Individual machine devices and gaming management systems

The device and system address the inconvenience of repeated PIN entry by suspending gameplay through a release card mechanism, enhancing user experience.

JP2026074354APending Publication Date: 2026-05-01GLORY LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
GLORY LTD
Filing Date
2026-03-02
Publication Date
2026-05-01

AI Technical Summary

Technical Problem

Conventional gaming machine systems require players to manually set and re-enter a PIN each time they pause and resume gameplay, leading to operational burdens and reduced convenience.

Method used

A device and system that temporarily suspend gameplay by transferring the number of playable games to a managed state, using a release card mechanism to resume gameplay without the need for repeated PIN entry.

Benefits of technology

Reduces player burden and improves convenience by allowing seamless gameplay suspension and resumption without manual PIN entry.

✦ Generated by Eureka AI based on patent content.

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Abstract

To reduce the burden on players due to the suspension of gaming and to improve convenience. [Solution] When the inter-machine card processing machine 10 receives an operation to start a pause state (S2) while both the prepaid value and the number of balls held are zero (S1), it ejects a general card that is not associated with prepaid value or balls held as a release card (S3) and starts a pause state (S4). If the release card is inserted into the original inter-machine card processing machine 10, the inter-machine card processing machine 10 will release the pause state. Also, if the release card in the zero-value state is inserted into another inter-machine card processing machine 10, the pause state of the original inter-machine card processing machine 10 will be released.
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Description

Technical Field

[0001] The present invention relates to each device that is installed in a gaming machine that conducts a game using a gaming medium and performs processing related to the gaming medium, and a game management system.

Background Art

[0002] Conventionally, game arcades have provided games that involve gaming media. For example, in pachinko games, game balls are used as the gaming medium, and the game is played by shooting the game balls onto the game board surface. The game board surface is provided with a plurality of winning areas (winning holes), and a predetermined number of game balls are awarded as prize balls based on the game balls passing through the winning areas. In this way, the number of gaming media increases or decreases depending on the result of the game, and the player can exchange the acquired gaming media for prizes.

[0003] It is common for each device to be installed in a gaming machine. Each device accepts deposits and performs a lending process for the gaming media. In addition, each device manages the number of gaming media acquired by the game as the number of held gaming media, and performs a replay process of subtracting the number of held gaming media and paying out the gaming media (see, for example, Patent Document 1).

[0004] When a player temporarily leaves the gaming machine during a game using the gaming media paid out in the lending process or the replay process, for example, due to a break, the player calls a store clerk to inform them of taking a break, and requests the store clerk to secure the gaming machine so that it will not be used by other players. The store clerk who receives the request secures the gaming machine by placing an indicator indicating that the machine is on break on the gaming machine, or putting each device into a standby state. The player who has returned from the break can resume the game by informing the store clerk that the break has ended.

[0005] In addition, in order to make it easier for players to take breaks, etc., each device may be made shiftable to a standby state by the operation of the player. In this case, when starting the standby state, the player sets a password, and when解除 the standby state, the input of the password is required to prevent use by other players. [Prior art documents] [Patent Documents]

[0006] [Patent Document 1] Japanese Patent Publication No. 2011-131037 [Overview of the Initiative] [Problems that the invention aims to solve]

[0007] However, conventional technology had the problem of making the operation cumbersome for players and reducing convenience. Specifically, requiring players to set a PIN each time they start a pause is burdensome for them. In particular, if confirmation is required when setting the PIN to prevent input errors, players would have to enter the PIN twice each time they take a break, and then enter it again to resume the pause state.

[0008] Therefore, a key challenge was how to reduce the burden on players and improve convenience when the game enters a pause state due to player actions.

[0009] The present invention has been made to solve the above-mentioned problems, and aims to provide individual machine devices and a game management system that can reduce the burden on players related to the suspension of gameplay and improve convenience. [Means for solving the problem]

[0010] To solve the above-mentioned problems and achieve the objective, the present invention provides a device for each machine provided in correspondence with a gaming machine, comprising: a pause processing means for temporarily putting the function into a paused state; and a transition means for transferring the number of playable games stored in the gaming machine to a number managed by the device for each machine when a counting operation is performed on the gaming machine, characterized in that when the number of playable games is transferred to the number of playable games while in the paused state, the device transfers the number of playable games back to the number of playable games.

[0011] Furthermore, the present invention relates to a game management system having individual machine devices attached to a game machine, comprising: a pause processing means for temporarily putting the functions into a paused state; and a transition means for transferring the number of playable games stored in the game machine to a number managed by the individual machine device when a counting operation is performed on the game machine, characterized in that when the number of playable games is transferred to the number of playable games while in the paused state, the transferred number of playable games is transferred back to the number of playable games. [Effects of the Invention]

[0012] According to the present invention, the burden on players related to the suspension of gameplay can be reduced, and convenience can be improved. [Brief explanation of the drawing]

[0013] [Figure 1] Figure 1 is an explanatory diagram illustrating the concept of the game management system according to this embodiment. [Figure 2] Figure 2 shows the system configuration of a gaming parlor. [Figure 3] Figure 3 shows the external appearance of the inter-machine card processing machine. [Figure 4] Figure 4 is a functional block diagram showing the configuration of the inter-machine card processing unit. [Figure 5] Figure 5 is an explanatory diagram illustrating an example of data stored in the memory unit of an inter-machine card processing machine. [Figure 6] Figure 6 is a functional block diagram showing the configuration of the card management device shown in Figure 2. [Figure 7] Figure 7 is an explanatory diagram illustrating an example of data stored in the memory unit of the card management device. (Part 1) [Figure 8] Figure 8 is an explanatory diagram illustrating an example of data stored in the memory unit of the card management device. (Part 2) [Figure 9] Figure 9 is a flowchart showing the processing procedure for initiating a pause state. [Figure 10] Figure 10 is a flowchart showing the processing procedure when an inter-unit card processing machine releases its own device from a dormant state. [Figure 11] FIG. 11 is a flowchart showing a processing procedure when the inter-stage card processor releases the standby state of another device. [Figure 12] FIG. 12 is an explanatory diagram of a modification example of the interface of the inter-stage card processor. [Figure 13] FIG. 13 is an explanatory diagram of an inter-stage card processor that can be shared by pachinko games and slot games. [Figure 14] FIG. 14 is an explanatory diagram of the fixing of the frame. [Figure 15] FIG. 15 is an explanatory diagram of standby in an enclosed gaming machine. [Figure 16] FIG. 16 is an explanatory diagram of countermeasures against fraud in the standby state.

BEST MODE FOR CARRYING OUT THE INVENTION

[0014] [[ID=ID=24]]Hereinafter, with reference to the accompanying drawings, preferred embodiments of each base device and gaming management system according to the present invention will be described in detail.

[0015] In this specification, the term "held balls" refers to gaming media obtained by a player in a game or data indicating the number of such gaming media, which can be used again in the game only on the same day (before closing time). The term "stored balls" refers to gaming media obtained by a player in a game or data indicating the number of such gaming media, which can be used again in the game after the next day (after closing time). Held balls can be used by both general players and member players, and are used when changing the gaming machine used in the game (so-called table movement). Stored balls are usually only available to member players and are used when using the obtained gaming media in a game after the next day. A predetermined fee may be imposed for the use of stored balls.

EXAMPLE

[0016] First, the concept of the game management system according to this embodiment will be explained. Figure 1 is an explanatory diagram of the concept of the game management system according to this embodiment. Multiple game machines 20 are installed in the game parlor, and each game machine 20 is equipped with an inter-machine card processing machine 10, which is an individual machine device.

[0017] The inter-machine card processing machine 10 performs various processes related to game balls based on the player's actions, such as distributing game balls, processing replays of held or stored game balls, and counting acquired game balls and adding them to the player's holdings. Furthermore, when a player finishes playing and operates the return button provided on the game machine, the inter-machine card processing machine 10 associates the number of game balls it manages with the card and then ejects it.

[0018] Furthermore, the inter-machine card processing machine 10 can temporarily suspend gameplay. In the suspended state, processes that involve increasing or decreasing the value of game balls used to make them available for use are suppressed. Specifically, some or all of the following processes are prohibited: deposit, ball lending, replay processing of held or stored balls, counting processing to count acquired game balls and add them to held balls, card insertion, and card ejection.

[0019] The inter-machine card processing machine 10 ejects a release card when it enters a pause state, and releases the pause state when the ejected release card is inserted. This release card is the card that was previously used for gameplay. At this time, if both the prepaid value and the number of tokens held are zero, and the card being used is a general card, then a general card that is not associated with prepaid value or tokens will be ejected as the release card.

[0020] Specifically, as shown in Figure 1, if the machine accepts an operation to start the pause state when both the prepaid value and the number of balls held are zero (S1), the inter-machine card processing machine 10 will eject a general card that is not associated with prepaid value or number of balls held as a release card (S3), and start the pause state (S4). In Figure 1, the release card is a general card with card ID "1002", prepaid value "0", and number of balls held "0".

[0021] If this card for releasing the "worthless" state is inserted into the original inter-machine card processing machine 10, the inter-machine card processing machine 10 will release its idle state. Also, if the card for releasing the "worthless" state is inserted into another inter-machine card processing machine 10, the original inter-machine card processing machine 10 will release its idle state, but the details of this operation will be described later.

[0022] Here, when a card with no value is inserted into the card issuing machine and prepaid value is purchased, the purchased prepaid value is associated with the inserted card, and the card becomes a card with value. When a card with no value becomes a card with value, the card issuing machine sets a password as the unlock data.

[0023] When a deactivation card that has entered a "valuable" state is inserted into the original inter-machine card processing machine 10, the machine will be deactivated without password authentication. On the other hand, if a deactivation card that has entered a "valuable" state is inserted into another inter-machine card processing machine 10, the machine will be authorized to use the card after password authentication, and the original inter-machine card processing machine 10 will be deactivated.

[0024] In this way, the inter-machine card processing machine 10 can temporarily suspend gameplay. When the value used to enable the game medium (prepaid value or held tokens) does not meet the standard and the suspension state begins, the machine controls the ejection of a card, which is a memory medium that can be associated with value, as a release card without associating it with any value. When the machine receives the corresponding release card while the game is suspended, it releases the suspension state. This reduces the burden on players related to the suspension of gameplay and improves convenience.

[0025] Next, we will explain the system configuration of the amusement parlor. Figure 2 is a diagram showing the system configuration of the amusement parlor. As shown in Figure 2, the amusement parlor is equipped with multiple gaming machines 20 and inter-machine card processing machines 10, each of which is provided in conjunction with a gaming machine 20. The inter-machine card processing machines 10 are connected to the store's network, which is a communication line, via an island controller 30. The island controller 30, a card management device 40, a membership management device 50, a prize management device 60, a settlement machine 80, and a card issuing machine 90 are connected to the communication line.

[0026] The gaming machine 20 is a device that allows players to play by shooting game balls onto the game board. The game board of the gaming machine 20 is provided with multiple prize areas (prize slots), and a predetermined number of game balls are awarded as prizes based on when a game ball passes through these prize areas. The game board is also provided with a predetermined number of starting areas (start slots), and a predetermined lottery is conducted based on when a game ball passes through these starting areas. If the lottery is a jackpot, predetermined movable parts are activated to improve the probability of the game ball passing through the aforementioned prize areas or other starting areas, thereby providing an advantage in the game. The result of the lottery based on the ball passing through the start slots is displayed on a special symbol display device that displays the lottery results. The display of the lottery results on this special symbol display device is performed in a manner that shows fluctuations for a predetermined time before confirming the result. Furthermore, the game board is equipped with a decorative symbol display device that variably displays predetermined numbers and other decorative symbols based on the results of the lottery. When the lottery result is a jackpot, it notifies the player by displaying matching symbols such as (7,7,7). It is also possible to provide an area that serves as both the starting area and the winning area.

[0027] The prize-winning area is equipped with a prize-winning sensor to detect when a game ball passes into that area. This sensor detects when a game ball is played into the prize-winning area (winning). The control unit of the game machine 20 also has a prize-winning memory that stores the number of game balls to be awarded as prizes for each prize-winning area.

[0028] Therefore, when the entry sensor detects that a launched game ball has passed into a specific winning area, the game machine 20 can determine the number of prize balls to be awarded based on the contents of the prize ball memory and the number of game balls that have passed through the winning area, and can then perform the payout process for the determined number of prize balls. In addition, regardless of whether the launched game ball has passed through the winning area or not, it is ultimately discharged from the back of the game board to the outside of the game machine. The game balls discharged to the outside of the game machine are detected by an out-ball detection device attached to each game machine.

[0029] The inter-machine card processing machine 10 accepts deposits, dispenses game balls, and communicates with the card management device 40. When the inter-machine card processing machine 10 receives banknotes inserted by a player, it sends deposit notification data including the amount of the banknotes to the card management device 40, and the card management device 40 adds a number corresponding to the amount to the prepaid value it manages. Then, when a predetermined ball dispensing operation is performed, it sends a ball dispensing request to the card management device 40, which subtracts the prepaid value it manages, and dispenses a number of game balls corresponding to the subtracted prepaid value.

[0030] Furthermore, if the inter-machine card processing machine 10 accepts the insertion of a card, it sends card insertion notification data to the card management device 40. Also, if the inter-machine card processing machine 10 receives data from the card management device 40 including the prepaid value, the number of balls held, and the number of stored balls, it stores the received prepaid value, the number of balls held, and the number of stored balls. Once the number of balls held has been stored, the inter-machine card processing machine 10 sends a ball deduction request data to the card management device 40, thereby clearing the number of balls managed by the card management device 40 to zero.

[0031] Furthermore, when the inter-machine card processing machine 10 receives a request to replay held balls, it subtracts a predetermined number from the number of balls stored in its own device and performs a payout process for the number of game balls corresponding to the subtracted number. Also, when the inter-machine card processing machine 10 receives a request to replay stored balls, it transmits a request data for replaying stored balls to the member management device 50 via the card management device 40, causing the member management device 50 to subtract a predetermined number from the number of stored balls it manages and perform a payout process for the number of game balls corresponding to the subtracted number.

[0032] Furthermore, when the inter-machine card processing machine 10 receives a card return operation, it sends a request data for adding balls, including the number of balls it manages, to the card management device 40. After the card management device 40 adds the number of balls, it sends a card ejection notification data to the card management device 40 and controls the ejection of the card.

[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 installed on a gaming island.

[0034] The card management device 40 is a device that manages the prepaid value and number of tokens held by a card as card data. When the card management device 40 receives card insertion notification data from the inter-machine card processing machine 10, it associates the card ID of the inserted card with the device ID of the inter-machine card processing machine 10 and transmits the prepaid value and number of tokens associated with the card ID to the inter-machine card processing machine 10. Furthermore, if the card ID shown in the card insertion notification data is the card ID of a member card, the card management device 40 transmits the card insertion notification data to the member management device 50 and transmits the token replay data received from the member management device 50 to the inter-machine card processing machine 10.

[0035] Furthermore, when the card management device 40 receives a request to deduct balls from the inter-machine card processing machine 10, it resets the number of balls held to zero. Also, when the card management device 40 receives a request to add balls from the inter-machine card processing machine 10, it adds the number of balls included in the request to add balls to the number of balls managed by the card management device 40.

[0036] Furthermore, when the card management device 40 receives ball dispensing request data from the inter-machine card processing machine 10, it subtracts a predetermined value from the prepaid value associated with the card ID and transmits ball dispensing permission data to the inter-machine card processing machine 10. When it receives stored ball replay request data, it transmits the stored ball replay request data to the member management device 50, and when the member management device 50 outputs stored ball replay data, it transmits the stored ball replay data to the inter-machine card processing machine 10.

[0037] Furthermore, if 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 associated with this card ID. In addition, if it receives a card ID from the payment machine 80, it notifies the payment machine 80 of the prepaid value associated with this card ID.

[0038] The member management device 50 is a management device that manages member management data of members registered with the amusement parlor. Specifically, it manages the number of balls stored, points, PIN, and name, etc., in association with the member card ID issued to the member.

[0039] 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 PIN associated with the card ID shown 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 shown 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. Communication between the inter-machine card processing machine 10 and the member management device 50 is conducted via the card management device 40.

[0040] Furthermore, if the member management device 50 receives an inquiry from the prize management device 60 regarding the number of stored balls, it notifies the prize management device 60 of the number of stored balls corresponding to the specified card ID.

[0041] The prize management device 60 is a terminal device for prize exchange located next to the prize exchange counter in the amusement store, and it performs prize exchange processing to exchange acquired balls, stored balls, and held balls for prizes. The prize management device 60 is connected to a card reader that reads card IDs from cards and a prize dispensing device that dispenses prizes. When the prize management device 60 reads a card ID from a general card or membership card (or reads identification data corresponding to a card ID from a mobile terminal, etc.), it transmits the card ID to the card management device 40 and requests the number of balls held for that card ID. Also, when exchanging stored balls for prizes, it requests the number of stored balls from the membership management device 50. Alternatively, instead of the prize management device 60 requesting the number of stored balls from the membership management device 50, the membership management device 50, upon receiving notification of the card ID from the prize management device 60, may notify the prize management device 60 of the number of stored balls (and PIN).

[0042] When a card associated with prepaid value is inserted into the payment machine 80, it transmits the card ID of this card to the card management device 40 and receives the response data to obtain the prepaid value associated with the card, and dispenses money according to the obtained prepaid value. The payment machine 80 then initializes the prepaid value of the inserted card.

[0043] The card issuing machine 90 is a device that issues general cards associated with prepaid value. The card issuing machine 90 stores general cards in a valueless state internally, and when it receives a new card issuance operation and cash insertion, it associates the prepaid value of the inserted amount with the card and controls the ejection. Also, if it receives cash insertion after receiving a general card or membership card, it associates the prepaid value of the inserted amount with the received card and controls the ejection. If the received card is a general card in a valueless state, the card issuing machine 90 sets a password as deactivation data. It is assumed that the valueless general card is being used as a deactivation card in one of the inter-machine card processing machines 10. If this deactivation card is inserted into the original inter-machine card processing machine 10, it can be presumed to be legitimate use. However, if the unlocking card is inserted into another inter-machine card processing machine 10, it does not necessarily mean that the player has stopped playing on the inter-machine card processing machine 10 that has been put into a paused state and wishes to use it on another inter-machine card processing machine 10. It is possible that another player who has improperly obtained the unlocking card is attempting to use its value. Therefore, by setting unlocking data when the unlocking card is put into a valuable state, and permitting its use on the condition of authentication using the unlocking data, it is possible to prevent the improper use of the value.

[0044] Next, the ball dispensing process of the gaming system shown in Figure 2 will be explained. When a player performs a ball dispensing operation on the inter-machine card processing machine 10, the inter-machine card processing machine 10 transmits ball dispensing request data to the card management device 40. This ball dispensing request data includes the card ID of the card inserted in the inter-machine card processing machine 10 and an address or arbitrary identification data that identifies the inter-machine card processing machine 10 as the sender.

[0045] When the card management device 40 receives a ball dispensing request data, it subtracts a predetermined value from the prepaid value associated with the card ID of the ball dispensing request data. The card management device 40 then transmits the ball dispensing permission data to the inter-machine card processing machine 10 that sent the data. Upon receiving the ball dispensing permission data, the inter-machine card processing machine 10 performs a payout process for the number of game balls corresponding to the subtracted prepaid value.

[0046] Next, we will explain the process for replaying held tokens in the gaming system shown in Figure 2. When the inter-machine card processing machine 10 receives an insertion of a general card or a membership card, it sends 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 as the sender, and data to identify 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 machine 10, it notifies the inter-machine card processing machine 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 unit 10 stores the number of balls held by the player, as received from the card management device 40. It then transmits the card ID, data identifying the rate, and ball deduction request data indicating that the number of balls should be reset to zero to the card management device 40. When the card management device 40 receives the ball deduction request data, it resets the number of balls held for each rate identified by the card ID to zero. Furthermore, when the inter-machine card processing unit 10 accepts a ball replay operation and performs a ball replay, it subtracts a predetermined number from the stored number of balls and performs the payout process for the corresponding number of game balls. When performing the payout process, for multiples of the unit that the game machine can pay out (e.g., 25 balls), the payout process is performed by sending a payout instruction to the game machine, and for the remainder (e.g., less than 25 balls), the payout process is performed by dispensing from the nozzle unit 18a of the machine itself.

[0049] When the inter-machine card processing machine 10 receives a card return operation, it sends a request data to the card management device 40 to add balls to the player's hand. This 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 is the source of the transmission, and the number of balls held for each rate.

[0050] When the card management device 40 receives a request data for adding balls, it adds the number of balls included in the request data to the number of balls held for each rate associated with the card ID. Subsequently, the inter-machine card processing machine 10 sends card ejection notification data to the card management device 40 and controls the ejection of the card.

[0051] Next, the process for replaying stored tokens in the gaming system shown in Figure 2 will be explained. When the inter-machine card processing machine 10 reads a card ID from a member card or a mobile terminal that can be used as a member card, it sends 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 as the sender, and data to identify the rate of the inter-machine card processing machine 10.

[0052] The card management device 40 transmits card insertion notification data received from the inter-machine card processing machine 10 to the member management device 50. Upon receiving the card insertion notification data, the member management device 50 transmits to the inter-machine card processing machine 10 the PIN associated with the card ID in the card insertion notification data, the number of stored balls at the rate specified by the card insertion notification data, and stored ball replay data including the number of available stored balls for replay. The number of available stored balls for replay indicates the number of balls that can be used for stored ball replay. This number of available stored balls for replay is a multiple of the number of game balls dispensed in stored ball replay. If an upper limit is set for stored ball replay, the maximum value within the range of the number of stored balls and the upper limit will be the number of available stored balls for replay. Alternatively, the number of times stored ball replay is possible may be used as the number of stored ball replay frequencies instead of the number of available stored balls for replay. The number of stored ball replay frequencies is the quotient obtained by dividing the number of stored balls by the number of game balls dispensed in stored ball replay. However, if there is a limit on the number of times you can replay using stored tokens, this limit will restrict the number of times you can replay using stored tokens.

[0053] The inter-machine card processing unit 10 stores the received stored ball replay data, and if the number of available stored ball replays indicated in the stored ball replay data is 1 or more, it accepts a stored ball replay operation.

[0054] After storing the stored ball replay data, the inter-machine card processing machine 10, upon receiving the first stored ball replay operation, prompts the player to enter a PIN and determines whether the entered PIN matches the PIN shown in the stored ball replay data.

[0055] The inter-machine card processing machine 10 transmits a request data for replaying stored tokens to the card management device 40 when the PIN matches. This request data for replaying stored tokens includes the card ID of the card inserted in the inter-machine card processing machine 10, an address or arbitrary identification data that identifies the inter-machine card processing machine 10 as the sender, and data to identify the rate of the inter-machine card processing machine 10.

[0056] The card management device 40 transmits a request data for replaying stored tokens to the member management device 50. Upon receiving the request data for replaying stored tokens, the member management device 50 subtracts a predetermined amount from the balance of stored tokens associated with the card ID in the request data, specifically those at the rate specified by the message, and recalculates the number of available tokens for replay. It then transmits the replay data, including the subtracted balance and the number of available tokens for replay, to the inter-machine card processing machine 10.

[0057] The inter-machine card processing machine 10 updates the number of stored balls and processes the payout of the number of game balls corresponding to the payout unit for stored ball replay. It also determines whether the number of available stored ball replays after the update is 1 or more. If the number of available stored ball replays is 0, the stored ball replay operation is not accepted. If the number of available stored ball replays after the update is 1 or more, the stored ball replay operation is accepted again. For the second and subsequent stored ball replays, verification of the PIN is not required. However, verification of the PIN may be required each time. In addition, although this example shows the case where the member management device 50 subtracts the balance of stored balls before the inter-machine card processing machine 10 processes the payout of game balls, the balance of stored balls may also be subtracted after processing the payout of game balls based on the stored ball replay request. This is because the number of available stored ball replays is indicated in the stored ball replay data before the stored ball replay request, so a situation where insufficient balance is discovered after the stored ball replay request is accepted will not occur.

[0058] Next, we will explain the transition from held balls to stored balls during the closing process. The card management device 40 checks the number of held balls in the card management data during the 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 number of stored balls identified by the card ID and rate. After that, the card management device 40 resets the number of held balls to zero.

[0059] Next, the appearance of the inter-machine card processing machine 10 shown in Figure 2 will be described. Figure 3 shows the appearance of the inter-machine card processing machine 10. Note that in Figure 3, the appearance of the inter-machine card processing machine 10 connected to the gaming machine 20 is shown as the inter-machine card processing machine 10. The gaming machine 20, which is installed next to it, is shown with a dashed line. In addition, although Figure 3 shows the inter-machine card processing machine 10 that accepts only banknotes, it is also possible to provide a unit that has the function of accepting electronic money and coins associated with mobile terminals or cards.

[0060] As shown in Figure 3, the inter-unit card processing machine 10 includes a status display unit 11, a banknote insertion slot 12a, a display operation unit 13, a card insertion slot 14a, a scanning unit 14b, a nozzle unit 18a, and a counting unit 18b.

[0061] The status display unit 11 is composed of, for example, a multi-color LED and displays the status of the inter-machine card processing machine 10 by lighting or flashing a predetermined color. The banknote slot 12a is an insertion slot for various banknotes necessary for dispensing game balls. The display operation unit 13 is composed of, for example, a full-color touch panel type liquid crystal display and is a device that displays operation buttons and accepts input operations from operation buttons. Although the display operation unit 13 is not shown in detail in Figure 3, it has a flat plate shape in which the long side on the corresponding game machine 20 side is pivotally supported and attached to the inter-machine card processing machine 10, and the angle between the front panel of the inter-machine card processing machine 10 and the display surface of the display operation unit 13 can be changed.

[0062] The card slot 14a is for inserting cards held by players. The tapping area 14b is the area where a mobile terminal used for member registration is held. When a mobile terminal is held over the tapping area 14b, data such as the mobile terminal's unique ID (e.g., IDm) is read from the mobile terminal. The nozzle unit 18a is a mechanism for dispensing game balls into the game machine 20. The nozzle unit 18a consists of a cylindrical nozzle that is rotatably mounted horizontally on the front of the inter-machine card processing machine 10, and the tip of the nozzle can be positioned in the storage area of ​​the game machine. The nozzle is supplied with game media from a ball supply device inside the inter-machine card processing machine, which receives game media from a supply mechanism within the island where the inter-machine card processing machine 10 is installed. The counting unit 18b is a mechanism for counting game balls dropped from the lower tray of the game machine 20. The counting unit 18b consists of a tray for receiving game balls, a counting unit located at the bottom of the inter-machine card processing machine 10 that counts the game balls using a counting sensor, and a counting passage that passes the game balls from the tray to the counting unit. The tray and the counting passage can be removed as a single unit from the inter-machine card processing machine 10 based on a predetermined operation (for example, operation by an employee using a remote control). Furthermore, the counting unit has a unit structure, and by removing the counting unit, tray, and counting passage, the inter-machine card processing machine 10 can be operated without its counting function.

[0063] Next, the configuration of the inter-machine card processing machine 10 shown in Figure 2 will be described. Figure 4 is a functional block diagram showing the configuration of the inter-machine card processing machine 10 shown in Figure 2. As shown in Figure 4, the inter-machine card processing machine 10 includes a banknote transport unit 12, a display operation unit 13, a reader / writer 14, a scanning unit 14b, a communication unit 15, a storage unit 16, a control unit 17, a nozzle unit 18a, and a counting unit 18b.

[0064] The banknote transport unit 12 is a transport unit that transports banknotes inserted through the banknote insertion slot 12a to a banknote storage unit (not shown) while determining the denomination and authenticity of the banknotes. The display and operation unit 13 is an input / output device such as a touch panel liquid crystal display that has the function of identifying and displaying various information such as the prepaid value usable for ball dispensing, the number of balls held, and the number of stored balls from the received card, as well as the function of displaying other information unrelated to the card, and the function of receiving various operations such as ball dispensing operations. In addition to the above-mentioned displays, the display and operation unit 13 also has the function of displaying the surplus or deficit of the number of cards stored and the communication status with the host device (online, offline, etc.).

[0065] The reader / writer 14 is a device that reads the card ID from a card inserted into the card slot 14a. The card inserted into the card slot 14a is stored in a card storage compartment (not shown) via the reader / writer 14. The tapping unit 14b is an interface unit that reads various information, such as the unique ID (e.g., IDm) of a mobile terminal, via short-range wireless communication when a mobile terminal is held over it. The reader / writer 14 also has the function of issuing a new card by associating value data, such as the number of balls held and the prepaid value shown in the card data 16b, with the card stored in the card storage compartment in response to the player's return operation. However, if the prepaid value shown in the card data 16b is 0 and the number of balls held is less than a certain number (minimum number to hold), the system controls the system not to return the card even if a return operation is made. This is a control mechanism designed to prevent losses to the arcade due to the discarding of cards associated with a small amount of tokens held, and it applies not only to cards pre-stored internally but also to cards received from external sources (excluding membership cards). As a certain number, for example, the value of the card or the lowest-priced prize in the arcade can be set to the value obtained by multiplying the number of tokens held by the rental price per token, but it is not limited to this and can be freely set according to the arcade's policy. In addition, when controlling the system to prevent the card from being returned even if a return operation is performed, the stored tokens can be dispensed, or a message indicating that the card cannot be returned and / or a message prompting the player to replay with their tokens may be displayed.

[0066] The communication unit 15 is an interface unit for data communication between the gaming machine 20 and the island controller 30. The nozzle unit 18a is used for dispensing some or all of the game balls when dispensing balls through ball lending or replay. The counting unit 18b is a unit for counting the game balls.

[0067] The storage unit 16 is a storage device consisting of a hard disk drive, non-volatile memory, etc. The storage unit 16 stores its own device status data 16a, card data 16b, and hibernation status data 16c.

[0068] The self-device status data 16a is data indicating the status of the inter-machine card processing machine 10. This self-device status data 16a includes the device ID of the inter-machine card processing machine and the game settings. The device ID of the inter-machine card processing machine is identification data for uniquely identifying the inter-machine card processing machine 10 within the gaming establishment. The game settings are data indicating the type of game set in the inter-machine card processing machine 10. When handling game balls of multiple rates within the gaming establishment, 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, and "Ball 3" for 1-yen rate game balls. The inter-machine card processing machine 10 selects the rate to be used for the game from these game types and stores it as the game setting.

[0069] Card data 16b is data relating to the card being used by the player. Card data 16b includes card ID, prepaid value, number of tokens held, stored tokens, and the number of available tokens for replay. Data exists for each type of game (rate) for the number of tokens held and stored. The card ID is the card ID read by the reader / writer 14. When a card is transported from a card storage unit (not shown) to the card slot 14a and then ejected, card data 16b is updated with the card ID read by the reader / writer 14 during this transport. Similarly, when a card is transported from the card slot 14a to a card storage unit (not shown), card data 16b is updated with the card ID read by the reader / writer 14 during this transport.

[0070] The dormancy status data 16c is data related to the dormancy state. Specifically, the dormancy status data 16c indicates whether or not the system is in a dormancy state, and if it is, it further indicates the start time of the dormancy, the card ID of the card used to deactivate the system, and the deactivation data.

[0071] The control unit 17 is a control unit that controls the entire inter-unit card processing machine 10, and includes a data management unit 17a, a counting unit 17b, a pause unit 17c, a release card ejection unit 17d, and a pause release unit 17e.

[0072] When a card is inserted, the data management unit 17a transmits card insertion notification data to the card management device 40, which includes the device ID from the device status data 16a and the card ID from the card data 16b. Furthermore, when the data management unit 17a receives data from the card management device 40 that includes value data (at least one of prepaid value, number of balls held, and number of stored balls), it updates the card data 16b with the received value data. The data management unit 17a then appropriately displays the prepaid value, number of balls held, and number of stored balls shown in the card data 16b on the display operation unit 13.

[0073] Furthermore, when a banknote is inserted into the banknote slot 12a, the data management unit 17a transmits deposit notification data, including the amount of the inserted banknote, the card ID, and the inter-machine card processing machine ID, to the card management device 40.

[0074] Furthermore, when a player performs a ball dispensing operation, the data management unit 17a transmits ball dispensing request data, including the card ID and device ID, to the card management device 40. Upon receiving ball dispensing permission data in response to this ball dispensing request data, the data management unit 17a performs the dispensing process for a predetermined number of game balls.

[0075] Furthermore, when a player performs a replay operation using their remaining balls, the data management unit 17a subtracts a predetermined number from the number of balls indicated in the card data 16b and performs a payout process for the corresponding number of game balls.

[0076] Furthermore, if the number of available stored balls for replay indicated in the card data 16b is 1 or more, the data management unit 17a displays a stored ball replay button on the display operation unit 13, making it possible to accept a stored ball replay operation. When a player performs a stored ball replay operation, the data management unit 17a transmits stored ball replay request data, including the card ID and the inter-machine card processing machine ID, to the member management device 50. Upon receiving stored ball replay data in response to this stored ball replay request data, the unit updates the number of stored balls in the card data 16b and performs the payout process for the number of game balls corresponding to the payout unit for stored ball replay. Note that for the first stored ball replay operation, the player is prompted to enter a PIN, and the stored ball replay request data is transmitted only if it matches the PIN indicated in the card data 16b.

[0077] Furthermore, when a player returns the card, the data management unit 17a sends the card ID, device ID, and ball count addition request data including the number of balls held to the card management device 40, clears the number of balls in the card data 16b to zero, then sends card ejection notification data to the card management device 40 and ejects the card.

[0078] Furthermore, if a player performs a ball transfer operation with a membership card inserted, the data management unit 17a subtracts the number of balls indicated in the card data 16b and transmits ball addition request data to the membership management device 50 via the card management device 40, thereby transferring the balls to the stored balls. It is also possible to transfer balls to the stored balls using a mobile terminal instead of a membership card. Specifically, if the number of balls is above a predetermined number and a predetermined operation is performed, and the mobile terminal is held over the tapping unit 14b, the data management unit 17a subtracts the number of balls indicated in the card data 16b and transmits ball addition request data including the IDm read by the tapping unit 14b, thereby transferring the balls to the stored balls.

[0079] Furthermore, the data management unit 17a can perform processing related to the wagon service. The wagon service is a service in which amusement store staff circulate around the amusement store with products such as drinks and cigarettes in a wagon and sell them to customers who are playing games. In addition to cash payments, payment for this wagon service can also be made using tokens or stored tokens. When paying for the wagon service with tokens or stored tokens, the amusement store staff instructs the inter-machine card processing machine 10 via a staff terminal (e.g., a remote control terminal) to put the inter-machine card processing machine 10 into a state where payment for the wagon service can be made. Then, information that can identify the number of tokens or stored tokens to be deducted as payment is entered into the inter-machine card processing machine 10. This input process is performed by entering a numerical value on the display operation unit 13 of the inter-machine card processing machine or on the operation unit of the staff terminal. When the inter-machine card processing machine 10 receives the input, it waits for the acceptance of an employee recording medium (e.g., a wagon card) to be used for the wagon service. When a wagon card is received, the data management unit 17a subtracts the number of balls held or stored equal to the entered quantity from the number indicated by the card data 16b and discharges it associated with the employee recording medium. Furthermore, if the inter-machine card processing machine 10 receives an employee recording medium without receiving input of information that can identify the number of balls held or stored to be deducted as consideration, it returns the employee recording medium without settling the wagon service. Also, if, during the settlement of the wagon service, information that can identify the number of balls held or stored to be deducted as consideration is received, and an operation to replay the balls or return the recording medium is received, the system prevents the two processes from conflicting by either rejecting or restricting the replay or return operation, or by canceling the settlement of the wagon service.

[0080] When a game ball is inserted into the counting unit 18b, the counting processing unit 17b causes the counting unit 18b to count the game ball and adds the counting result to the number of balls held in the card data 16b.

[0081] The pause processing unit 17c is a processing unit that temporarily pauses the game. Specifically, when the pause processing unit 17c receives a pause start operation from the player, it causes the release card ejection unit 17d to eject a release card and registers the pause start time and release card ID in the pause state data 16c. If release data is set, the release data is also registered in the pause state data 16c. Then, the pause processing unit 17c updates the pause state in the pause state data 16c to "paused" and transmits the pause state data 16c to the card management device 40 to start the pause state.

[0082] The pause processing unit 17c prohibits any processing that involves increasing or decreasing the value of game balls when they are in a paused state. Specifically, it prohibits some or all of the following processing: deposit, ball lending, replay processing of held or stored balls, counting processing that counts acquired game balls and adds them to the held balls, card insertion, card ejection, etc.

[0083] The release card ejection unit 17d is a processing unit that ejects a release card when the pause state begins. When the pause state begins in a valueless state, the release card ejection unit 17d controls the ejection of a card that can be associated with value as a release card without associating it with value. A valueless state is a state in which the value used to make the game medium usable does not meet the standard, for example, a state in which both the prepaid value and the number of balls held are "0". In contrast, a state in which either the prepaid value or the number of balls held is not "0" is called a valued state.

[0084] The unlocking card ejection unit 17d controls the ejection of a card associated with value as an unlocking card when the game enters a pause state while the card has value. Specifically, it ejects the card associated with the prepaid value and the number of tokens in the card data 16b. Furthermore, when ejecting a regular card with value as an unlocking card, the unlocking card ejection unit 17d sets a password as the unlocking data. Specifically, it requests the player to enter a password, and then accepts confirmation input for the entered password to finalize it.

[0085] Furthermore, if the unlocking card ejection unit 17d has received a member card, that is, if the card ID in the card data 16b is the card ID of the member card, it controls the ejection of the member card as an unlocking card. At this time, the prepaid value and the number of tokens held in the card data 16b are ejected in association with the member card. When a member card is to be used as an unlocking card, a password is set as unlocking data regardless of whether it has value or not. The password as unlocking data may be newly set, or a password that has been previously set on the member card may be used.

[0086] The sleep release unit 17e is a processing unit that releases the sleep state. If the device is in a sleep state, the sleep release unit 17e refers to the sleep state data 16c when a card is inserted into the reader / writer 14 and determines whether the inserted card is a card for releasing the device. If it is a card for releasing the device, it releases the sleep state and registers the release of the sleep state with the card management device 40. On the other hand, if the inserted card is not a card for releasing the device, it returns the card and terminates the process.

[0087] Furthermore, the sleep release unit 17e releases the sleep state of its own device when instructed to do so by the card management device 40.

[0088] Furthermore, the pause release unit 17e can release the pause state of other devices when its own device is not in a pause state. Specifically, if the pause release unit 17e receives a notification that the card insertion notification is for releasing another device, it determines whether release data exists. If no release data is set, it requests the card management device 40 to release the pause state of the original device and permits the use of the card. If release data is set, it requests the player to input the release data, and if the correct release data is entered, it requests the card management device 40 to release the pause state of the original device and permits the use of the card.

[0089] Furthermore, if a predetermined time has elapsed since the suspension began, the ability to release the suspension using a release card may be restricted, and operation by a gaming parlor employee may be required. Additionally, if the suspension is not released after a predetermined time has elapsed since the suspension began, the system may be configured to notify a gaming parlor employee.

[0090] Next, an example of data stored in the storage unit 16 of the inter-machine card processing machine 10 will be described. Figure 5 is an explanatory diagram illustrating an example of data stored in the storage unit 16 of the inter-machine card processing machine 10.

[0091] The self-device status data 16a shown in Figure 5(a) indicates that the ID of the inter-machine card processing machine 10 is "3001" and that "Ball 1" is set as the game type for the inter-machine card processing machine 10.

[0092] The card data 16b shown in Figure 5(b) indicates that the ID of the card inserted into the inter-machine card processing machine 10 is "1001". Here, the first digit of the card ID indicates the type of card; a card with the first digit "1" is a general card, and a card with the first digit "2" is a membership card. The card data 16b also indicates that the prepaid value is "2000 units". Here, one unit of prepaid value is equivalent to 1 yen. The card data 16b also indicates that ball 1 has "375 balls", ball 2 has "500 balls", and ball 3 has "2000 balls".

[0093] Furthermore, card data 16b can store data related to stored tokens, such as the PIN, the number of tokens that can be replayed, and the number of tokens stored for each type of game. However, since Figure 5(b) shows the state when a general card has been accepted, these data are displayed as "-" indicating that they are not applicable. Here, the configuration shows the number of tokens that can be replayed as the number of possible replays, but the number of times that can be replayed may also be stored as the replay frequency. In addition, although not shown in the diagram, the card management device 40 also stores the ON / OFF status of a "lock" flag indicating the validity / invalidity of the card, in addition to the number of tokens held, stored, and prepaid value, associated with the card ID. This "lock" flag is turned ON by an employee when card theft is detected. This data is also included and stored in card data 16b. Furthermore, this "lock" flag can be set separately for each function ("use stored tokens," "transfer," etc.), and for example, at the request of a player, only the "transfer" function can be "locked" to prevent accidental operation. In this specification, "cross-referencing" means converting the number of gaming media at one rate to the number of gaming media at another rate based on the ratio of the unit prices of the gaming media. For example, in an inter-machine card processing machine 10 associated with a 4 yen rate, it is possible to use the number of balls X at a 1 yen rate to dispense X × (1 yen / 4 yen) = X / 4 balls. This "cross-referencing" function can be enabled or disabled by the member management device 50 according to the store's operating policy.

[0094] The dormancy status data 16c shown in Figure 5(c) is data that associates the dormancy status of the device, the dormancy disclosure time, the release card ID, and the release data. In Figure 5(c), the dormancy status is "Dormant", the dormancy start time is "12:28", the release card ID is "1002", and the release data is "―", indicating that it has not been set.

[0095] Next, the configuration of the card management device 40 shown in Figure 2 will be described. Figure 6 is a functional block diagram showing the configuration of the card management device 40 shown in Figure 2. As shown in Figure 6, the 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 storage unit 45, and a control unit 46.

[0096] The display unit 41 is a display device such as a liquid crystal display. 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 amusement store. The store network communication unit 44 is an interface unit for data communication within the amusement store via a communication line with the island controller 30, member management device 50, prize management device 60, settlement machine 80, and card issuing machine 90.

[0097] The memory unit 45 is a storage device such as a hard disk drive or non-volatile memory, and stores game type setting data 45a, card management data 45b, device management data 45c, and idle state management data 45d.

[0098] Game type setting data 45a is data that associates the lending rate and display name with the game type. 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, which indicates the device ID of the inter-machine card processing machine 10 into which the card is inserted, with the card ID. Device management data 45c is data concerning devices installed in the amusement parlor. 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, and the game machine IDs and model data of the adjacent amusement machines.

[0099] The idle status management data 45d is data that manages the idle status of the inter-unit card processing machine 10. Specifically, the idle status management data 45d associates the device ID, operating status, idle start time, release card ID, and release data.

[0100] The control unit 46 is a control unit that controls the entire card management device 40 and includes a game type setting management unit 46a, a card management unit 46b, a device management unit 46c, and a idle state management unit 46d. In practice, programs corresponding to these functional units are stored in ROM or non-volatile memory (not shown), and these programs are loaded into the CPU (Central Processing Unit) and executed, causing the processes corresponding to the game type setting management unit 46a, the card management unit 46b, the device management unit 46c, and the idle state management unit 46d to execute, respectively.

[0101] The game type setting management unit 46a is a processing unit that manages the game types used in a gaming parlor, the rates, and the display names in association with each other as game type setting data 45a.

[0102] 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 device ID of the card ID used by the card ID shown in the card insertion notification data to the device ID also shown 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 shown in the card insertion notification data and the number of balls held for each rate as value data. Furthermore, if the inserted card is a membership card, it sends card insertion notification data to the membership management device. When the card management unit 46b receives a ball deduction request data from the inter-machine card processing machine 10, it clears the number of balls held for the rate shown in the ball deduction request data to zero.

[0103] 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 sends 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 that ball lending is not possible.

[0104] Furthermore, when the card management unit 46b receives deposit notification data including the amount of money inserted from the inter-machine card processing machine 10, the card ID, and the device ID, it adds the amount of prepaid value indicated in the deposit notification to the prepaid value associated with the card ID.

[0105] Furthermore, when the card management unit 46b receives a request data for replaying stored tokens from the inter-machine card processing unit 10, it forwards the data to the member management device 50. It also forwards the response data from the member management device 50 to the request data for replaying stored tokens to the inter-machine card processing unit 10.

[0106] Furthermore, if the card management unit 46b receives a request data for adding balls, it adds the number of balls included in the request data to the number of balls held for the corresponding rate. Also, if the card management unit 46b receives a card ejection notification data, it erases the device ID used by the card ID.

[0107] Furthermore, if 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. Also, if the card management unit 46b receives a card ID from the payment machine 80, it notifies the payment machine 80 of the prepaid value associated with this card ID.

[0108] The device management unit 46c is a processing unit that manages the device management data 45c. Based on the device ID, the address of the inter-machine card processing unit 10, the installation location, and the gaming machine ID obtained from the inter-machine card processing unit 10, the device management unit 46c generates and updates the device management data 45c.

[0109] When the idle state management unit 46d receives a registration request for idle state data from the inter-machine card processing unit 10, it registers the data in the idle state management data 45d. Similarly, when it receives a registration request for the release of the idle state from the inter-machine card processing unit 10, it updates the idle state management data 45d.

[0110] Furthermore, when the sleep state management unit 46d receives card insertion notification data, it refers to the sleep state management data 45d and responds if the card is being used to deactivate the sleep state in any of the devices. If it receives a request to deactivate the sleep state, it instructs the original device to deactivate the sleep state.

[0111] Next, an example of data stored in the storage unit 45 of the card management device 40 shown in Figure 6 will be explained. Figures 7 and 8 are explanatory diagrams illustrating an example of data stored in the storage unit 45 of the card management device 40.

[0112] The game type setting data 45a shown in Figure 7(a) associates the game type name "Tama 1" with a rate of "4 yen" and a display name "4 Pachi". Furthermore, the game type setting data 45a associates the game type name "Tama 2" with a rate of "2 yen" and a display name "2 Pachi". Additionally, the game type setting data 45a associates the game type name "Tama 3" with a rate of "1 yen" and a display name "1 Pachi".

[0113] In the card management data 45b shown in Figure 7(b), card ID "1001" is associated with a prepaid value of "2500", the number of balls held by ball 1 "1500", the number of balls held by ball 2 "2300", and the number of balls held by 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.

[0114] Furthermore, in the card management data 45b shown in Figure 7(b), card ID "1002" is associated with a prepaid value of "0", the number of balls held for each rate of "0", and the usage device ID "3004". In other words, the card with card ID "1002" is inserted into the inter-machine card processing machine 10 with device ID "3004", and the management of the number of balls held has been transferred to the inter-machine card processing machine 10. For this reason, the number of balls held for each rate is zero.

[0115] Furthermore, in the card management data 45b shown in Figure 7(b), card ID "2002" is associated with a prepaid value of "2000", the number of balls held for each rate is "0", and the usage device ID is "3001". In other words, the card with card ID "2002" is inserted into the inter-machine card processing machine 10 with device ID "3001", and the management of the number of balls held has been transferred to the inter-machine card processing machine 10. For this reason, the number of balls held for each rate is zero.

[0116] Furthermore, the card management data 45b shown in Figure 7(b) associates the prepaid value with the purchase method, showing the balance for each purchase method. Specifically, the prepaid value of card ID "1001" is "2500," which is the sum of the cash purchase of "1000" and the cashless P1 purchase of "1500." Similarly, the prepaid value of card ID "2002" is "2000," which is the sum of the cashless P1 purchase of "1000" and the cashless P2 purchase of "1000."

[0117] The device management data 45c shown in Figure 7(c) indicates that the inter-machine card processing machine 10 with ID "3001" has the network address "AB.CD.EF.GH", is located at "Island 1-1", has ID "P001", is a game type "Ball 3", and is a model of the connected gaming machine 20 "EV01". It also indicates that this gaming machine 20 is in use.

[0118] The idle status management data 45d shown in Figure 8(d) associates the device ID, operating status, idle start time, release card ID, and release data. Specifically, in Figure 8(d), the device ID "3004" is associated with the operating status "idling", idle start time "12:28", release card ID "1002", and the release data "-" indicating not set.

[0119] Next, the processing procedure for initiating the pause state will be explained. Figure 9 is a flowchart showing the processing procedure for initiating the pause state. When the pause processing unit 17c receives the pause state initiation operation (step S101), the release card ejection unit 17d determines whether the card in use has value or not (step S102). If it does not have value (step S102; No), it determines whether the card in use is a membership card or not (step S104).

[0120] If the card currently in use has value (Step S102; Yes), the release card ejection unit 17d associates value with the card currently in use (Step S103), sets release data (Step S105), and makes it a release card.

[0121] If the card currently in use is a worthless membership card (step S104; Yes), the deactivation card ejection unit 17d sets deactivation data on the card currently in use (step S105) to make it a deactivation card.

[0122] If the card currently in use is a general card with no value (Step S104; No), the release card ejection unit 17d will treat the card currently in use as a release card without setting any release data on it.

[0123] The pause processing unit 17c stores the pause start time, the card ID for release, etc., in the pause status data 16c, and updates the pause status to "paused" and stores it (step S106). Then, it registers the pause status data 16c by transmitting it to the card management device 40 (step S107).

[0124] Then, the release card ejection unit 17d ejects the release card (step S108), the pause processing unit 17c starts a pause state (step S109), and the process ends.

[0125] Next, the processing procedure for when the inter-machine card processing machine 10 releases the idle state of its own device will be explained. Figure 10 is a flowchart showing the processing procedure for when the inter-machine card processing machine 10 releases the idle state of its own device. First, when the inter-machine card processing machine 10 in the idle state receives a card (step S201), the idle release unit 17e refers to the idle state data 16c and determines whether the inserted card is an unlock card for its own device (step S202).

[0126] If the inserted card is a card for deactivating the device itself (Step S202; Yes), the deactivation unit 17e deactivates the deactivation (Step S204), registers the deactivation of the deactivation with the card management device 40 (Step S205), and terminates the process. On the other hand, if the inserted card is not a card for deactivating the device itself (Step S202; No), the deactivation unit 17e returns the card (Step S203) and terminates the process.

[0127] Next, the processing procedure for when the inter-machine card processing machine 10 releases the idle state of another device will be explained. Figure 11 is a flowchart showing the processing procedure for when the inter-machine card processing machine 10 releases the idle state of another device. First, when the inter-machine card processing machine 10, which is not in idle state, receives a card (step S301), the idle release unit 17e acquires idle state management data for the inserted card (step S302). This idle state management data is obtained as a response to the card insertion notification.

[0128] If the idle state management data indicates that the inserted card is not a card used to unlock another device (step S303; No), the idle release unit 17e permits the use of the card (step S304) and terminates the process.

[0129] If the sleep state management data indicates that the inserted card is a card for releasing another device (step S303; Yes), the sleep release unit 17e determines whether or not release data exists (step S305). If no release data is set (step S305; No), the sleep release unit 17e requests the card management device 40 to release the sleep state of the original device (step S306), permits the use of the card (step S304), and terminates the process.

[0130] If deactivation data is set (Step S305; Yes), the deactivation unit 17e requests the player to input the deactivation data. Then, on the condition that it has received the correct deactivation data (Step S307; Yes), it requests the card management device 40 to deactivate the original device (Step S306), permits the use of the card (Step S304), and terminates the process. If the correct deactivation data is not entered (Step S307; No), the deactivation unit 17e returns the card (Step S308) and terminates the process.

[0131] Next, a modified example of the inter-machine card processing machine 10 will be described. Figure 12 is an explanatory diagram of a modified interface of the inter-machine card processing machine 10. The inter-machine card processing machine 10 is installed between the gaming machines 20. Generally, in pachinko games, the inter-machine card processing machine 10 is associated with the gaming machine 20 on the right. On the other hand, in slot games, the inter-machine card processing machine 10 is associated with the gaming machine on the left. Because the association with which side of the gaming machine it is associated with differs in this way, there is a risk that a player may mistakenly operate the inter-machine card processing machine 10 on the wrong side.

[0132] Therefore, the inter-machine card processing unit 10 shown in Figure 12 prevents erroneous operation by using a housing cover that is tilted in the direction of the corresponding gaming machine. Furthermore, by making the housing cover replaceable, it is possible to switch which gaming machine the same inter-machine card processing unit 10 is associated with.

[0133] Figure 12 shows the housing cover 10a used when corresponding to the gaming machine on the left and the housing cover 10b used when corresponding to the gaming machine on the right. By using these housing covers, it is possible to prevent the insertion of banknotes into the banknote slot 12a from the opposite side. In addition, the display operation unit 13 is provided on the housing cover, which prevents it from being seen or operated from the opposite side.

[0134] Figure 13 is an explanatory diagram of an inter-machine card processing machine 10 that can be used for both pachinko and slot machines. Because the shapes of the machines differ between pachinko and slot machines, there are differences in maintainability. Specifically, as shown in Figure 13(a), maintenance for pachinko machines was performed by opening the machine, while maintenance for slot machines was performed by opening the inter-machine card processing machine 10. This is because it is not possible to open the machine and access the inter-machine card processing machine 10 from the side in the case of slot machines.

[0135] To accommodate these differences in table shape, as shown in Figure 13(b), a pivot point is provided in the frame of the inter-table card processing machine 10, and the frame is made movable, which allows for maintenance of the circuit board and wiring on the back of the frame.

[0136] Figure 14 is an explanatory diagram regarding the fixing of the frame. As shown in Figure 14(a), if the frame of the inter-machine card processing machine 10 is to be fixed directly to the gaming island, it is difficult to fix it with precision, and skilled techniques are required each time the device is replaced. Therefore, as shown in Figure 14(b), by fixing the frame fixing member to the gaming island in advance and sliding the inter-machine card processing machine 10 into the frame fixing member, the replacement of the inter-machine card processing machine 10 becomes easy.

[0137] Next, we will explain the pause function in sealed-type gaming machines. Figure 15 is an explanatory diagram of the pause function in sealed-type gaming machines. In sealed-type gaming machines, the sealed game balls are circulated internally and used without the player touching the game balls. Therefore, when dispensing balls or replaying, the inter-machine card processing machine 10 does not dispense game balls, but rather adds to the number of playable balls managed by the gaming machine. Furthermore, the number of playable balls is transferred to the inter-machine card processing machine 10's holdings through a counting operation.

[0138] The inter-machine card processing unit 10 can suppress the counting of physical game balls when the machine is idle, but it cannot suppress the transition from the number of playable balls to the number of balls held. Therefore, if the inter-machine card processing unit 10 transitions from the number of playable balls to the number of balls held to the number of playable balls when the machine is idle, it automatically transitions from the number of balls held to the number of playable balls.

[0139] In Figure 15(a), the inter-machine card processing machine 10 is in a dormant state, with a ball count of "0" and a playable number of "1000" on the gaming machine 20. When a counting operation is received in this state, as shown in Figure 15(b), the playable number is transferred to the ball count, resulting in a playable number of "0" on the gaming machine 20 and a ball count of "1000" on the inter-machine card processing machine 10. However, since the dormant inter-machine card processing machine 10 automatically dispenses the ball count that increased due to the counting, as shown in Figure 15(c), the ball count becomes "0" and the playable number of "1000" on the gaming machine 20. Therefore, it is possible to prevent the situation in which the playable number is fraudulently obtained while the machine is dormant.

[0140] Next, we will explain how to deal with fraud during the idle state. Figure 16 is an explanatory diagram of how to deal with fraud during the idle state. Anyone attempting to fraudulently obtain value from the idle inter-machine card processing machine 10 will act in a way that allows them to leave before legitimate players return, so the possibility of fraud can be determined by detecting such behavior.

[0141] Specifically, as shown in Figure 16, possible situations of fraud include "returning the card without playing after the suspension is lifted," "a short time between the counting operation and card return after the suspension is lifted," "a short time between the start of the suspension and its lifting," and "not being seated when the suspension is lifted or when the counting is performed."

[0142] If these situations are detected, the inter-machine card processing machine 10 will take actions such as "notifying the store staff" or "delaying the counting operation until the limit for resuming the suspension."

[0143] As described above, in this embodiment, when a game medium is in a valueless state where its value does not meet the standard for making it usable, the system controls the ejection of a storage medium that can be associated with value as a medium for releasing the pause state, without associating value with the storage medium. The pause state is then released when the corresponding medium for releasing the pause state is received. This reduces the burden on players related to the pause state of the game and improves convenience.

[0144] Furthermore, in this embodiment, value can be assigned to a storage medium that has been controlled for discharge as a medium for releasing the pause function. In addition, when assigning value to the medium for releasing the pause function, release information can be set, and authentication of the release information can be made a condition when using the medium for releasing the pause function in a device other than the device that is to be released.

[0145] Furthermore, when a device enters a pause state while its value is above a certain threshold, it is possible to control the ejection of the storage medium associated with the value as a medium for releasing the pause state. Additionally, when the device enters the pause state while its value is above a certain threshold, release information may be set, and authentication of the release information may be required when the pause release medium is used in a device other than the device to be released.

[0146] Furthermore, when the system enters a pause state while a member-only storage medium associated with the identification information of a member player has been received, it is also possible to control the ejection of the member-only storage medium as a medium for resuming the pause state.

[0147] Furthermore, according to this embodiment, if the sleep release medium is used in a device other than the device to be released, the sleep state of the device to be released can be released.

[0148] In this embodiment, even if a release card has release data set on it, the original inter-machine card processing unit 10 does not request release data when releasing the sleep state. However, the original inter-machine card processing unit 10 may also authenticate the release data when releasing the sleep state.

[0149] Furthermore, although a detailed explanation of the form of the card, which is the medium that links the number of game media, was omitted in the above-described embodiment, such cards include magnetic cards, IC (Integrated Circuit) cards, etc. Also, although "cards" were used as an example for the purpose of explanation here, the present invention can also be applied to cases where contactless chips or sticks with built-in ICs, portable terminals, etc. are used in addition to such cards.

[0150] Furthermore, although the above embodiment was described using the case where game balls are used as the game medium, it is also applicable when using tokens for slot machines.

[0151] Furthermore, the present invention may also be applied to enclosed gaming machines that use gaming balls sealed inside the gaming machine. In enclosed gaming machines, the number of gaming balls that can be dispensed onto the game board is managed as the number of playable balls, and when dispensing balls or replaying, the number of playable balls is increased rather than the physical gaming balls being dispensed.

[0152] Furthermore, the illustrated configurations are functional schematics and do not necessarily have to be physically represented as shown. In other words, the distributed and integrated forms of each device are not limited to those shown, and all or part of them can be functionally or physically distributed and integrated in any unit according to various loads and usage conditions. [Industrial applicability]

[0153] As described above, the individual machine devices and game management system according to the present invention are suitable for reducing the burden on players related to the suspension of gameplay and improving convenience. [Explanation of symbols]

[0154] 10-unit card processing machine 10a, 10b enclosure cover 11 Status display section 12. Banknote transport section 12a Banknote slot 13 Display operation section 14 Reader / Writer 14a Card slot 14b The part that holds up 15 Communications Department 16, 45 Storage section 16a Device status data 16b Card Data 16c Hibernation Data 17, 46 Control Unit 17a Data Management Department 17b Counting Processing Unit 17c Pause Processing Unit 17d Release card ejection section 17e Pause release section 18a Nozzle Unit 18b Counting Unit 20 Gaming Machines 30 Island Controllers 40 Card Management Devices 41 Display section 42 Input section 43 External Network Communication Unit 44 Store Network Communications Department 45a Game type setting data 45b Card Management Data 45c Device Management Data 45d Hibernation status management data 46a Game Type Setting Management Department 46b Card Management Department 46c Equipment management department 46d Hibernation Status Management Unit 50 Member Management Device 60 Prize Management Device 80 Payment machine 90 Card issuing machines

Claims

1. Each device is provided for use with the gaming machine, A pause processing means for temporarily suspending a function, The gaming machine includes a transition means that, when a counting operation is performed on the gaming machine, transfers the number of playable games stored in the gaming machine to the number of games managed by each of the individual machine devices. When the game is in the aforementioned paused state, if the number of playable games is transferred to the number of available games, the transferred number of available games is transferred back to the number of playable games. Each unit is characterized by the following features.

2. A gaming management system having individual devices attached to each gaming machine, A pause processing means for temporarily suspending a function, The gaming machine includes a transition means that, when a counting operation is performed on the gaming machine, transfers the number of playable games stored in the gaming machine to the number of games managed by each of the individual machine devices. When the game is in the aforementioned paused state, if the number of playable games is transferred to the number of available games, the transferred number of available games is transferred back to the number of playable games. A gaming management system characterized by the following features.

Citation Information

Patent Citations

  • Each-machine device and divided-value-recording-medium issuing system

    JP2011131037A