total number of games that can be played again is greater than the upper limit for the number of replayable games, then the upper limit for the number of replayable games or the sum of the upper limit for the number of replayable games and the total number of games that can be played again shall be used as the number of replayable games. A gaming system characterized by the following features.

2. The aforementioned gaming device is The system further includes setting means for setting whether or not to allow the conversion of a second number of playable games for each of the multiple types of game media to a second number of playable games for each predetermined type of game media, and whether or not to allow the conversion of a third number of playable games for each of the multiple types of game media to a third number of playable games for each predetermined type of game media. The aforementioned means for converting the number of playable games is: Provided that the conversion from the second number of playable games for the first type of game medium to the second number of playable games for a predetermined type of game medium is permitted, the conversion from the second number of playable games for the first type of game medium to the second number of playable games for a predetermined type of game medium is performed, Provided that the conversion from the third number of playable games for the first type of gaming medium to the second number of playable games for a predetermined type of gaming medium is permitted, the conversion from the third number of playable games for the first type of gaming medium to the third number of playable games for a predetermined type of gaming medium is performed. The gaming system according to feature 1.

3. The game system according to Claim 1, further comprising a display control means for displaying and controlling the total number of the second playable number, the total number of the third playable number, and the number of replayable numbers on the predetermined operation display unit.

4. The game system according to claim 1, further comprising a display control means for displaying and controlling the total number of second playable games, the total number of third playable games, the number of replayable games for the second playable games, and the number of replayable games for the third playable games on a predetermined operation display unit.

5. A gaming device that is installed in a manner that allows communication with a sealed gaming machine that stores a first number of playable games used in a game, and a management device that manages a third number of playable games deposited in a gaming parlor, and stores a second number of playable games that can be transferred to and from the first number of playable games, An acquisition means for acquiring the second number of playable games related to multiple types of game media associated with a recording medium held by a player, and the third number of playable games related to multiple types of playable games, A calculation means for calculating the number of replayable games based on a second number of playable games for multiple game media types and a third number of playable games for multiple game media types obtained by the acquisition means. Equipped with, The aforementioned calculation means is, A means for converting the number of playable games, which converts the second number of playable games or the third number of playable games related to the plurality of game media types into the second number of playable games or the third number of playable games related to a predetermined game media type, A total number of playable games calculation means that calculates the total number of playable games, the total number of playable games, or the total number of playable games combined by adding up a plurality of second playable games or a plurality of third playable games converted by the playable game number conversion means, A means for calculating the number of replayables, which calculates the number of replayables based on the total of the second number of playables or the total of the third number of playables or the total of the second number of playables and the third number of playables calculated by the total number of playables calculation means. Equipped with, The means for calculating the number of replayable items is: If an upper limit is set for the number of replayable games that can be played again, and the number of replayable games calculated based on the total number of games that can be played again is greater than the upper limit for the number of replayable games, then the upper limit for the number of replayable games or the sum of the upper limit for the number of replayable games and the total number of games that can be played again shall be used as the number of replayable games. A gaming device characterized by the following features.

6. A method for displaying the number of playable games in a gaming system comprising: a sealed gaming machine that stores a first number of playable games used in the game; a gaming device that is connected to the gaming machine in a manner that allows communication and stores a second number of playable games that can be transferred to and from the first number of playable games; and a management device that manages a third number of playable games deposited with a gaming parlor, wherein An acquisition step to acquire a second number of playable games related to multiple types of game media associated with a recording medium held by a player, and the third number of playable games related to multiple types of game media; A calculation step for calculating the number of replayable games based on the second number of playable games for each of the multiple game media types acquired in the acquisition step and the third number of playable games for each of the multiple game media types. Includes, The aforementioned calculation process is, A gameplay count conversion step that converts the second number of playable games or the third number of playable games related to the plurality of game media types into the second number of playable games or the third number of playable games related to a predetermined game media type, A total playable number calculation step which calculates the total number of playable numbers by adding up the multiple second playable numbers or multiple third playable numbers converted in the playable number conversion step, and determining the total number of second playable numbers, the total number of third playable numbers, or the total of the second and third playable numbers, respectively. A replayable number calculation step which calculates the number of replayables based on the total of the second number of playables or the total of the third number of playables or the total of the second number of playables and the third number of playables calculated in the total playable number calculation step, Includes, The process for calculating the number of replayable plays is as follows: If an upper limit is set for the number of replayable games that can be played again, and the number of replayable games calculated based on the total number of games that can be played again is greater than the upper limit for the number of replayable games, then the upper limit for the number of replayable games or the sum of the upper limit for the number of replayable games and the total number of games that can be played again shall be used as the number of replayable games. A method for displaying the number of playable games, characterized by the following features.