Each device
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-12-24
- Publication Date
- 2026-04-07
AI Technical Summary
Conventional gaming machines face challenges in efficiently handling remaining gaming media, particularly when players finish a game with insufficient balls, leading to inconvenience and increased burden on staff.
The implementation of an inter-machine card processing machine that manages and stores gaming media, restricts card returns based on playable numbers, and efficiently recovers remaining media, allowing for centralized management and payout.
Improves convenience for players and reduces staff burden by efficiently collecting and managing remaining gaming media, enhancing the operational efficiency of enclosed gaming machines.
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Abstract
Description
[Technical Field]
[0001] The present invention relates to each machine device that is installed in association with a gaming machine that uses gaming media enclosed therein to play games, and that performs processing related to the gaming media. [Background technology]
[0002] Conventionally, gaming parlors offer games involving gaming media. For example, in pachinko games, gaming balls are used as gaming media, and players play by shooting the gaming balls into a gaming board. The gaming board is provided with multiple prize areas (prize openings), and a predetermined number of gaming balls are awarded as prize balls based on the passing of a gaming ball through a prize area. In this way, the number of gaming media increases or decreases depending on the results of the game, and players can exchange the gaming media they have acquired for prizes.
[0003] To simplify the handling of acquired game media, each machine attached to a gaming machine is provided with a counting function for game media, and the counted number of game media is associated with a card as the number of owned game media. By presenting this card at a prize counter, a player can exchange the associated number of owned game media for prizes.
[0004] Recently, problems have emerged with balls brought in from other parlors and between parlors with different lending rates, and so attention has been drawn to enclosed gaming machines that do not generate such brought-in balls. Enclosed gaming machines are designed so that players do not touch the gaming media, and the number of gaming media that can be released (hereinafter referred to as the playable number) is managed as data (see, for example, Patent Document 1).
[0005] Each machine attached to such an enclosed gaming machine does not control its own machine or the gaming machine to pay out actual gaming media, but instead transmits the number of gaming media as data to the gaming machine. Furthermore, when a game ends, each machine obtains the number of playable media from the gaming machine and adds it to the number of held gaming media. The operation of each machine obtaining the number of playable media from the gaming machine and adding it to the held gaming media corresponds to the operation of counting gaming media, and is therefore referred to as a counting operation in this specification. [Prior art documents] [Patent documents]
[0006] [Patent Document 1] Japanese Patent Application Laid-Open No. 2002-233635 Summary of the Invention [Problem to be solved by the invention]
[0007] However, with conventional technology, when a player finishes a game with remaining playable balls or balls, there is a problem with how to handle the remaining playable balls and balls. In particular, when there are so few balls that they cannot be associated with a card, it is conceivable that the player will finish the game with remaining balls and balls. Therefore, it is an issue to reduce the burden on gaming store staff by efficiently collecting the remaining balls and balls and to improve the convenience when using an enclosed gaming machine.
[0008] The present invention has been made to solve the above-mentioned problems, and aims to provide a machine device that can improve convenience when using an enclosed gaming machine. [Means for solving the problem]
[0009] In order to solve the above-mentioned problems and achieve the object, the present invention is characterized in that each machine device installed in correspondence with a gaming machine comprises: a playable number acquisition means for acquiring the playable number stored in the gaming machine and used for playing by a player; a storage means for storing the number of held gaming media when the playable number exists and the playable number is transferred to the number of held gaming media; a clearing means for clearing the number of held gaming media stored in the storage means; and a transmission means for transmitting the number of held gaming media as a recovery number to a higher-level device when a recovery storage medium for recovering the number of held gaming media remaining when the player finishes playing is received.
[0010] Furthermore, the present invention is characterized in that, in the above invention, the invention further comprises a collected medium number storage means for storing the number of owned gaming media cleared by the clearing means as the number of collected media. Furthermore, in the above invention, the present invention is characterized in that the number of collected media stored in the collected media number storage means can be paid out as the number of held gaming media. In the above invention, the number of collected media stored in the collected media number storage means can be viewed. [Effects of the Invention]
[0011] According to the present invention, it is possible to improve the convenience when using an enclosed gaming machine. [Brief explanation of the drawings]
[0012] [Figure 1] FIG. 1 is a conceptual diagram of each stand device according to this embodiment. [Figure 2] FIG. 2 is a diagram showing the system configuration of an amusement parlor. [Figure 3] FIG. 3 is a diagram showing the external appearance of the inter-machine card processing machine and the gaming machine. [Figure 4] FIG. 4 is a functional block diagram showing the configuration of the inter-machine card processing machine and the gaming machine shown in FIG. [Figure 5]FIG. 5 is an explanatory diagram (part 1) for explaining an example of data stored in the storage unit of the inter-machine card processing machine. [Figure 6] FIG. 6 is an explanatory diagram for explaining an example of data stored in the storage unit of the inter-machine card processing machine (part 2). [Figure 7] FIG. 7 is a functional block diagram showing the configuration of the card management device shown in FIG. [Figure 8] FIG. 8 is an explanatory diagram for explaining an example of data stored in the storage unit of the card management device (part 1). [Figure 9] FIG. 9 is an explanatory diagram for explaining an example of data stored in the storage unit of the card management device (part 2). [Figure 10] FIG. 10 is a flowchart showing the processing procedure of the inter-machine card processing machine for recovered balls. [Figure 11] FIG. 11 is a flowchart showing the processing procedure of the inter-machine card processing machine for the erasing balls. [Figure 12] FIG. 12 is an explanatory diagram of calling a gaming store attendant. [Figure 13] FIG. 13 is an explanatory diagram of the management of prize balls in a gaming machine. [Figure 14] FIG. 14 is an explanatory diagram of how to deal with a missed count. DETAILED DESCRIPTION OF THE INVENTION
[0013] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Preferred embodiments of the stand device according to the present invention will be described in detail below with reference to the accompanying drawings.
[0014] In this specification, "reserved balls" refers to data indicating the gaming media or the number of gaming media acquired by a player in a game, which can be used again for gaming only on that day (before closing time). "Saved balls" refers to data indicating the gaming media or the number of gaming media acquired by a player in a game, which can be used again for gaming from the next day onwards (after closing time). Reserved balls can be used by both general players and member players, and are used when the gaming machine used for gaming is changed (so-called machine transfer). Saved balls are usually only available to member players, and are used when acquired gaming media are used for gaming from the next day onwards. A specified fee may be charged for the use of saved balls. [Example]
[0015] First, the concept of each machine device according to this embodiment will be explained. Figure 1 is an explanatory diagram of the concept of each machine device according to this embodiment. A gaming facility is installed with multiple gaming machines 20, and each gaming machine 20 is provided with an inter-machine card processing machine 10, which is a machine device.
[0016] The gaming machine 20 is an enclosed gaming machine designed so that players cannot touch the gaming balls, which are the gaming medium, and the number of gaming balls that can be launched is managed as the available number of balls. A large number of obstacle pins are planted on the gaming board of the gaming machine 20, and gaming balls launched onto the gaming board by operating the handle fall between the obstacle pins and either win a prize in the winning hole or the starting hole, or are ejected from the gaming board through the outlet hole without winning. The gaming balls ejected from the gaming board are transported inside the gaming machine 20 and are used for launching again.
[0017] The inter-machine card processing machine 10 is a machine that performs processes such as accepting deposits and lending game balls. Game balls are lent out by adding to the number of available balls in the gaming machine 20, rather than by paying out actual game balls. Similarly, when a player performs an operation to replay held balls, the inter-machine card processing machine 10 subtracts a predetermined number of held balls and adds the predetermined number to the number of available balls. The inter-machine card processing machine 10 can also count game balls by transferring the number of available balls managed by the gaming machine 20 to the held balls managed by the machine itself.
[0018] When the inter-machine card processing device 10 receives a card return operation, it associates the value of the balls held with the card, discharges the card, and clears the value of the balls held and other items managed by the device itself, thereby returning the value to the player. However, if the total number of balls held and the number of playable balls is below a predetermined threshold, a card return restriction is implemented (a) so that the card will not be returned even if a return operation is performed. Restricting card returns can prevent losses to the gaming facility caused by discarding cards associated with a small number of balls held.
[0019] When the inter-machine card processing device 10 receives a collection operation from a gaming store clerk, it cancels the card return restriction and performs a collection process of the held balls and the playable number (b). Specifically, if the playable number is not 0, it issues a notification requesting counting, and transfers all the playable number to the held balls by counting.
[0020] Then, when the number of playable balls is 0, the held balls are managed as recovered balls and the held balls are cleared. The recovered balls are stored in the inter-machine card processing device 10 and are preferably sent to a higher-level device for management, allowing the recovered balls to be viewed and paid out. The recovery operation by the store clerk may be performed by reading the recovery card or may be accepted via the store clerk terminal device.
[0021] In this way, the inter-machine card processing machine 10 manages the held balls and the like as values related to game balls, restricts the return of value based on the number of playable balls, which is the number of gaming machine management media managed by the enclosed gaming machine 20, and the value of the held balls, and when a predetermined operation is accepted, lifts the restriction and recovers the value. Therefore, by efficiently recovering the remaining held balls and the number of playable balls, the burden on gaming parlor staff can be reduced and the convenience of using enclosed gaming machines can be improved.
[0022] Next, the system configuration of an amusement parlor will be explained. Figure 2 is a diagram showing the system configuration of an amusement parlor. As shown in Figure 2, an amusement parlor is equipped with a plurality of gaming machines 20 and an inter-machine card processing machine 10 provided corresponding to each gaming machine 20. The inter-machine card processing machine 10 is connected to a communication line, which is an in-parlor network, via an island controller 30. The island controller 30, a card management device 40, a member management device 50, a prize management device 60, and a settlement machine 80 are connected to the communication line.
[0023] The gaming machine 20 is a device in which game balls enclosed inside the device are shot onto a game board. The game board of this 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 to increase the probability of the game ball passing through the aforementioned prize area or another start area, thereby providing an advantage in the game. Note that an area that serves as both a start area and a prize area may be provided.
[0024] The winning areas are provided with winning sensors for detecting the passage of game balls into the winning areas, and the winning sensors detect the passage (winning) of game balls shot into the winning areas. The control unit of the gaming machine 20 also has a prize ball memory that stores the number of game balls to be awarded as prize balls for each winning area, and a playable number memory that indicates the number of balls that a player can throw out.
[0025] Therefore, when the winning sensor detects that a game ball has been inserted into a specific winning area, the gaming machine 20 can determine the number of prize balls to be awarded based on the contents stored in the prize ball memory and the number of game balls that have passed through the winning area, and perform a payout process for the determined number of prize balls.
[0026] In the enclosed gaming machine 20, the payout process for the number of prize balls is performed by adding the number of prize balls to the playable number stored in the playable number memory and updating the memory contents. Also, when the playable number is transferred as the number of balls held by the inter-machine card processing machine 10, the playable number held in the playable number memory is notified to the inter-machine card processing machine 10, and the playable number is cleared to zero. Furthermore, when a notification is received from the inter-machine card processing machine 10 that the playable number has been added by a ball lending operation or the like, the notified number of balls is added to the playable number and the memory contents are updated.
[0027] The inter-machine card processing device 10 accepts deposits, lends gaming balls, communicates with the card management device 40, and communicates with the gaming machines 20. When the inter-machine card processing device 10 accepts a bill inserted by a player, it transmits deposit notification data including the amount of the bill to the card management device 40, and adds a number corresponding to the amount to the prepaid value managed by the card management device 40. Then, when a predetermined ball lending operation is performed, it transmits a ball lending request to the card management device 40, subtracts the prepaid value managed by the card management device 40, and performs a payout process for the number of gaming balls corresponding to the subtracted prepaid value.
[0028] In the enclosed gaming machine 20, the payout process of gaming balls based on the ball loan is performed by notifying the gaming machine 20 of the number corresponding to the subtracted prepaid value and adding it to the number of playable balls.
[0029] Furthermore, when the inter-machine card processing machine 10 accepts the insertion of a card, it transmits card insertion notification data to the card management device 40. Furthermore, when the inter-machine card processing machine 10 receives data including the prepaid value, number of held balls, and number of saved balls from the card management device 40, it stores the received prepaid value, number of held balls, and number of saved balls. Then, once the number of held balls has been stored, the inter-machine card processing machine 10 transmits held ball subtraction request data to the card management device 40, thereby clearing the number of held balls managed by the card management device 40 to zero.
[0030] Furthermore, when the inter-machine card processing machine 10 receives a held ball replay operation, it subtracts a predetermined number from the number of held balls stored in its own device, and performs a payout process for the number of game balls corresponding to the subtracted number of held balls. Furthermore, when the inter-machine card processing machine 10 receives a saved ball replay operation, it sends saved ball replay request data to the card management device 40, thereby subtracting a predetermined number from the number of saved balls managed by the member management device 50, and performs a payout process for the number of game balls corresponding to the subtracted saved ball number. The payout process for game balls based on held ball replay and saved ball replay is also performed by notifying the gaming machine 20 of the corresponding number and adding it to the playable number.
[0031] In addition, when the inter-machine card processing device 10 accepts a card return operation, it sends held ball addition request data including the number of held balls managed by the device to the card management device 40, and after having the card management device 40 add the number of held balls, it sends card ejection notification data to the card management device 40 and controls the ejection of the card.
[0032] 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 card management device 40. 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.
[0033] The island controller 30 is a relay device that bundles together a group of gaming machines 20 and inter-machine card processing machines 10 provided on the gaming island.
[0034] The card management device 40 is a device that manages the prepaid value of a card, the number of balls held, etc. as card data. When the card management device 40 receives card insertion notification data from the inter-machine card processing device 10, it manages the card ID of the inserted card in association with the device ID of the inter-machine card processing device 10, and transmits the prepaid value and number of balls held associated with the card ID to the inter-machine card processing device 10. Furthermore, if the card ID indicated in the card insertion notification data is the card ID of a membership card, the card management device 40 transmits the card insertion notification data to the member management device 50, and transmits the saved ball replay data received from the member management device 50 to the inter-machine card processing device 10.
[0035] Furthermore, when the card management device 40 receives held ball subtraction request data from the inter-machine card processing device 10, it clears the number of held balls to zero. Furthermore, when the card management device 40 receives held ball addition request data from the inter-machine card processing device 10, it adds the held ball number included in the held ball addition request data to the held ball number managed by the card management device 40.
[0036] Furthermore, when the card management device 40 receives ball lending request data 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 data to the inter-machine card processing device 10. When it receives saved ball replay request data, it transmits the saved ball replay request data to the member management device 50, and when the member management device 50 outputs saved ball replay data, it transmits the saved ball replay data to the inter-machine card processing device 10.
[0037] Furthermore, when the card management device 40 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 card management device 40 receives a card ID from the settlement machine 80, it notifies the settlement machine 80 of the prepaid value that is associated with this card ID.
[0038] The card management device 40 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 outside the parlor and distributes them to the inter-machine card processing device 10.
[0039] The member management device 50 is a management device that manages the member management data of members registered with the gaming establishment. Specifically, the device manages the number of balls, points, PIN number, name, etc. in association with the member card ID issued to the member.
[0040] When the member management device 50 receives card insertion notification data from the inter-machine card processing machine 10, it transmits stored ball replay data including the number of stored balls and the PIN number associated with the card ID indicated in the card insertion notification data to the inter-machine card processing machine 10. Furthermore, when the member management device 50 receives stored ball replay request data from the inter-machine card processing machine 10, it subtracts a predetermined number from the number of stored balls associated with the card ID indicated in the stored ball replay request data, and transmits stored ball replay data including the number of stored balls after the subtraction to the inter-machine card processing machine 10. Furthermore, communication between the inter-machine card processing machine 10 and the member management device 50 is performed via the card management device 40.
[0041] Furthermore, when the member management device 50 receives an inquiry about the number of saved balls from the prize management device 60, it notifies the prize management device 60 of the number of saved balls corresponding to the specified card ID.
[0042] The prize management device 60 is a terminal device for prize exchange installed next to the prize exchange counter in the gaming facility, and performs the prize exchange process of exchanging acquired balls, number of saved balls, and number of held balls for prizes. This prize management device 60 is connected to a card reader that reads the card ID from 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 member card (or when it reads identification data corresponding to the card ID from a mobile terminal, etc.), it sends the card ID to the card management device 40 and requests the number of held balls for that card ID. Furthermore, when the number of saved balls is to be exchanged for a prize, it requests the number of saved balls from the member management device 50.
[0043] When a card associated with a prepaid value is inserted, the settlement machine 80 transmits the card ID of the card to the card management device 40, receives the response data, acquires the prepaid value associated with the card, and dispenses money according to the acquired prepaid value.
[0044] Next, we will explain the ball lending process of the gaming system shown in Figure 2. When a player performs a ball lending operation on the inter-machine card processing machine 10, the inter-machine card processing machine 10 transmits ball lending request data to the card management device 40. This ball lending request data includes the card ID of the card inserted into the inter-machine card processing machine 10, and an address or any identification data that identifies the inter-machine card processing machine 10 that sent the data.
[0045] When the card management device 40 receives the ball lending request data, it subtracts a predetermined value from the prepaid value associated with the card ID of the ball lending request data. Then, the card management device 40 transmits the ball lending permission data to the inter-machine card processing device 10 that sent it. The inter-machine card processing device 10 that has received the ball lending permission data performs a payout process for the number of game balls corresponding to the subtracted prepaid value.
[0046] Next, we will explain the held ball replay process when holding balls are replayed in the gaming system shown in Figure 2. When the inter-machine card processing machine 10 accepts the insertion of a general card or a membership card, it transmits card insertion notification data to the card management device 40. This card insertion notification data includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or arbitrary identification data that identifies the inter-machine card processing machine 10 that is the sender, and data for identifying the rate of the inter-machine card processing machine 10.
[0047] When the card management device 40 receives card insertion notification data from the inter-machine card processing device 10, it notifies the inter-machine card processing device 10 of the number of balls held for each rate associated with the card ID in the card insertion notification data.
[0048] The inter-machine card processing machine 10 stores the number of held balls received from the card management device 40. It then transmits to the card management device 40 the card ID, data specifying the rate, and held ball subtraction request data indicating that the number of held balls be cleared to zero. When the card management device 40 receives the held ball subtraction request data, it clears to zero the number of held balls for each rate specified by the card ID. Furthermore, when the inter-machine card processing machine 10 accepts a held ball replay operation and performs a held ball replay, it subtracts a predetermined number from the stored held ball number and performs a payout process for the corresponding number of game balls. Here, when there are held balls other than the rate of the machine itself, and the setting is such that held ball replays using held balls other than the rate of the machine itself are permitted, the inter-machine card processing machine 10 can convert the held balls other than the rate of the machine itself to the held balls of the rate of the machine itself in response to the player's operation and perform the held ball replay. Here, if the unit price per gaming medium of the other rate is A and the unit price of the machine's rate is B, the number of balls held of the other rate can be subtracted to perform the payout process of X × (A / B).
[0049] When the inter-machine card processing machine 10 receives management transfer request data from the gaming machine 20 to transfer its management by making the playable number of the gaming machine 20 the balls held by the inter-machine card processing machine 10, it adds the playable number indicated in the management transfer request data to the number of balls held by its own machine. After that, when it accepts a card return operation, the inter-machine card processing machine 10 sends held ball addition request data to the card management device 40. This held ball addition request data includes the card ID of the card to be returned, an address or arbitrary identification data that identifies the inter-machine card processing machine 10 that sent it, and the number of held balls for each rate.
[0050] When the inter-machine card processing machine 10 accepts the card return operation, it transmits held ball addition request data to the card management device 40. This held ball addition request data includes the card ID of the card to be returned, an address or any identification data that identifies the inter-machine card processing machine 10 that sent the data, and the number of held balls for each rate.
[0051] When the card management device 40 receives the ball addition request data, it adds the number of balls included in the ball addition request data to the number of balls of each rate associated with the card ID. After that, the inter-machine card processing machine 10 sends card ejection notification data to the card management device 40.
[0052] Next, we will explain the stored ball replay process in the gaming system shown in Figure 2. When the inter-machine card processing machine 10 reads the card ID from a membership card or a portable terminal that can be used as a membership card, it transmits card insertion notification data to the card management device 40. This card insertion notification data includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or arbitrary identification data that identifies the inter-machine card processing machine 10 that is the sender, and data for identifying the rate of the inter-machine card processing machine 10.
[0053] The card management device 40 transmits the card insertion notification data received from the machine-to-machine card processing device 10 to the member management device 50. Upon receiving the card insertion notification data, the member management device 50 transmits saved ball replay data to the machine-to-machine card processing device 10, including the PIN associated with the card ID in the card insertion notification data, the number of saved balls at the rate specified by the card insertion notification data, and the number of saved ball replays possible. The number of saved ball replays possible indicates the number of times saved ball replays can be performed, and is equal to the quotient obtained by dividing the number of saved balls by the number of game ball payout units in saved ball replays. However, if an upper limit is set for saved ball replays, the number of saved ball replays possible will be limited by this upper limit.
[0054] The inter-machine card processing machine 10 stores the received saved ball replay data, and when the number of saved ball replays possible indicated in the saved ball replay data is 1 or more, it becomes possible to accept a saved ball replay operation.
[0055] When the inter-machine card processing machine 10 receives a saved ball replay operation for the first time after storing the saved ball replay data, it requests the player to input a password and judges whether the input password matches the password shown in the saved ball replay data.
[0056] If the PIN numbers match, the inter-machine card processing machine 10 transmits saved ball replay request data to the card management device 40. This saved ball replay request data includes the card ID of the card inserted in the inter-machine card processing machine 10, an address or any identification data that identifies the inter-machine card processing machine 10 that is the sender, and data for specifying the rate of the inter-machine card processing machine 10.
[0057] The card management device 40 transmits saved ball replay request data to the member management device 50. When the member management device 50 receives the saved ball replay request data, it subtracts a predetermined value from the balance of saved balls at the rate specified by the message among the saved balls associated with the card ID in the saved ball replay request data, and recalculates the number of saved balls that can be replayed. It then transmits saved ball replay data including the balance after subtraction and the number of saved balls that can be replayed to the machine-to-machine card processing device 10.
[0058] The inter-machine card processing machine 10 updates the stored number of saved balls and performs a payout process for the number of game balls equal to the payout unit number for saved ball replay. Here, if there are saved balls other than the machine's rate and the machine is set to allow saved ball replay using saved balls other than the machine's rate, the inter-machine card processing machine 10 can convert the saved balls other than the machine's rate into the saved balls at the machine's rate and perform saved ball replay in response to the player's operation, just as in the case of held ball replay. Furthermore, after the payout process, the inter-machine card processing machine 10 determines whether the updated number of saved ball replays available is 1 or more. If the updated number of saved ball replays available is 0, the saved ball replay operation is not accepted. If the updated number of saved ball replays available is 1 or more, the saved ball replay operation is accepted again. For saved ball replays from the second time onwards, PIN verification is not required. PIN verification may be performed each time. In addition, although the example shown here is one in which the member management device 50 subtracts the balance of saved balls and then the machine-to-machine card processing device 10 performs the payout process of game balls, the balance of saved balls may also be subtracted after the payout process of game balls is performed based on a saved ball replay request. This is because the saved ball replay data before the saved ball replay request indicates the number of saved balls that can be replayed, and a situation in which an insufficient balance is discovered after the saved ball replay request is accepted will not occur.
[0059] Next, we will explain the transition from held balls to saved balls during the store closing process. The card management device 40 checks the number of held balls in the card management data during the store closing process, and if there is a record associated with a number of held balls greater than zero, it notifies the member management device 50 of the number of held balls in that record along with the card ID and rate. The member management device 50 adds the number of held balls notified by the card management device 40 to the saved number of balls specified by the card ID and rate. The card management device 40 then clears the number of held balls to zero.
[0060] Next, we will explain the appearance of the inter-machine card processing machine 10 and the gaming machine 20 shown in Figure 2. Figure 3 is a diagram showing the appearance of the inter-machine card processing machine 10 and the gaming machine 20. Also, Figure 3 shows the inter-machine card processing machine 10 that only accepts paper money, but it is also possible to provide a unit for accepting coins.
[0061] As shown in FIG. 3, the inter-machine card processing machine 10 has a status display unit 11, a bill insertion slot 12a, a display operation unit 13, a display operation unit 22, a card insertion slot 14a, and a card holding unit 14b.
[0062] The status display unit 11 displays the status of the machine-to-machine card processing machine 10 by turning on or blinking a lamp of a predetermined color. The bill insertion slot 12a is an insertion slot for various bills required for lending game balls. The display operation unit 13 is a device that displays operation buttons such as a touch panel type liquid crystal display and accepts input operations via the operation buttons.
[0063] The card insertion slot 14a is an insertion slot for a card held by a player. The holding section 14b is a section where the mobile terminal used for member registration is held over, and when the mobile terminal is held over the holding section 14b, data such as the mobile terminal's unique ID (e.g., IDm) is read from the mobile terminal.
[0064] The display operation unit 22 is a display device such as a touch panel display, and although it is located on the front side of the gaming machine 20, its input and output are controlled by the inter-machine card processing machine 10. The display operation unit 22 is used to display various information such as the balance of balls held, and to accept various operations such as display switching operations.
[0065] 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 23.
[0066] The count button 23 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 playable balls in the gaming machine 20 and adding the corresponding number to the balls held by the inter-machine card processing machine 10. In an open gaming machine in which actual gaming balls are dispensed upon winning, this management transfer corresponds to the counting process in which the inter-machine card processing machine 10 counts the dispensed gaming balls and adds them to the balls held.
[0067] Next, we will explain the configuration of the inter-machine card processing machine 10 and the gaming machine 20 shown in Fig. 2. Fig. 4 is a functional block diagram showing the configuration of the inter-machine card processing machine 10 and the gaming machine 20 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 swiping unit 14b, a communication unit 15, a game management unit 18, a memory unit 16, a control unit 17, and a display operation unit 22.
[0068] The bill transport unit 12 is a transport unit that transports bills inserted through the bill insertion slot 12a to a bill storage unit (not shown) while determining the denomination and authenticity of the bills. The display operation unit 13 is an input / output device such as a touch panel liquid crystal display that displays various information such as the prepaid value available for ball lending, the number of balls held, and the number of balls stored, and accepts various operations such as ball lending operations.
[0069] The reader / writer 14 is a device that reads a card ID from a card inserted into the card insertion slot 14a. The card inserted into the card insertion slot 14a is stored in a card storage unit (not shown) via the reader / writer 14. The holding unit 14b is an interface unit that reads various information, such as the unique ID (e.g., IDm) of a mobile terminal or the like, via near-field wireless communication when the mobile terminal is held over the reader / writer 14b. This information is used to replay the number of balls associated with the mobile terminal held by the player. The reader / writer 14 also has the function of associating a negotiable value, such as balls held or prepaid value, indicated in card data 16b with the card stored in the card storage unit in response to the player's return operation, and issuing the card as a new card. However, if the prepaid value indicated in card data 16b is 0 and the number of balls held is less than a certain number, the reader / writer 14 controls the card so that it is not returned even if the player performs a return operation. This control is intended to prevent losses to the gaming parlor caused by discarding a card associated with a small number of balls. The fixed number can be set, for example, so that the value of the card or the lowest priced prize in the gaming establishment is the number of balls held multiplied by the rental price per ball, but it is not limited to this and can be set freely according to the gaming establishment's policy. Also, when controlling so that the card is not returned even if a return operation is performed, the stored number of balls held can be sent to the gaming machine 20 as the number of playable balls, or a message can be displayed stating that the card cannot be returned and urging the player to play the held balls again.
[0070] The communication unit 15 is an interface unit for performing data communication with the card management device 40 and the like via the island controller 30.
[0071] The storage unit 16 is a storage device including a hard disk drive, a nonvolatile memory, etc. The storage unit 16 stores device status data 16a, card data 16b, collection data 16c, and deletion data 16d.
[0072] 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 of the inter-machine card processing machine and game settings. The machine ID of the inter-machine card processing machine is identification data for uniquely identifying the inter-machine card processing machine 10 within the gaming parlor. The game settings are data indicating the game type set in the inter-machine card processing machine 10. When gaming balls of multiple rates are handled within the gaming parlor, a game type name is set and managed for each rate, such as "Ball 1" for 4-yen rate game balls, "Ball 2" for 2-yen rate game balls, "Ball 3" for 1-yen rate game balls, and "Ball 4" for 0.5-yen rate game balls. The inter-machine card processing machine 10 selects a rate to use for a game from these game types and stores it as a game setting.
[0073] The card data 16b is data related to the card being used by the player. The card data 16b includes the card ID, prepaid value, held balls, saved balls, the number of saved balls that can be replayed, 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.
[0074] The collection data 16c is data for managing the collected balls. The collection data 16c includes the collection date and time, the number of collected balls, a card ID, and a store clerk ID. The deletion data 16d is data for managing the cleared number of playable balls as deleted balls when it is detected that the number of playable balls in the gaming machine 20 has been cleared. The deletion data 16d includes the deletion date and time, the number of deleted balls, and a card ID.
[0075] The gaming management unit 18 is a processing unit that performs processing related to authentication and communication with the gaming machine 20. It is desirable that this gaming management unit 18 be formed on a different board from that of the control unit 17. The gaming management unit 18 has an authentication processing unit 18a, an authentication key management unit 18b, and a gaming machine status management unit 18c.
[0076] The authentication processing unit 18a authenticates the gaming machine 20 using the authentication key received from the card management device 40. If the authentication is successful, the authentication processing unit 18a transmits an operation permission to the gaming machine 20. Even if the authentication fails, the authentication processing unit 18a transmits an operation permission to the gaming machine 20 if it is within a predetermined period since the last successful authentication, but does not transmit an operation permission to the gaming machine 20 after the predetermined period has elapsed since the last successful authentication, and prohibits use of the gaming machine 20. The authentication processing unit 18a transmits the authentication result, such as the success or failure of the authentication, to the card management device 40, and controls the display operation unit 13 to display the result as appropriate.
[0077] 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 the authentication key management center via the card management device 40 and updates the authentication key.
[0078] 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 playable number by ball lending, transmits a request to transfer management from the held balls to the playable number by replaying held balls, transmits a request to add to the playable number by replaying saved balls, receives game results such as the number of balls inserted and the number of balls paid out in the gaming machine 20, and receives a request to transfer management from the playable number to the held balls by counting. In addition, the gaming machine status management unit 18c periodically acquires the playable number of the gaming machine 20 as a reference value. The playable number acquired by the gaming machine status management unit 18c can be displayed and controlled on the display operation unit 13, etc. Note that communication between the inter-machine card processing device 10 and the gaming machine 20 may be encrypted communication using a predetermined encryption method.
[0079] The gaming machine status management unit 18c may further acquire the current number of games available for play on the gaming machine 20, the status set for the game such as "jackpot," and the operation status of the handle 21. 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) on the gaming machine 20.
[0080] The control unit 17 is a control unit that controls the entire inter-machine card processing machine 10, and has a data management unit 17a, a game setting processing unit 17b, a restriction processing unit 17c, a recovery processing unit 17d, and a number of erased balls management unit 17e.
[0081] When a card is inserted, the data management unit 17a transmits card insertion notification data including the device ID of the device status data 16a and the card ID of the card data 16b to the card management device 40. Furthermore, when the data management unit 17a receives data including valuable value (at least one of the prepaid value, the number of held balls, and the number of saved balls) from the card management device 40, it updates the card data 16b with the received valuable value. The data management unit 17a appropriately controls the display operation unit 13 to display the prepaid value, the number of held balls, and the number of saved balls indicated in the card data 16b.
[0082] Furthermore, when a bill is inserted into the bill insertion slot 12a, the data management unit 17a transmits to the card management device 40 deposit notification data including the amount of the inserted bill, the card ID, and the inter-machine card processor ID.
[0083] Furthermore, when a ball lending operation is performed by a player, the data management unit 17a transmits ball lending request data including the card ID and device ID to the card management device 40. If ball lending permission data is received in response to this ball lending request data, the data management unit 17a performs payout processing by instructing the game management unit 18 to add a predetermined number of balls to the number of balls available for play on the gaming machine 20.
[0084] In addition, when a player performs an operation to replay the balls he has, the data management unit 17a performs a payout process by instructing the game management unit 18 to subtract a predetermined number from the number of balls he has shown in the card data 16b and add the corresponding number of balls to the number of balls that can be played on the gaming machine 20.
[0085] Furthermore, if the number of available saved ball replays indicated in the card data 16b is one or more, the data management unit 17a displays a saved ball replay button on the display operation unit 13, making it possible to accept a saved ball replay operation. When a saved ball replay operation is performed by a player, the data management unit 17a transmits saved ball replay request data including the card ID and the machine-to-machine card processing device ID to the member management device 50. If saved ball replay data is received in response to this saved ball replay request data, the data management unit 17a updates the number of saved balls in the card data 16b and performs a payout process by instructing the gaming management unit 18 to add the number of payout units for saved ball replay to the number of playable balls of the gaming machine 20. Note that when a saved ball replay operation is performed for the first time, the data management unit 17a requests the input of a PIN number, and transmits the saved ball replay request data only if the PIN number matches the PIN number indicated in the card data 16b.
[0086] In addition, when the game management unit 18 receives a request to transfer game balls from the game machine 20, the data management unit 17a adds the number of balls instructed by the game management unit 18 to the held balls in the card data 16b to update it.
[0087] In addition, when a player performs a card return operation, the data management unit 17a sends held ball addition request data including the card ID, device ID, and number of held balls to the card management device 40, clears the number of held balls in the card data 16b to zero, then sends card ejection notification data to the card management device 40 and ejects the card.
[0088] In this way, the data management unit 17a has a function as a value management means for managing the value related to the game medium, and a function as an association means for associating the value with a predetermined storage medium and returning it.
[0089] The game setting processing unit 17b displays, on the display operation unit 13 or the display operation unit 22, the rate corresponding to the current game type set in the game settings of the machine status data 16a. If the setting allows for rate selection by the player, the game setting processing unit 17b displays selectable rates on the display operation unit 13 or the display operation unit 22. When the player selects a desired rate, the game setting processing unit 17b updates the game settings of the machine status data 16a with the game type corresponding to the selected rate. On the other hand, if the setting does not allow for rate selection by the player, selectable rates are not displayed during play. In this case, selectable rates are displayed only after an employee's remote control operation or the like is accepted and authenticated. When the employee selects a rate, the game setting processing unit 17b updates the game settings of the machine status data 16a with the game type corresponding to the selected rate. In this case, if a signal instructing the employee to select a game type is received from a higher-level device, such as the card management device 40, the game setting processing unit 17b updates the game settings of the machine status data 16a with the selected game type without displaying selectable rates.
[0090] The limiting unit 17c is a processing unit that limits the return of cards based on the number of balls held and the number of playable balls. Specifically, the limiting unit 17c limits the return of cards when the sum of the number of balls held and the number of playable balls is equal to or less than a predetermined limiting threshold.
[0091] The recovery processing unit 17d is a processing unit that removes the card return restriction and recovers the value. When the playable number exceeds a predetermined threshold (for example, 0), the recovery processing unit 17d prompts a counting operation to transfer the playable number to the held balls, and when the playable number becomes equal to or less than the predetermined threshold as a result of the counting, the held balls are transferred to the recovered balls.
[0092] The collection processing unit 17d receives a collection operation from a gaming store clerk and starts collection. The collection operation can be performed by reading a collection card or inputting information into a store clerk terminal device. The collection processing unit 17d registers the collected balls in the collection data 16c as collected balls and clears the held balls in the card data 16b. The collection processing unit 17d also transmits the collected balls to the card management device 40, which is a higher-level device. When a collection card is received, the collected balls may be returned in association with the collection card. The collection data 16c can be used to view and pay out the collected balls.
[0093] The erased ball number management unit 17e monitors the playable number of the gaming machine 20, and when a gaming parlor staff member clears the playable number of the gaming machine 20, it registers the cleared playable number as erased balls in the erased data 16d and clears the playable number of the gaming machine. The erased ball number management unit 17e also transmits the erased balls to the card management device 40, which is a higher-level device. The erased data 16d can be used to view and pay out the erased balls.
[0094] Next, the internal configuration of the gaming machine 20 will be described. The gaming machine 20 has a communication control unit 24, a performance control unit 25, a game control unit 26, and a game ball control unit 27. The communication control unit 24 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 may be encrypted communication using a predetermined encryption method.
[0095] When the gaming machine 20 is started up, the communication control unit 24 reads out the identification information from the control CPU provided in the game control unit 26 and / or game ball control unit 27, 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 25, game control unit 26, and game ball control unit 27 are started up, and the gaming machine 20 is put into a playable state.
[0096] The game control unit 26 is a control unit that controls games played on the gaming machine 20. Specifically, the game control unit 26 controls the launch of game balls onto the game board by detecting handle operation, detects game balls that have entered a winning hole on the game board, obtains random numbers (random numbers from 0 to 65535, with numbers assigned to a jackpot, small jackpot, or loss for each predetermined range) using game balls that have entered a starting hole, and draws lots (special symbols and normal symbols), controls movable members (tulips, etc.) provided on the game board, controls the display of a special symbol display device provided on the game board, detects abnormalities that may be fraudulent (such as the front frame being open or vibration being detected) and notifies a 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 26 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 acquired after the probability variation game state is entered, and game stop control, such as stopping the release of game balls, is implemented when this count reaches a predetermined value.
[0100] The effect control unit 25 is a control unit that controls the effects during play, and has an effect symbol lottery unit 25a and an effect symbol lottery unit 25b. The effect symbol lottery unit 25a performs lottery (specifically, whether to stop the display at 7, 7, 7) for effect symbols (symbols to be displayed on an effect symbol display device such as a display device on the game board) based on the special symbol lottery in the game control unit 26.
[0101] The effect lottery unit 25b performs a lottery for the type of effect to be performed before the lottery result based on the effect symbols is displayed (such as a character appearing to perform a reach effect). Such effects are set so that the effects selected differ depending on the main lottery result.
[0102] The effect control unit 25 stores effect data for each effect. Furthermore, the effect control unit 25 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.
[0103] The game ball control unit 27 is a control unit that controls the playable number. Specifically, the playable number is stored in the playable number memory 27a, and each time a game ball is released, the playable number is decremented by "1," and the number of prize balls awarded upon winning is added to the playable number. Furthermore, when the number of balls is notified by the inter-machine card processing machine 10, the game ball control unit 27 adds the notified number of balls to the playable number stored in the playable number memory 27a, and transmits a confirmation signal to the inter-machine card processing machine 10 indicating that the number has been added to the playable number. The game ball control unit 27 can also control cleaning of the game balls (circulating balls) enclosed in the gaming machine 20.
[0104] Furthermore, the game ball control unit 27 periodically transmits the playable number stored in the playable number memory 27a to the inter-machine card processing machine 10. In this case, the game ball control unit 27 continues to update the playable number according to the game status without clearing the contents of the playable number memory 27a to zero, and transmits the playable number at the time of data acquisition to the inter-machine card processing machine 10.
[0105] The gaming machine 20 is also provided with a counting button 23, and a signal indicating that the counting button 23 has been pressed is input to the gaming ball control unit 27. The gaming ball control unit 27 detects the pressing of the counting button 23, and if the time from the rise to the fall of the detection signal 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 playable number of 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 inter-machine card processing machine 10's management from the playable number. Also, if the pressing of the counting button 23 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 playable number 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 inter-machine card processing machine 10's management from the playable number. When subtracting from the number of available plays, 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.
[0106] The game control unit 26 and the game ball control unit 27 are configured on separate boards. The game control board on which the game control unit 26 is configured and the game ball control board on which the game ball control unit 27 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.
[0107] Next, an example of data stored in the memory unit 16 of the inter-machine card processing machine 10 will be described. Figures 5 and 6 are explanatory diagrams for explaining an example of data stored in the memory unit 16 of the inter-machine card processing machine 10.
[0108] The own device status data 16a shown in Figure 5 (a) indicates a state in which the device ID of the inter-machine card processing device 10 is "3001" and the game type of the inter-machine card processing device 10 is set to "Ball 3".
[0109] 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 "2002." Note that here, the first digit of the card ID indicates the type of card, with cards with the first digit "1" being a general card and cards with the first digit "2" being a membership card. The card data 16b also indicates that the prepaid value is "2000 points." Note that here, 1 point of the prepaid value is equivalent to 1 yen. The card data 16b also indicates that the number of balls held by ball 1 is "0 balls," the number of balls held by ball 2 is "0 balls," the number of balls held by ball 3 is "875 balls," and the number of balls held by ball 4 is "500 balls."
[0110] Furthermore, card data 16b indicates that the pin number for replaying saved balls is "7777," the number of possible replays of saved balls is "1," the number of saved balls for ball 1 is "250," the number of saved balls for ball 2 is "0," the number of saved balls for ball 3 is "50," and the number of saved balls for ball 4 is "0." Although not shown, the card management device 40 also stores, in association with the card ID, the on / off status of a "lock" flag indicating whether the card is valid or invalid, in addition to the balls held, saved balls, and prepaid value. If the card is discovered to be stolen, this flag can be turned on by an employee. These data are also stored within card data 16b. Furthermore, this "lock" flag can be set for each function (such as "use saved balls" or "entering"); for example, at the player's request, only the "entering" function can be "locked" to prevent erroneous operation.
[0111] The collection data 16c shown in Figure 6(c) is data that associates the collection date and time, the number of collected balls, the card ID, and the store clerk ID. Figure 6(c) shows the state in which the date and time "2019 / 09 / 01 15:30", the number of collected balls "30", the card ID "1022", and the store clerk ID "T034" are associated. Note that the card ID is the card ID with which the collected balls were associated, and the store clerk ID is the identification information of the gaming store clerk who performed the collection.
[0112] The erasure data 16d shown in Figure 6(d) is data that associates the date and time of erasure, the number of erased balls, and the card ID. Figure 6(d) shows the date and time "2019 / 09 / 01 16:00", the number of erased balls "72", and the card ID "1050" associated with each other. The card ID is the card ID used at the time of erasure.
[0113] Next, we will explain the configuration of card management device 40 shown in Fig. 2. Fig. 7 is a functional block diagram showing the configuration of card management device 40 shown in Fig. 2. As shown in Fig. 7, card management device 40 has a display unit 41, an input unit 42, an external network communication unit 43, a store network communication unit 44, a memory unit 45, and a control unit 46.
[0114] The display unit 41 is a display device such as a liquid crystal display device. The input unit 42 is an input device such as a keyboard or mouse. The external network communication unit 43 is an interface unit for data communication via a network outside the gaming facility. The store network communication unit 44 is an interface unit for data communication with the island controller 30, member management device 50, prize management device 60, and settlement machine 80 via communication lines within the gaming facility.
[0115] The storage unit 45 is a storage device such as a hard disk drive or a nonvolatile memory, and stores game type setting data 45a, card management data 45b, device management data 45c, collection data 45d, and deletion data 45e.
[0116] The game type setting data 45a is data that associates the lending rate and display name with the game type. The card management data 45b is data that associates the prepaid value, the number of balls held for each game type, and the destination device ID that indicates the device ID of the inter-machine card processing machine 10 into which the card is inserted with the card ID. The device management data 45c is data related to the devices installed in the gaming facility. This device management data 45c includes the device ID of the inter-machine card processing machine, the address of the inter-machine card processing machine 10, the installation location, the gaming machine ID and model data of the gaming machine installed alongside. The recovery data 45d is data that registers and manages recovered balls notified from the inter-machine card processing machine 10. The deletion data 45e is data that registers and manages deleted balls notified from the inter-machine card processing machine 10.
[0117] The control unit 46 is a control unit that controls the entire card management device 40, and has a game type setting management unit 46a, a card management unit 46b, a device management unit 46c, a collected ball management unit 46d, and a deleted ball management unit 46e. In practice, programs corresponding to these functional units are stored in a ROM or non-volatile memory (not shown), and these programs are loaded into a CPU (Central Processing Unit) and executed, causing the game type setting management unit 46a, card management unit 46b, device management unit 46c, collected ball management unit 46d, and deleted ball management unit 46e to execute the processes corresponding to them, respectively.
[0118] The game type setting management unit 46a is a processing unit that associates the game types used in the gaming establishment, the rates, and the display names, and manages them as game type setting data 45a.
[0119] The card management unit 46b is a processing unit that manages the card management data 45b. Specifically, when the card management unit 46b receives card insertion notification data from the inter-machine card processing machine 10, it sets the destination device ID of the card ID indicated in the card insertion notification data to the device ID also indicated in the card insertion notification data. It also notifies the inter-machine card processing machine 10 of the prepaid value associated with the card ID indicated in the card insertion notification data and the number of held balls for each rate as value data. Furthermore, if the inserted card is a membership card, it sends the card insertion notification data to the membership management device. When the card management unit 46b receives held ball subtraction request data from the inter-machine card processing machine 10, it clears the number of held balls for the rate indicated in the held ball subtraction request data to zero.
[0120] Furthermore, when the card management unit 46b receives ball lending request data including a card ID from the inter-machine card processing machine 10, it determines whether the prepaid value associated with the card ID is equal to or greater than a predetermined value. If the prepaid value is equal to or greater than the predetermined value, the card management unit 46b subtracts the predetermined value from the prepaid value stored in the card management data 45b and transmits ball lending permission data including the updated prepaid value to the inter-machine card processing machine 10. On the other hand, if the prepaid value is less than the predetermined value, the card management unit 46b notifies the inter-machine card processing machine 10 of ball lending disallowance data.
[0121] In addition, when the card management unit 46b receives deposit notification data including the amount of coins inserted, the card ID, and the device ID from the machine-to-machine card processing machine 10, it adds the prepaid value indicated in the deposit notification to the prepaid value associated with the card ID.
[0122] Furthermore, when the card management unit 46b receives saved ball replay request data from the inter-machine card processing machine 10, it transfers the saved ball replay request data to the member management device 50. It also transfers the response data from the member management device 50 to the saved ball replay request data to the inter-machine card processing machine 10.
[0123] In addition, when the card management unit 46b receives the ball addition request data, it adds the number of balls included in the ball addition request data to the number of balls of the corresponding rate. In addition, when the card management unit 46b receives the card ejection notification data, it erases the destination device ID of the card ID.
[0124] Furthermore, when the card management unit 46b receives a card ID from the prize management device 60, it notifies the prize management device 60 of the number of balls held for each rate associated with this card ID. Furthermore, when the card management unit 46b receives a card ID from the settlement machine 80, it notifies the settlement machine 80 of the prepaid value associated with this card ID.
[0125] The device management unit 46c is a processing unit that manages the device management data 45c. The device management unit 46c generates and updates the device management data 45c based on the device ID, the address of the inter-machine card processing machine 10, the installation location, and the gaming machine ID acquired from the inter-machine card processing machine 10.
[0126] The collected ball management unit 46d manages the collected balls by registering the data on the collected balls in the collected data 45d when the data on the collected balls is received from the inter-machine card processing machine 10. The collected data 45d can be used for viewing and paying out the collected balls.
[0127] The erased ball management unit 46e manages erased balls by registering the data on erased balls in the erased data 45e when it receives the data on erased balls from the inter-machine card processing machine 10. The erased data 45e can be used for viewing and paying out erased balls.
[0128] Next, an example of data stored in memory unit 45 of card management device 40 shown in Fig. 7 will be described. Fig. 8 and Fig. 9 are explanatory diagrams for explaining an example of data stored in memory unit 45 of card management device 40.
[0129] The game type setting data 45a shown in Figure 8(a) associates the game type name "Ball 1" with the rate "4 yen" and the display name "4 Pachi." The game type setting data 45a also associates the game type name "Ball 2" with the rate "2 yen" and the display name "2 Pachi." The game type setting data 45a also associates the game type name "Ball 3" with the rate "1 yen" and the display name "1 Pachi."
[0130] In the card management data 45b shown in Figure 8(b), the card ID "1001" is associated with a prepaid value of "2500", the number of balls held for ball 1 "1500", the number of balls held for ball 2 "2300", and the number of balls held for ball 3 "0". In other words, the card with card ID "1001" is not inserted into the inter-machine card processing machine 10, and the management of the balls held is performed by the card management device 40.
[0131] In addition, in the card management data 45b shown in Figure 8(b), the card ID "1002" is associated with a prepaid value of "500", the number of balls held for each rate of "0", and the destination device ID "3004". In other words, the card with card ID "1002" is inserted into the inter-machine card processing device 10 with device ID "3004", and management of the number of balls held has been transferred to the inter-machine card processing device 10. Therefore, the number of balls held for each rate is zero.
[0132] In addition, in the card management data 45b shown in Figure 8 (b), the card ID "2002" is associated with a prepaid value of "2000", the number of balls held for each rate of "0", and the destination device ID "3001". In other words, the card with card ID "2002" is inserted into the machine-to-machine card processing device 10 with device ID "3001", and management of the balls held has been transferred to the machine-to-machine card processing device 10. Therefore, the number of balls held for each rate is zero.
[0133] 8(c) shows that the network address of the inter-machine card processing machine 10 with ID "3001" is "AB.CD.EF.GH", the installation location is "Island 1-1", the ID of the connected gaming machine 20 is "P001", the game type is "Ball 3", and the model of the connected gaming machine 20 is "EV01". It also shows that this gaming machine 20 is in use.
[0134] The collection data 45d shown in Figure 9(a) is data that associates the collection date and time, machine ID, number of collected balls, card ID, and store clerk ID. Figure 9(a) shows the association of the date and time "2019 / 09 / 01 15:30", machine ID "3001", number of collected balls "30", card ID "1022", and store clerk ID "T034". The card ID is the card ID with which the collected balls were associated, and the store clerk ID is the identification information of the gaming store clerk who performed the collection. The machine ID is the identification information of the machine-to-machine card processing machine 10 that notified the collected balls.
[0135] The erasure data 45e shown in Figure 9(b) is data that associates the erasure date and time, machine ID, number of erased balls, and card ID. Figure 9(b) shows the association of the date and time "2019 / 09 / 01 16:00", machine ID "3001", number of recovered balls "72", and card ID "1050". The card ID is the card ID that was used at the time of erasure. The machine ID is also the identification information of the inter-machine card processing machine 10 that notified the erased balls.
[0136] Next, a description will be given of the processing procedure of the inter-machine card processing machine 10. Fig. 10 is a flowchart showing the processing procedure of the inter-machine card processing machine 10 for recovered balls. First, the gaming machine status management unit 18c of the inter-machine card processing machine 10 acquires the playable number from the gaming machine 20 (step S101).
[0137] The limit processing unit 17c determines whether the total of the balls in hand and the number of playable balls is greater than 0 and less than the threshold value (step S102). If the total of the balls in hand and the number of playable balls is 0 or above the threshold value (step S102; No), the process ends.
[0138] If the sum of the held balls and the playable number is greater than 0 and less than the threshold value (step S102; Yes), the limiting processing unit 17c limits the card return (step S103). After that, when a collection operation by a gaming facility staff member is accepted (step S104), the collection processing unit 17d determines whether the playable number is 0 (step S105).
[0139] If the playable number is not 0 (step S105; No), the recovery processing unit 17d requests a counting operation to transfer the playable number to the held balls (step S106). Then, the counting operation is accepted, the counting is performed (step S107), and the process proceeds to step S105.
[0140] If the playable number is 0 (step S105; Yes), the recovery processing unit 17d registers the held balls as recovered balls in the recovery data 16c (step S108) and clears the held balls in the card data 16b (step S109). In addition, the recovery processing unit 17d transmits the recovered balls to the card management device 40, which is a higher-level device (step S110), and ends the process.
[0141] 11 is a flowchart showing the processing procedure for erasing balls in the inter-machine card processing machine 10. First, the gaming machine status management unit 18c of the inter-machine card processing machine 10 acquires the available number of plays from the gaming machine 20 (step S201).
[0142] The eliminated ball number management unit 17e monitors the change in the playable number and determines whether or not the playable number has been cleared by a gaming store clerk in the gaming machine 20 (step S202). As a result, if the playable number has not been cleared by a gaming store clerk in the gaming machine 20 (step S202: No), the processing ends.
[0143] If the available number of playable balls has been cleared by a gaming store clerk in the gaming machine 20 (step S202: Yes), the deleted ball number management unit 17e registers the available number of playable balls before the clearing as deleted balls in the deletion data 16d (step S203), and clears the available number of playable balls of the own machine (step S204). In addition, the deleted ball number management unit 17e transmits the deleted balls to the card management device 40, which is a higher-level device (step S205), and ends the process.
[0144] Next, the calling of a gaming store clerk will be explained. Figure 12 is an explanatory diagram of the calling of a gaming store clerk. The inter-machine card processing machine 10 receives a notification from the gaming machine 20 about the use of gaming balls in the gaming machine 20, that is, the occurrence of a shot. Then, if there are playable numbers or balls remaining and no shot occurs for a predetermined time, a gaming store clerk will be called.
[0145] Specifically, if there are any balls remaining to be played, the status display unit 11 will flash red regardless of whether there are any balls in hand or not, and a game store attendant will be called by sending a notification to the prize management device 60 or a notification to the headset.
[0146] Also, if there are no more balls available to play and there are balls remaining, the status display unit 11 will flash blue, and a game store attendant will be called by sending a notification to the prize management device 60 or a notification to the headset.
[0147] In this way, by changing the lighting state of the status display unit 11 depending on whether or not there is a playable number, the gaming store clerk can check the necessary work in advance, thereby realizing the efficiency of the work. Note that if the gaming store clerk does not perform the work within a certain period of time after being called, the system may be configured to automatically collect the held balls.
[0148] Next, the management of prize balls in the gaming machine 20 will be explained. Figure 13 is an explanatory diagram of the management of prize balls in the gaming machine 20. Notification of various information such as the number of balls inserted and prize balls can be received from the enclosed gaming machine 20. When receiving notification of prize balls from the gaming machine 20, if notification of the status of the prize balls is received in addition to the number of prize balls, the inter-machine card processing machine 10 can manage the prize balls according to the status.
[0149] In Figure 13, the inter-machine card processing machine 10 is notified of the number of prize balls as well as the status of the prize balls, either "normal prize balls" or "abnormal prize balls." The inter-machine card processing machine 10 then calculates and manages the total number of normal prize balls and the total number of abnormal prize balls separately. In addition, the machine-to-machine card processing machine 10 also sends the normal prize balls and abnormal prize balls separately to the card management device 40, so the card management device 40 can also manage the normal prize balls and abnormal prize balls separately.
[0150] 14 is an explanatory diagram of how to deal with forgotten counting. When a card is returned to a gaming machine 20 while there are still playable balls remaining, the inter-machine card processing machine 10 registers the playable number as forgotten counting balls in the card management device 40. At this time, the forgotten counting balls are associated with the card ID and the device ID of the machine itself. Furthermore, the inter-machine card processing machine 10 prohibits the acceptance of cards other than the returned card (other cards).
[0151] When a card registered as having been forgotten to be counted is inserted into another inter-machine card processing machine 10, the card management device 40 refers to the card ID to identify that a counting error has occurred, and the inter-machine card processing machine 10 that received the inserted card notifies the player that a counting error has occurred. This notification is made, for example, using the display operation unit 13. Alternatively, the original inter-machine card processing machine 10 may be identified from the associated device ID, and the notification may also be sent as to which inter-machine card processing machine 10 the counting error occurred in.
[0152] In this way, by notifying the occurrence of a forgotten count, the player can return to the original inter-machine card processing machine 10 and count the cards, and the prohibition on accepting other cards is lifted at the original inter-machine card processing machine 10. Furthermore, the forgotten counted cards may be prohibited from being counted at any machine other than the original inter-machine card processing machine 10.
[0153] 14 shows a case where a card that has been forgotten to be counted is inserted into another inter-machine card processing device 10, but the forgotten counting can also be notified when the card that has been forgotten to be counted is used in the settlement machine 80 or the prize management device 60. Settlement and prize exchange may be prohibited until the forgotten counting is resolved.
[0154] As described above, in this embodiment, the inter-machine card processing device 10 is installed in correspondence with the enclosed gaming machine 20, manages the balls held as value related to the gaming media, limits the return of value according to the playable number, which is the number of gaming machine management media managed by the enclosed gaming machine 20, and the value of the balls held, and when a predetermined operation is accepted, lifts the limit and recovers the value. Therefore, by efficiently recovering the remaining balls and playable number, the burden on gaming parlor staff can be reduced and the convenience of using the enclosed gaming machine can be improved.
[0155] In addition, when the number of gaming machine management media exceeds the gaming machine management threshold (for example, 0), the inter-machine card processing machine 10 prompts a counting operation to convert the number of gaming machine management media into value, and can recover the value when the number of gaming machine management media falls below the gaming machine management threshold.
[0156] In addition, the inter-machine card processing machine 10 restricts the association when the sum of the value and the number of gaming machine management media is equal to or less than the restriction threshold.
[0157] Furthermore, when the inter-machine card processing machine 10 receives a collection storage medium, it can return the collection storage medium by associating value with the collection storage medium.
[0158] Furthermore, the inter-machine card processing machine 10 can collect value when a collection operation is received via a terminal device for gaming store staff.
[0159] Furthermore, the inter-machine card processing machine 10 can manage the collected value in an identifiable manner. Furthermore, the inter-machine card processing machine 10 can transmit the collected value to a higher-level device.
[0160] In the above embodiment, detailed explanation of the form of the card, which is the medium to associate the number of gaming media, has been omitted, but such cards include magnetic cards, IC cards, etc. Also, for the sake of convenience, a "card" has been used as an example, but the present invention can also be applied to cases where a chip, stick, mobile terminal, etc. are used in addition to such a card.
[0161] Furthermore, restrictions on use may be set for the card. For example, a card issued by inserting a bill and a card issued by cashless payment may be allowed to use different gaming machines.
[0162] Furthermore, the illustrated components are merely functional schematics and are not necessarily physically configured as shown. In other words, the distribution and integration of each device is not limited to that shown, 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]
[0163] As described above, each machine device according to the present invention is suitable for improving convenience when using an enclosed gaming machine. [Explanation of symbols]
[0164] 10 machine-to-machine card processing machines 11 Status display section 12 Banknote transport section 12a Bill insertion slot 13, 22 Display operation section 14 Reader / Writer 14a Card slot 14b Holding section 15 Communications Department 16, 45 Storage section 16a Device status data 16b Card Data 16c, 45d recovery data 16d, 45e Erase data 17, 46 Control section 17a Data Management Department 17b Game setting processing unit 17c Restriction Processing Section 17d Collection and Processing Department 17e Erasing Ball Management Department 18 Gaming Management Department 18a Authentication processing section 18b Authentication key management unit 18c Gaming Machine Status Management Department 20 Gaming machines 21 Handle 23 Count button 24 Communication control section 25 Production Control Unit 25a Design lottery section 25b Production Lottery Section 26 Game control unit 27 Game ball control unit 27a Playable number memory 30 Island Controller 40 Card management device 41 Display section 42 Input section 43 External Network Communication Section 44 Store Network Communications Department 45a Game type setting data 45b Card Management Data 45c Equipment Management Data 46a Game type setting management section 46b Card Management Department 46c Equipment management department 46d Collection Ball Management Department 46e Erasing Ball Management Department 50 Membership management device 60 Prize Management Device 80 Payment machine
Claims
1. Each device is installed in conjunction with the gaming machine, A means for acquiring the number of playable games stored in the aforementioned gaming machine, A means for managing the number of playable games stored in each of the aforementioned machines, A means for clearing the aforementioned number of playable media, It has, The aforementioned clearing means is When the number of playable games acquired by the means for acquiring playable games becomes 0, and the number of playable games managed by the means for managing playable games is greater than 0 and less than the threshold, the number of playable games can be cleared. Each unit is characterized by the following features.
2. The aforementioned clearing means is The machine device according to claim 1, characterized in that it transmits the cleared number of playable games to a predetermined in-store management device.
3. The means for managing the number of available games is: The individual machine device according to claim 1, characterized in that when the number of playable games in a gaming machine changes from a value greater than 0 to 0, the number of playable games before it became 0 is registered as the number of playable games that has been erased.
4. The clearing means is Each device according to claim 1 is characterized in that it is cleared by a clear command from a designated employee storage medium or a designated employee terminal.