Gaming device

The gaming device addresses inefficiencies in card return and lending by controlling storage medium return based on the minimum number of balls, ensuring efficient gameplay and player convenience.

JP2026121488APending Publication Date: 2026-07-24GLORY LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
GLORY LTD
Filing Date
2026-05-14
Publication Date
2026-07-24

AI Technical Summary

Technical Problem

Existing gaming machines excessively suppress card return and game media lending functions due to error detection, leading to inefficient gameplay and player inconvenience.

Method used

A gaming device that controls storage medium return by considering the minimum number of balls to be returned, incorporating a value storage means, acquisition means, reception means, and control means to manage and restrict functions based on the number of gaming machines and stored value.

Benefits of technology

Enables appropriate control of storage medium return, ensuring efficient gameplay by preventing unnecessary suppression of card return and lending functions while maintaining the minimum number of balls to be returned.

✦ Generated by Eureka AI based on patent content.

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Abstract

The challenge is to efficiently restrict functions in a gaming machine according to the error pattern that occurred. [Solution] If an error occurs in the gaming machine (S1), control is performed on card return and lending according to the error pattern and the number of balls held (S2). For example, if an error occurs in the gaming machine where card return is permitted but lending is not, and the number of balls held is 20, which is less than the minimum number of balls to be returned, control is performed to make card return impossible. This is because if the card is returned, the number of balls held that is less than the minimum number of balls to be returned will be automatically lent out, which would violate the lending prohibition classified by the error pattern.
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Description

Technical Field

[0005] ,

[0001] The present invention relates to a gaming device that can appropriately control the return of a storage medium while considering the minimum number of returned balls.

Background Art

[0002] Conventionally, game arcades provide pachinko games, pachislot games, etc. using game media. For example, in a pachinko game, game balls are used as game media, and the game is played by shooting the game balls onto the game board surface. Often, each device is provided in parallel with the gaming machine. Each device accepts deposits and performs a lending process for game media. In addition, each device stores the number of game media obtained through the game as the number of held game media, and performs a replay process of subtracting the number of held game media and paying out the game media.

[0003] Such gaming machines are provided with a large winning opening on the game board, an opening / closing door for opening and closing the large winning opening, a variable winning device for opening and closing the opening / closing door, etc., and use a predetermined sensor to detect the presence or absence of an error. For example, Patent Document 1 discloses a technique of providing a variable winning detection sensor that detects game balls that have won in the large winning opening in the variable winning device, and if this variable winning detection sensor detects an error, outputting a signal indicating the occurrence of the error to the main control board. Due to this error detection, each device provided in parallel with the gaming machine also goes into an error state, and control is performed so that card return and lending of game media cannot be performed.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, as described in Patent Document 1 above, if card return and game media lending are disabled every time an error occurs in the gaming machine, it would result in excessively suppressing the functions of card return and game media lending, which is inefficient.

[0006] For example, if a player can return their card but is unable to borrow a game disc, the game should not be made unavailable for card return simply because an error occurred indicating that the game disc was unavailable. This is because it would result in the player being kept waiting even though they could return their card and play on another machine.

[0007] Furthermore, there is a minimum number of game tokens that a player can hold (hereinafter referred to as the "minimum number of tokens to be returned"). If the number of game tokens a player holds is less than the minimum number of tokens to be returned when returning a card, the machine will automatically lend out tokens up to that number. Therefore, when restricting the card return and lending functions, the minimum number of tokens to be returned must be taken into consideration.

[0008] The present invention has been made to solve the problems of the prior art described above, and aims to provide a gaming device that can appropriately control the return of a storage medium while taking into consideration the minimum number of balls to be returned. [Means for solving the problem]

[0009] To solve the above problems, the present invention provides a gaming device provided in correspondence with a gaming machine, comprising: a value storage means for storing a value; an acquisition means for acquiring the number of gaming machines managed stored in the gaming machine; a reception means for receiving an operation to return a storage medium; a predetermined number storage means for storing a predetermined number of values ​​that can be returned in association with the storage medium; and a state in which the value exists and the number of gaming machines managed acquired by the acquisition means is equal to or greater than the predetermined number. in, Return the aforementioned storage medium. It is characterized by being equipped with a control means for controlling it so as not to happen. Furthermore, the present invention is A gaming device provided in conjunction with a gaming machine, comprising: a value storage means for storing a value; an acquisition means for acquiring the number of gaming machines stored in the gaming machine; a reception means for receiving an operation to return a storage medium; a predetermined number storage means for storing a predetermined number of values ​​that can be returned in association with the storage medium; and a control means for controlling the storage medium not to be returned when the value exists and the sum of the number of gaming machines acquired by the acquisition means and the number of gaming machines is equal to or greater than the predetermined number. It is characterized by the following: Furthermore, in the above invention, The control means, when it receives a request to return the storage medium while the value and the number of managed gaming machines exist, and the sum of the number of managed gaming machines and the number of players acquired by the acquisition means is equal to or greater than the predetermined number, controls not to return the storage medium. It is characterized by the following: [Effects of the Invention]

[0010] According to the present invention, the return of the storage medium can be appropriately controlled while taking into consideration the minimum number of balls to be returned. [Brief explanation of the drawing]

[0011] [Figure 1] Figure 1 is an explanatory diagram illustrating the overview of the gaming system according to Embodiment 1. [Figure 2] Figure 2 is a diagram showing the system configuration of the gaming system according to Embodiment 1. [Figure 3] Figure 3 shows the external configuration of the inter-machine card processing machine and gaming machine shown in Figure 2. [Figure 4] Figure 4 shows the configuration of the inter-machine card processing machine shown in Figure 2. [Figure 5] Figure 5 shows an example of the device status data, card data, and minimum ball return data shown in Figure 4. [Figure 6] Figure 6 shows the configuration of the gaming machine shown in Figure 2. [Figure 7] Figure 7 shows the configuration of the control device shown in Figure 2. [Figure 8] Figure 8 shows an example of the card management data, device management data, member management data, and minimum ball return data shown in Figure 7. [Figure 9] Figure 9 shows a function control pattern according to the error pattern in Embodiment 1. [Figure 10] Figure 10 is a flowchart showing the processing procedure of the inter-machine card processing machine according to Embodiment 1. [Figure 11] Figure 11 is an explanatory diagram illustrating the overview of the gaming system according to Embodiment 2. [Figure 12] Figure 12 shows an example of functional suppression according to Embodiment 2. [Figure 13] Figure 13 is an explanatory diagram illustrating the overview of the gaming system according to Embodiment 3. [Figure 14]FIG. 14 is a diagram showing the configuration of the management device according to Embodiment 3. [Figure 15] FIG. 15 is a diagram showing an example of the collection time data, fractional value data, continuous count data, and fractional collection data shown in FIG. 14. [Figure 16] FIG. 16 is a flowchart showing the processing procedure of the management device according to Embodiment 3. [Figure 17] FIG. 17 is an explanatory diagram for explaining the outline of the gaming system according to Embodiment 4. [Figure 18] FIG. 18 is a diagram showing the operation pattern when the card return button of the inter-stage card processor 200 shown in FIG. 17 is pressed. [Figure 19] FIG. 19 is a diagram (Part 1) showing the operation when the card return button of the inter-stage card processor 200 is pressed according to conditions such as the held balls and game balls. [Figure 20] FIG. 20 is a diagram (Part 2) showing the operation when the card return button of the inter-stage card processor 200 is pressed according to conditions such as the held balls and game balls.

MODE FOR CARRYING OUT THE INVENTION

[0012] [Embodiment 1] Hereinafter, the gaming device according to the present Embodiment 1 will be described in detail.

[0013] In this specification, "balls held" refers to data indicating the gaming media acquired by a player during gameplay, which can only be used again on the same day (before the arcade's closing time). "Number of balls held" refers to the number of gaming media acquired by a player through gameplay. "Stored balls" refers to data indicating gaming media deposited by a player with the arcade, which can be used again on subsequent days (after the arcade's closing time). "Number of stored balls" refers to the number of gaming media deposited by a player with the arcade. Balls held can be used by both general and member players, and are used when moving to a different gaming machine, etc. Stored balls can, in principle, only be used by member players, and are used when acquiring gaming media to play on a gaming machine on subsequent days. "Number of game balls" refers to the number of game balls available for a player to play.

[0014] <Overview of the gaming system> First, an overview of the gaming system according to this embodiment 1 will be described. Figure 1 is an explanatory diagram illustrating the overview of the gaming system according to this embodiment 1. In the gaming system according to this embodiment 1, if an error occurs in the gaming machine (S1), control is performed on card return and lending according to the error pattern and the number of balls held (S2).

[0015] For example, if an error occurs in a gaming machine where card return is permitted but lending is not, and the number of balls held is 20, which is below the minimum number of balls to be returned, then control will be implemented to prevent both lending and card return. This is because if the card is returned, the machine will automatically lend out the number of balls held that is below the minimum number of balls to be returned, which would violate the lending restriction classified by the error pattern.

[0016] In this way, the gaming system can efficiently restrict functions according to the error pattern that occurred when an error occurred in the gaming machine.

[0017] <System Configuration> Next, the system configuration of the gaming system according to this embodiment 1 will be described. Figure 2 is a diagram showing the system configuration of the gaming system according to this embodiment 1. As shown in Figure 2, a gaming 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 a communication line, which is the store's network, via an island controller 30. The island controller 30, a management device 50, a prize management device 60, and a settlement machine 70 are connected to the communication line.

[0018] The gaming machine 20 is a device that allows players to play by launching game balls, which are sealed inside the device, onto the game board. These game balls are physical "balls" used in the game and are different from "game balls" that the gaming machine 20 handles as data. 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. There may also be areas that serve as both starting areas and prize areas.

[0019] The prize-winning areas are equipped with prize-winning sensors to detect when a game ball passes into them. The prize-winning sensors detect when a game ball is played into a prize-winning area (i.e., wins a prize). The control unit of the game machine 20 also has a prize-winning ball memory that stores how many game balls are awarded as prizes for each prize-winning area, and a playable ball count memory that shows the number of game balls available. The control unit of the game machine 20 also periodically transmits the number of game balls to the inter-machine card processing machine 10.

[0020] When the inter-machine card processing machine 10 receives a deposit from a player, it associates the prepaid value corresponding to the deposit amount with the identification information (card ID) of the card stored inside the machine. This prepaid value can be used to dispense game balls. The inter-machine card processing machine 10 can also accept the insertion of cards associated with prepaid value, held balls, stored balls, etc. At the end of the game, it ejects the card associated with the prepaid value, held balls, stored balls, etc., and returns it to the player. The inter-machine card processing machine 10 also transmits the history of operations such as deposit, card insertion, and card ejection to the management device 50.

[0021] The gaming machine 20 transmits out data to the inter-machine card processing unit 10 when a predetermined number of game balls have been launched onto the game board. The gaming machine 20 also transmits safe data to the inter-machine card processing unit 10 when a game ball passes through the winning area (so-called winning) and a predetermined number of prize balls have been added to the game balls. Furthermore, if a special state such as a jackpot occurs as a result of the game, the gaming machine 20 transmits special prize data indicating the occurrence of such a state to the inter-machine card processing unit 10.

[0022] Out data corresponds to the number of balls played by the player onto the game board. Safe data corresponds to the number of balls awarded for winning. Special prize data indicates the status of the game machine 20, such as a jackpot. Each piece of data is transmitted to the management device 50 via the inter-machine card processing machine 10, and the management device 50 can obtain a history of the game machine 20's operation by accumulating the out data, safe data, and special prize data.

[0023] The inter-machine card processing machine 10 accepts deposits, dispenses game balls, communicates with the management device 50, and communicates with the game machines 20. When the inter-machine card processing machine 10 receives banknotes inserted by a player, it sends a deposit notification including the deposit amount to the management device 50, adding the equivalent prepaid value to the prepaid value managed by the management device 50. Then, when a predetermined ball dispensing operation is performed, it sends a ball dispensing request to the management device 50, deducting the prepaid value managed by the management device 50, notifying the game machine 20 of the number corresponding to the deducted prepaid value, and adding it to the number of game balls.

[0024] When the inter-machine card processing machine 10 receives a card insertion notification, it sends a card insertion notification to the management device 50. Furthermore, when the inter-machine card processing machine 10 receives the balance of prepaid value, held balls, or stored balls from the management device 50, it stores the balance. If it receives and stores the balance of held balls, it sends a ball deduction request to the management device 50, thereby clearing the balance (number of balls) of held balls managed by the management device 50 to zero.

[0025] When the inter-machine card processing unit 10 receives a request to replay held balls, it subtracts a predetermined number of balls from the number of balls it manages, notifies the gaming machine 20 of the number of balls subtracted, and adds it to the number of game balls. Also, when the inter-machine card processing unit 10 receives a request to replay stored balls, it sends a request to the management device 50 to replay stored balls, causing the management device 50 to subtract a predetermined number of stored balls, notifies the gaming machine 20 of the number of balls subtracted, and adds it to the number of game balls.

[0026] When the inter-machine card processing machine 10 receives a card return operation, it sends a request to the management device 50 to add the number of balls held, and after the management device 50 adds the number of balls held, it sends a card ejection notification to the management device 50 and controls the ejection of the card. If a counting operation is received from the gaming machine 20 before the card return operation, the number of game balls is added to the number of balls held.

[0027] The inter-machine card processing unit 10 has the function of obtaining a game machine ID from the game machine 20 and authenticating the game machine 20 using the obtained game machine ID and the authentication key received from the management device 50. This authentication is performed during opening procedures, etc., and the game machine 20 becomes playable only if the authentication is successful.

[0028] The inter-machine card processing unit 10 performs various display controls based on the status of the gaming machine 20 and transmits the status of the gaming machine 20 to the management device 50.

[0029] Furthermore, if the inter-machine card processing unit 10 receives error information from the gaming machine 20, it controls card return and lending using the error pattern of the error information and the number of balls held for the game type set in its own device (hereinafter referred to as "own rate"). For example, if the error pattern is "Card return: OK, Lending: NOT OK" and the number of balls held for the own rate is less than the minimum number of balls to be returned, both card return and lending will be stopped.

[0030] The island controller 30 is a device that bundles a group of gaming machines 20 and inter-machine card processing machines 10 installed on a gaming island, and relays various information to the management device 50.

[0031] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it manages the identification information of the inserted card (hereinafter referred to as "card ID") in association with the inter-machine card processing machine 10, and transmits the prepaid value and balance of tokens associated with the card ID to the inter-machine card processing machine 10. Furthermore, if the card ID indicated in the card insertion notification is the card ID of a member card, it transmits the token replay data to the inter-machine card processing machine 10.

[0032] Furthermore, when the management device 50 receives a request to deduct balls from the inter-machine card processing machine 10, it clears the balance of balls to zero, and when it receives a request to add balls from the inter-machine card processing machine 10, it adds the number of balls indicated in the ball addition request to the balance of balls.

[0033] Furthermore, when the management device 50 receives a ball dispensing request from the inter-machine card processing machine 10, it subtracts a predetermined value from the prepaid value associated with the card ID and transmits permission to dispense balls to the inter-machine card processing machine 10. When it receives a request to replay stored balls, it transmits stored ball replay data to the inter-machine card processing machine 10.

[0034] Furthermore, if the management device 50 receives a card ID from the prize management device 60, it notifies the prize management device 60 of the number of balls associated with this card ID. In addition, if it receives a card ID from the payment machine 70, it notifies the payment machine 70 of the prepaid value associated with this card ID.

[0035] Furthermore, the management device 50 obtains the gaming machine ID from the inter-machine card processing machine 10 and manages the gaming machines 20 installed in its own store. It then obtains an authentication key for authenticating the gaming machines 20 set up in its own store from an authentication key management center (not shown) outside the gaming store and distributes it to the inter-machine card processing machine 10.

[0036] Furthermore, the management device 50 manages member management data of members registered with the amusement parlor. Specifically, it manages the number of tokens stored, points, PIN, and name, etc., in association with the member card ID issued to the member.

[0037] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it transmits to the inter-machine card processing machine 10 stored ball replay data, including the balance of stored balls and the PIN corresponding to the card ID indicated in the card insertion notification. Also, when the management device 50 receives a stored ball replay request from the inter-machine card processing machine 10, it subtracts a predetermined number of stored balls associated with the card ID indicated in the stored ball replay request, and transmits to the inter-machine card processing machine 10 stored ball replay data, including the remaining stored ball balance after the subtraction.

[0038] Furthermore, if the management device 50 receives an inquiry from the prize management device 60 regarding the number of stored tokens, it notifies the prize management device 60 of the balance of stored tokens corresponding to the specified card ID.

[0039] Furthermore, the management device 50 receives and stores the setting operation for the minimum number of balls to be returned, and notifies the inter-machine card processing machine 10 of the minimum number of balls to be returned.

[0040] The prize management device 60 is a terminal device for prize exchange located next to the prize exchange counter inside the amusement store, and it processes the exchange of acquired balls, stored balls, and held balls for prizes. This prize management device 60 is connected to a card reader that reads the card ID of a card and a prize dispensing device that dispenses prizes. When the prize management device 60 reads a card ID from a general card or a membership card (or reads identification information corresponding to the card ID from a mobile terminal, etc.), it transmits the card ID to the management device 50 and requests the balance of balls held for that card ID. Also, when exchanging stored balls for prizes, it requests the balance of stored balls from the management device 50.

[0041] When a card with associated prepaid value is inserted into the payment machine 70, it transmits the card ID of the card to the management device 50, retrieves the prepaid value associated with the card, and dispenses cash equivalent to the retrieved prepaid value.

[0042] Next, the ball dispensing process in the gaming system according to this embodiment 1 will be described. When a player performs a ball dispensing operation with the inter-machine card processing machine 10, the inter-machine card processing machine 10 sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted in the inter-machine card processing machine 10, an address or arbitrary identification information that identifies the inter-machine card processing machine 10 as the sender, and a ball dispensing request.

[0043] When the management device 50 receives a message containing a request to dispense balls, it updates the card management data by subtracting a predetermined value of the prepaid value associated with the card ID in the message, and sends a ball dispensing permission to the inter-machine card processing machine 10 that sent the message. Upon receiving the ball dispensing permission, the inter-machine card processing machine 10 sends an addition signal to the gaming machine 20 requesting the addition of a number (for example, "125") corresponding to the subtracted prepaid value to the number of gaming balls.

[0044] Upon receiving the addition signal, the gaming machine 20 adds the number of game balls and transmits the added number of game balls to the inter-machine card processing machine 10. The inter-machine card processing machine 10 compares the sum of the number of game balls before addition and the number of balls dispensed with the added number of game balls to determine whether the addition of game balls was performed correctly.

[0045] Next, the process for replaying held tokens in the gaming system according to this embodiment 1 will be described. When the inter-machine card processing machine 10 receives the insertion of a general card or a member card, it sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or arbitrary identification information that identifies the inter-machine card processing machine 10 as the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.

[0046] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it notifies the inter-machine card processing machine 10 of the remaining balance of balls held at the rate specified in the message, from among the balls held that are associated with the card ID in the message.

[0047] The inter-machine card processing machine 10 stores the remaining balance of the player's balls received from the management device 50. It then sends a message to the management device 50 containing information identifying the card ID and rate, as well as a request to deduct the remaining balls. If the management device 50 receives a request to deduct the remaining balls, it clears the remaining balance of the balls identified by the card ID and rate to zero. Furthermore, if the inter-machine card processing machine 10 receives a request to replay the remaining balls, it deducts a certain number of balls from the remaining balance, notifies the gaming machine 20 of the corresponding number, and has it added to the number of game balls.

[0048] When the inter-machine card processing machine 10 receives a management transfer request from the gaming machine 20 to transfer the number of game balls in the gaming machine 20 to the inter-machine card processing machine 10's holdings, the inter-machine card processing machine 10 adds the number of game balls indicated in the management transfer request to its own holdings. Subsequently, upon receiving a card return operation, it sends a message to the management device 50 including a request to add to the holdings. This message includes the card ID of the card to be ejected, an address or arbitrary identification information that identifies the inter-machine card processing machine 10 as the sender, information to identify the rate of the inter-machine card processing machine 10, the remaining balance of the holdings, and the request to add to the holdings.

[0049] If the management device 50 receives a request to add to the number of balls held, it updates the balance (number of balls held) of the balls associated with the card ID in the message for the rate specified in the message with the received value. Subsequently, the inter-machine card processing machine 10 sends a card ejection notification to the management device 50 and controls the ejection of the card.

[0050] Next, the process for replaying stored tokens in the gaming system according to this embodiment 1 will be described. When the inter-machine card processing machine 10 receives a member card, or reads identification information corresponding to the card ID from a mobile terminal that can be used as a member card, it sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10 (or the identification information corresponding to the card ID read from the mobile terminal), an address or arbitrary identification information that identifies the inter-machine card processing machine 10 as the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.

[0051] The management device 50 transmits to the inter-machine card processing machine 10 stored ball replay data, which includes the PIN associated with the card ID in the message and the balance of stored balls at the rate specified in the message.

[0052] The inter-machine card processing machine 10 stores the received stored ball replay data, and if the balance of stored balls indicated in the stored ball replay data is equal to or greater than the number of game balls dispensed in stored ball replay (stored ball replay unit number; for example, "125 balls"), it accepts the stored ball replay operation.

[0053] 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 verifies whether the entered PIN matches the PIN shown in the stored ball replay data.

[0054] The inter-machine card processing machine 10 sends a message to the local address of the management device 50 when the PIN matches. This message includes the card ID of the card inserted in the inter-machine card processing machine 10, an address or arbitrary identification information that identifies the sending inter-machine card processing machine 10, information to identify the rate of the inter-machine card processing machine 10, and a request for replay of stored tokens.

[0055] The management device 50 subtracts a predetermined amount from the balance of stored balls associated with the card ID in the message, specifically those at the rate specified in the message, and transmits the stored ball replay data, including the remaining balance, to the inter-machine card processing machine 10.

[0056] The inter-machine card processing unit 10 receives the stored ball replay data, updates the stored ball balance, and notifies the gaming machine 20 of the number corresponding to the stored ball replay unit, adding it to the number of game balls. It also determines whether the updated stored ball balance is less than the number of stored ball replay units. If the updated stored ball data balance is equal to or greater than the number of stored ball replay units, it can accept another stored ball replay operation, and if it accepts the stored ball replay operation, it sends a stored ball replay request. For the second and subsequent stored ball replay operations, verification of the PIN is not required. If the updated stored ball data balance is less than the number of stored ball replay units, it will not accept a stored ball replay operation.

[0057] Next, we will explain the transfer from held balls to stored balls during the closing process. The management device 50 checks the balance of held balls in the card management data during the closing process, and if there are held balls with a balance greater than "0", it adds the balance of those held balls to the stored ball balance and updates it. After that, the management device 50 clears the balance of those held balls to zero.

[0058] <External configuration of the inter-machine card processing unit 10 and the gaming machine 20> Next, the external configuration of the inter-machine card processing machine 10 and gaming machine 20 shown in Figure 2 will be described. Figure 3 is a diagram showing the external configuration of the inter-machine card processing machine 10 and gaming machine 20 shown in Figure 2. The diagram shows an inter-machine card processing machine 10 that accepts only banknotes, but a unit that can accept electronic money can also be provided.

[0059] As shown in Figure 3, the inter-machine card processing machine 10 is equipped with a status display unit 11 that indicates the status of the inter-machine card processing machine 10 by the illumination or flashing of a lamp of a predetermined color, a banknote insertion slot 12a that accepts various banknotes, a display operation unit 13 such as a touch panel display, and a card insertion slot 14a that accepts cards associated with a card ID.

[0060] The gaming machine 20 is equipped with a game board, a handle 21 used to dispense the enclosed game balls onto the game board, and a counting button 22.

[0061] The counting button 22 is an operation button for transferring the management of the number of playable balls from the gaming machine 20 to the inter-machine card processing machine 10 by subtracting the number of playable balls from the gaming machine 20 and adding the corresponding number to the number of playable balls held by the inter-machine card processing machine 10. In the case of an open-type gaming machine 20 where physical playable 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 playable balls and adds them to the number of playable balls held.

[0062] <Configuration of the inter-unit card processing machine 10> Next, the configuration of the inter-machine card processing machine 10 shown in Figure 2 will be described. Figure 4 is a 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 has a banknote transport unit 12, a display operation unit 13, a reader / writer 14, a communication unit 15, a storage unit 16, a control unit 17, and a game management unit 18.

[0063] The banknote transport unit 12 is a transport unit that transports banknotes inserted through the banknote insertion slot 12a to a banknote storage unit (not shown) while determining the denomination and authenticity of the banknotes. The display and operation unit 13 is an input / output device such as a touch panel display that displays various information such as monetary value and accepts various operations such as ball dispensing operations.

[0064] The reader / writer 14 is a reading unit that reads the card ID from the card inserted into the card slot 14a. The card inserted into the card slot 14a is then stored in a card storage unit (not shown) via the reader / writer 14. The communication unit 15 is an interface unit for data communication with the management device 50 via the island controller 30.

[0065] 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 minimum return ball count data 16c.

[0066] 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 inter-machine card processing machine ID, gaming machine ID, game type, etc. The inter-machine card processing machine ID is identification information for uniquely identifying the inter-machine card processing machine 10 within the gaming establishment. The game type is data indicating the rate set in the inter-machine card processing machine 10. When handling gaming 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 gaming balls, "Ball 2" for 2-yen rate gaming balls, and "Ball 3" for 1-yen rate gaming 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 type. The game type may be fixed for each section in which the inter-machine card processing machine 10 is installed, or it may be changeable by the player.

[0067] Card data 16b is data relating to the card being used by the player. Card data 16b includes card ID, PIN, prepaid value, balls held, stored balls, etc. 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. Prepaid value indicates the remaining balance of prepaid value usable for ball dispensing, and balls held and stored balls indicate their respective balances.

[0068] The minimum return ball data 16c is data indicating the minimum number of game balls that the gaming machine 20 possesses that should be returned to the player. The minimum return ball data 16c is referenced when lending out balls for the game type set in the device status data 16a. Specifically, if a card return operation is performed, and the number of balls held for the game type set in the device status data 16a is less than the minimum return ball data 16c, then that number of balls will be automatically lent out.

[0069] The game management unit 18 is a processing unit that performs processing related to authentication and communication with the gaming machine 20. It is desirable that this game management unit 18 be formed on a different circuit board from the control unit 17. The game management unit 18 includes an authentication processing unit 18a, an authentication key management unit 18b, a gaming machine state management unit 18c, and an error receiving unit 18d. In practice, these programs are loaded into the CPU (Central Processing Unit) and executed, causing the authentication processing unit 18a, the authentication key management unit 18b, the gaming machine state management unit 18c, and the error receiving unit 18d to execute the processes corresponding to them, respectively.

[0070] The authentication processing unit 18a performs authentication of the gaming machine 20 using the authentication key received from the management device 50. If authentication is successful, the authentication processing unit 18a sends permission to operate to the gaming machine 20. If authentication fails, the authentication processing unit 18a prohibits the use of the gaming machine 20. However, even if authentication fails, the system may be configured to send permission to operate to the gaming machine 20 if it is within a predetermined period since the last successful authentication, and not send permission to operate to the gaming machine 20 after the predetermined period has elapsed since the last successful authentication, thereby prohibiting the use of the gaming machine 20.

[0071] The authentication key management unit 18b is a processing unit that manages authentication keys. Each authentication key has a set usage time, 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 circuit board on which the gaming management unit 18 is formed as the operating time of the gaming machine 20 and manages the usage time of the authentication key. If an authentication key becomes unusable, the authentication key management unit 18b obtains a new authentication key from an authentication key management center outside the store via the management device 50 and updates the authentication key.

[0072] The gaming machine status management unit 18c is a processing unit that communicates with the gaming machine 20 and manages the status of the gaming machine 20. Specifically, the gaming machine status management unit 18c obtains the gaming machine ID from the gaming machine 20, sends a request to add to the number of game balls when balls are dispensed, sends a request to transfer management from held balls to the number of game balls when balls are replayed, sends a request to add to the number of game balls when stored balls are replayed, receives game results such as the number of balls played and the number of prize balls dispensed from the gaming machine 20, and receives a request to transfer management from the number of game balls to held balls when counting. The gaming machine status management unit 18c receives a notification from the card return control unit 17e that the card has been returned, and if the number of balls held at its own rate is less than the minimum number of balls returned data 16c, it sends a request to the gaming machine 20 to transfer management from held balls to the number of game balls when balls are replayed for that number of balls. Communication between the inter-machine card processing unit 10 and the gaming machine 20 uses encrypted communication employing a predetermined encryption method.

[0073] Furthermore, the gaming machine state management unit 18c acquires the current status of the gaming machine 20, such as the number of game balls, start status, jackpot status, jackpot type, and number of draws. It is desirable that the time interval at which the gaming machine state management unit 18c acquires the status of the gaming machine 20 be set shorter than the interval at which game balls are launched (used) in the gaming machine 20. Also, once the gaming machine state management unit 18c has acquired the number of game balls from the gaming machine 20, it hands over the number of game balls to the control unit 17.

[0074] Furthermore, the timing for the gaming machine status management unit 18c to acquire a new gaming machine ID from the gaming machine 20 is not limited to before opening. The gaming machine ID can be acquired or the determination of whether to replace the gaming machine 20 can be made when the inter-machine card processing unit 10 is powered on or off, during periodic communication, when processing related to the number of game balls (ball dispensing, replay, counting, etc.) is performed, or when the system returns from an offline state. These timings may also be used in combination.

[0075] The error receiving unit 18d is a processing unit that receives error information when an error occurs in the gaming machine 20. When the error receiving unit 18d receives error information from the gaming machine 20, it passes the error information to the control unit 17.

[0076] The control unit 17 is a control unit that performs overall control of the inter-machine card processing machine 10, and includes a data management unit 17a, a setting value management unit 17b, a control determination unit 17c, a function control unit 17d, and a card return control unit 17e. In practice, by loading these programs into the CPU and executing them, the processes corresponding to the data management unit 17a, the setting value management unit 17b, the control determination unit 17c, the function control unit 17d, and the card return control unit 17e are executed, respectively.

[0077] When a card is inserted, the data management unit 17a sends a card insertion notification to the management device 50, which includes the card ID and the inter-machine card processing machine ID. Furthermore, when the data management unit 17a receives data from the management device 50 that includes a monetary value (at least one of prepaid value, held balls, and stored balls), it updates the card data 16b with the received monetary value.

[0078] Furthermore, when a banknote is inserted into the banknote slot 12a, the data management unit 17a sends a deposit notification to the management device 50, which includes the amount of the inserted banknote, the card ID, and the inter-machine card processing machine ID.

[0079] Furthermore, when a player performs a ball dispensing operation, the data management unit 17a transmits a ball dispensing request, including the card ID and the inter-machine card processing machine ID, to the management device 50. Upon receiving permission to dispensing balls in response to this request, the data management unit 17a instructs the game management unit 18 to subtract the prepaid value of the card data 16b and add a predetermined number of balls to the number of game balls in the game machine 20.

[0080] Furthermore, if the data management unit 17a receives a request to replay the balls held, it instructs the game management unit 18 to subtract and update the number of balls held in the card data 16b, and to add the corresponding number of balls to the number of game balls in the game machine 20.

[0081] Furthermore, if the balance of stored balls shown in the card data 16b is equal to or greater than the number of stored ball replay units, 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 a stored ball replay request, including the card ID and the inter-machine card processing machine ID, to the management device 50. Upon receiving stored ball replay data in response to this stored ball replay request, the data management unit 17a updates the balance of stored balls in the card data 16b and instructs the game management unit 18 to add the number of balls corresponding to the number of stored ball replay units to the number of game balls in the game machine 20. Note that for the first stored ball replay operation, the player is required to enter a PIN, and the condition for transmitting the stored ball replay request is that the PIN matches the one shown in the card data 16b.

[0082] Furthermore, when the game management unit 18 receives a request from the game machine 20 to transfer game balls, the data management unit 17a adds the number of balls instructed by the game management unit 18 to the number of balls held in the card data 16b and updates it.

[0083] Furthermore, when the data management unit 17a receives a card return operation, it sends a request to the management device 50 to add to the remaining balls, including the card ID, the inter-machine card processing machine ID, and the remaining ball balance. After clearing the card data 16b, it sends a card ejection notification to the management device 50 and ejects the card.

[0084] The setting value management unit 17b is a processing unit that manages the minimum number of balls returned data 16c. The setting value management unit 17b receives the minimum number of balls returned from the management device 50 and stores it in the minimum number of balls returned data 16c.

[0085] The control determination unit 17c is a processing unit that makes decisions for controlling card return and lending. If the control determination unit 17c receives error information from the error reception unit 18d, it makes a control decision for card return and lending using the error pattern of the error information, the number of balls held at its own rate, and the minimum number of balls to be returned data 16c.

[0086] Specifically, the control determination unit 17c passes "Pattern 1" to the function control unit 17d if the error pattern is "Error A" which is "Card return: OK, Lending: OK", "Pattern 2" if the error pattern is "Error B" which is "Card return: OK, Lending: NOT OK" and the number of balls held at the current rate is equal to or greater than the minimum number of balls returned data 16c, "Pattern 3" if the error pattern is "Error B" and the number of balls held is less than the minimum number of balls returned data 16c, "Pattern 4" if the error pattern is "Error C" which is "Card return: NOT OK, Lending: OK" and the number of balls held is equal to or greater than the minimum number of balls returned data 16c, "Pattern 5" if the error pattern is "Error C" and the number of balls held is less than the minimum number of balls returned data 16c, and "Pattern 6" if the error pattern is "Error D" which is "Card return: NOT OK, Lending: NOT OK".

[0087] The function control unit 17d is a processing unit that controls card return and lending. If the function control unit 17d receives "Pattern 1" from the control determination unit 17c, it does not perform any special control. If it receives "Pattern 2", it passes an instruction to stop lending to the game machine state management unit 18c. If it receives "Pattern 3" or "Pattern 6", it passes an instruction to stop card return to the card return control unit 17e and an instruction to stop lending to the game machine state management unit 18c.

[0088] Furthermore, if the function control unit 17d receives "Pattern 4" from the control determination unit 17c, it passes an instruction to stop card return to the card return control unit 17e, and if it receives "Pattern 5", it passes an instruction to partially stop card return to the card return control unit 17e.

[0089] The card return control unit 17e is a processing unit that controls the return of cards. The card return control unit 17e receives a press of the card return button and returns the card.

[0090] Furthermore, if the card return control unit 17e receives a card return stop instruction from the function control unit 17d, it disables the pressing of the card return button. If the card return control unit 17e receives a partial card return stop instruction from the function control unit 17d and accepts the pressing of the card return button, it will not return the card.

[0091] Next, we will explain a specific example of the data stored in the storage unit 16 of the inter-machine card processing machine 10 shown in Figure 4. Figure 5 shows an example of the self-device status data 16a, card data 16b, and minimum ball return data 16c shown in Figure 4.

[0092] The self-device status data 16a shown in Figure 5(a) indicates that the ID of the inter-machine card processing machine 10 is "A101", the game machine ID of the connected game machine 20 is "B201", and "Ball 1" is set as the game type for the inter-machine card processing machine 10.

[0093] The card data 16b shown in Figure 5(b) indicates that the ID of the card inserted into the inter-machine card processing machine 10 is "2001". 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 PIN for replaying stored tokens is "1234" and the prepaid value is "3000" yen.

[0094] Furthermore, card data 16b indicates that, as held balls, the balance of held balls for ball 1 is "1500" balls, the balance of held balls for ball 2 is "2500" balls, and the balance of held balls for ball 3 is "0" balls. As stored balls, the balance of stored balls for ball 1 is "500" balls, the balance of stored balls for ball 2 is "0" balls, and the balance of stored balls for ball 3 is "0" balls.

[0095] The minimum ball return data 16c shown in Figure 5(c) indicates that the minimum number of balls returned is set to "27".

[0096] <Configuration of the gaming machine 20> Next, the configuration of the gaming machine 20 shown in Figure 2 will be described. Figure 6 is a diagram showing the configuration of the gaming machine 20 shown in Figure 2. As shown in Figure 6, the gaming machine 20 has a communication control unit 23, a performance control unit 24, a game control unit 25, and a game ball control unit 26. The communication control unit 23 is a control unit for controlling data communication with the inter-machine card processing machine 10. Communication with the inter-machine card processing machine 10 uses encrypted communication using a predetermined encryption method.

[0097] When the gaming machine 20 is started, the communication control unit 23 reads identification information from the control CPU provided in the gaming control unit 25 and / or the gaming ball control unit 26, checks whether the identification information is appropriate, and if it is appropriate, establishes communication with the inter-machine card processing unit 10 and enters a standby state. In the standby state, if it receives permission to operate from the inter-machine card processing unit 10, it starts the performance control unit 24, the gaming control unit 25 and the gaming ball control unit 26, making the machine ready for play.

[0098] The game control unit 25 is a control unit that controls the game played by the gaming machine 20. In practice, the process is executed by loading a program corresponding to the game control unit 25 into the CPU and executing it.

[0099] Specifically, the game control unit 25 controls the launch of game balls onto the game board based on handle operation detection, detects game balls that have entered the winning slots on the game board, acquires and draws random numbers (within a predetermined range of 0 to 65535, each number is assigned to a big win, small win, or loss) based on game balls that have entered the start slot (special symbols and regular symbols), controls movable members (such as tulips) on the game board, controls the display of special symbol display devices on the game board, and detects abnormalities that may indicate fraud (such as the front frame being open or vibration being detected) and notifies the higher-level device.

[0100] The game board is fitted with numerous obstacle pins, and when the game ball is launched onto the game board by operating the handle, it falls between the obstacle pins and either enters a prize entry hole or a start hole, or is ejected from the game board through an out hole without entering a prize. If the game ball enters the start hole, a lottery is held, and if a jackpot is won, a jackpot game is played in which the designated prize entry holes on the game board are controlled to open multiple times, making it easier for the game ball to enter these entry holes, and thus awarding prize balls to the player.

[0101] Furthermore, there are bonus jackpot games that grant players a predetermined bonus game after the jackpot game ends. Bonus jackpot games include probability variation jackpots and time-saving jackpots. Probability variation jackpots and time-saving jackpots grant probability variation games and time-saving games as bonus games after the jackpot, respectively. Time-saving games are bonus games that increase the number of draws per unit time and increase the probability of winning a jackpot per unit time by shortening the variation time (time from the start of the draw process to the display of the result) of the normal symbol draw (the draw for opening and closing the movable parts as described above) and / or special symbol draw (the draw for winning a jackpot by winning the game ball as described above). These bonus games may include normal symbol probability variation, which increases the probability of winning a normal symbol. Time-saving games due to time-saving jackpots end when the number of draws for special symbol draws has been performed a predetermined number of times after the jackpot. Probability-based games will be discussed later.

[0102] The game control unit 25 has a probability variation function. The probability variation function is a function that controls the random number range used for the next draw (generally by about 10 times) when the draw result falls within a particularly defined random number range for a jackpot. Probability variation game is a special symbol draw that uses this changed probability. Probability variation game continues until the next jackpot is won. In addition, probability variation game and time-saving game may be added at the same time. However, in order to prevent unforeseen losses to the amusement parlor, if the player acquires a certain amount of game media after the start of probability variation game or time-saving game, the game may be stopped (the card is ejected once, and the player is requested to exchange for a prize or move to another machine). In this case, the number of game media after entering the probability variation game state is counted by the game machine 20, and when this counted value reaches a predetermined value, game stop control is performed, such as stopping the launch of game balls.

[0103] The performance control unit 24 is a control unit that controls the performance during gameplay, and includes a performance symbol lottery unit 24a and a performance lottery unit 24b. In practice, by loading these programs into the CPU and executing them, the performance symbol lottery unit 24a and the performance lottery unit 24b are made to execute the processes corresponding to them, respectively.

[0104] The performance symbol lottery unit 24a performs a lottery for performance symbols (symbols to be displayed on the performance symbol display device, such as a display device on the game board) based on the special symbol lottery in the game control unit 25 (specifically, whether to stop the display at 7, 7, 7, etc.).

[0105] The performance lottery unit 24b performs a lottery to determine the type of performance to be performed before displaying the lottery result based on the performance symbols (such as a character appearing and a reach performance). The performances selected are set to differ depending on the main lottery result.

[0106] The performance control unit 24 stores performance data for each performance. Furthermore, the performance control unit 24 controls the display of the performance symbol display device, and when a performance is executed, it overlays the performance data on the background symbol data to display the performance. In addition, during probability fluctuations, it sets background color data different from the normal state.

[0107] The game ball control unit 26 is a control unit that controls the number of game balls. In practice, the process is executed by loading a program corresponding to the game ball control unit 26 into the CPU and executing it. The playable number management unit 26a is a management unit that manages the playable number, i.e., the number of game balls.

[0108] Specifically, the game ball control unit 26 stores the number of game balls in the playable number memory, deducts "1" from the number of game balls each time a game ball is launched, and adds the number of prize balls obtained through winning to the number of game balls. In addition, when the number of balls is notified by the inter-machine card processing machine 10, the notified number of balls is added to the number of game balls and a confirmation signal is sent to the inter-machine card processing machine 10 indicating that the number of balls has been added to the number of game balls. Furthermore, the game ball control unit 26 can also perform cleaning control of the game balls (circulating balls) sealed in the game machine 20.

[0109] Furthermore, the game ball control unit 26 periodically transmits the number of game balls stored in the playable number memory to the inter-machine card processing unit 10. In this case, the game ball control unit 26 transmits the number of game balls at the time of data acquisition to the inter-machine card processing unit 10 while continuing to update the number of game balls according to the game status, without resetting the contents of the playable number memory to zero.

[0110] Furthermore, the gaming machine 20 is equipped with a counting button 22, and a signal indicating that this counting button 22 has been pressed is input to the game ball control unit 26. The game ball control unit 26 detects the pressing operation of the counting button 22, and if the time from the rising edge to the falling edge of the detection signal is less than a certain period of time, it sends a management transfer request to the inter-machine card processing machine 10 along with data on the number of game balls in fixed increments (for example, 100 balls per operation). The number of balls that have been transferred to the management of the inter-machine card processing machine 10 is then subtracted (invalidated) from the game ball count. In addition, if the pressing operation of the counting button 22 is detected and no falling edge is detected for a predetermined time or longer after the detection signal rises, it sends a management transfer request to the inter-machine card processing machine 10 along with data on the number of game balls in fixed increments (for example, 200 balls every 5 seconds) for each period of time that the detection signal remains in a rising state. The number of balls that have been transferred to the management of the inter-machine card processing machine 10 is then subtracted (invalidated) from the game ball count. When subtracting from the number of game balls, possible methods include decrementing the value to be subtracted from a value of 1 stored in memory, or updating the value stored in memory with the value after the subtraction and deleting or logically deleting the value before the subtraction to invalidate it. However, there are no particular limitations as long as the value after the subtraction can be identified.

[0111] The game control unit 25 and the game ball control unit 26 are each configured on separate circuit boards. The game control board on which the game control unit 25 is configured and the game ball control board on which the game ball control unit 26 is configured each have a 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 them as the gaming machine ID.

[0112] <Configuration of the control device 50> Next, the configuration of the management device 50 shown in Figure 2 will be described. Figure 7 is a diagram showing the configuration of the management device 50 shown in Figure 2. As shown in Figure 7, the management device 50 is connected to a display unit 51 and an input unit 52, and has an external network communication unit 53, a store network communication unit 54, a storage unit 55, and a control unit 56.

[0113] The display unit 51 is an LCD panel or display device, etc. The input unit 52 is a keyboard or mouse, etc. The external network communication unit 53 is an interface unit for data communication with the authentication key management center via an external network. The store network communication unit 54 is an interface unit for data communication with the island controller 30, prize management device 60 and settlement machine 70 via a communication line within the gaming store.

[0114] The memory unit 55 is a storage device such as a hard disk drive or non-volatile memory, and stores card management data 55a, device management data 55b, member management data 55c, and minimum return ball count data 55d.

[0115] Card management data 55a is data that associates the card ID with the balance of prepaid value, the balance of held tokens, etc. Device management data 55b is data related to the devices installed in the amusement parlor. This device management data 55b includes the inter-machine card processing machine ID, installation location, amusement machine ID, and model data of the amusement machine 20, etc.

[0116] The member management data 55c is data that associates the member's name, stored ball information, etc., with the card ID of the membership card issued to the member. The minimum number of balls to be returned data 55d is data that indicates the minimum number of game balls that the gaming machine 20 has in its possession should return to the player.

[0117] The control unit 56 is a control unit that performs overall control of the management device 50 and includes a card management unit 56a, a device management unit 56b, a member management unit 56c, and a setting value management unit 56d. In practice, by loading these programs into the CPU and executing them, the card management unit 56a, the device management unit 56b, the member management unit 56c, and the setting value management unit 56d are made to execute the processes corresponding to them, respectively.

[0118] The card management unit 56a is a processing unit that manages the card management data 55a. The card management unit 56a communicates with the inter-machine card processing machine 10, the prize management device 60, and the settlement machine 70 to update the prepaid value and balance of tokens associated with the card ID. In addition, when the card management unit 56a receives a card insertion notification from the inter-machine card processing machine 10, it notifies the card management unit 56a of the value and balance of tokens associated with the card.

[0119] The device management unit 56b is a processing unit that manages the device management data 55b. The device management unit 56b generates and updates the device management data 55b based on the inter-machine card processing unit ID, installation location, and gaming machine ID obtained from the inter-machine card processing unit 10.

[0120] The Member Management Unit 56c is a processing unit that manages the Member Management Data 55c. The Member Management Unit 56c communicates with the Prize Management Device 60 to update the balance of stored points associated with the card ID. In addition, when the Member Management Unit 56c receives a member registration request, it updates the Member Management Data 55c to add the member.

[0121] Here, the processing of stored balls for replay by the member management unit 56c will be explained. When the member management unit 56c receives stored ball replay request data from the inter-machine card processing machine 10, it deducts the amount of stored balls associated with the card ID in the stored ball replay request data that matches the payout rate, and recalculates the number of available stored balls for replay. Then, it transmits stored ball replay data, including the balance after the deduction and the number of available stored balls for replay, to the inter-machine card processing machine 10.

[0122] The setting value management unit 56d is a processing unit that manages the minimum number of balls returned data 55d. The setting value management unit 56d receives the minimum number of balls returned from the input unit 52, stores it in the minimum number of balls returned data 55d, and notifies the inter-machine card processing unit 10.

[0123] Next, we will explain a specific example of the data stored in the storage unit 55 of the management device 50 shown in Figure 7. Figure 8 shows an example of the card management data 55a, device management data 55b, member management data 55c, and minimum ball return data 55d shown in Figure 7.

[0124] In the card management data 55a shown in Figure 8(a), card ID "1001" is associated with a prepaid value of "0" yen, a balance of "0" balls for each rate, and usage ID "A101". In other words, the card with card ID "1001" is inserted into the inter-machine card processing machine 10 with device ID "A101", and the management of the balls held has been transferred to the inter-machine card processing machine 10. Therefore, the balance of balls held for each rate is zero.

[0125] Furthermore, in the card management data 55a, card ID "2001" is associated with a prepaid value of "3000" yen, and the balance of balls held is "1500" balls for ball 1, "2500" balls for ball 2, and "0" balls for ball 3, but the destination ID is not associated. In other words, the card with card ID "2001" is not inserted into the inter-machine card processing machine 10, and the management of the balls held is performed by the management device 50.

[0126] The device management data 55b shown in Figure 8(b) indicates that the inter-machine card processing machine 10 with ID "A101" is located at "Island 1-1", the ID of the connected gaming machine 20 is "B201", the machine number is "11", the game type is "Ball 1", the model of the connected gaming machine 20 is "EV01", and the serial number is "a". It also indicates that this gaming machine 20 is in use.

[0127] Furthermore, the device management data 55b indicates that the inter-machine card processing machine 10 with ID "A201" is located at "Island 2-1", the ID of the connected gaming machine 20 is "B506", the machine number is "21", the game type is "Ball 3", the model of the connected gaming machine 20 is "DX03", and the serial number is "g". It also indicates that this gaming machine 20 is currently in use.

[0128] The member management data 55c shown in Figure 8(c) shows the name, stored balls, etc., associated with the card ID. Specifically, the member management data 55c associates the card ID "2005" with the name "Taro Toka", the stored ball balance for "Ball 1" at "1500", the stored ball balance for "Ball 2" at "200", and the stored ball balance for "Ball 3" at "0".

[0129] The minimum number of balls returned data 55d shown in Figure 8(d) indicates that the minimum number of balls returned is set to "27".

[0130] <Function control patterns based on error patterns> Next, the function control patterns corresponding to the error patterns according to this embodiment 1 will be described. Figure 9 is a diagram showing the function control patterns according to the error patterns according to this embodiment 1.

[0131] First, the function control patterns are divided into six types, from Pattern 1 to Pattern 6. Pattern 1 is when the error pattern is "Error A," and both lending and card return are permitted. Pattern 2 is when the error pattern is "Error B," and the number of balls held at the current rate is equal to or greater than the minimum number of balls to be returned; lending is not permitted, but card return is permitted. Pattern 3 is when the error pattern is "Error B," and the number of balls held at the current rate is less than the minimum number of balls to be returned; both lending and card return are not permitted.

[0132] Pattern 4 occurs when the error pattern is "Error C" and the number of balls held at the user's rate is equal to or greater than the minimum number of balls to be returned. In this case, lending is permitted, but card return is not. Pattern 5 occurs when the error pattern is "Error C" and the number of balls held at the user's rate is less than the minimum number of balls to be returned. In this case, lending is permitted, but card return is not, although pressing the card return button is valid. This is because if the number of balls held at the user's rate is less than the minimum number of balls to be returned, those balls are automatically lent out through the card return operation. Pattern 6 occurs when the error pattern is "Error D," and both lending and card return are not permitted.

[0133] <Processing procedure for inter-unit card processing machine 10> Next, the processing procedure of the inter-machine card processing machine according to this embodiment 1 will be described. Figure 10 is a flowchart showing the processing procedure of the inter-machine card processing machine according to this embodiment 1.

[0134] First, if an error is received from the gaming machine 20 (Step S101; Yes), and the error pattern of the error is "Error A" (Step S102; Yes), the process is terminated.

[0135] If the error pattern is "Error C" (Step S103; Yes), compare the number of balls held at the current rate with the minimum number of balls to be returned (Step S104). If the number of balls held at the current rate is equal to or greater than the minimum number of balls to be returned (Step S104; Yes), disable the card return button (Step S106) and terminate the process. If the number of balls held at the current rate is less than the minimum number of balls to be returned (Step S104; No), when the card return button is pressed, do not return the card and instead lend out the balls held at the current rate (Step S105) and terminate the process.

[0136] If the error pattern is "Error B" (Step S107; Yes), compare the number of balls held at the current rate with the minimum number of balls to be returned (Step S108). If the number of balls held at the current rate is equal to or greater than the minimum number of balls to be returned (Step S108; Yes), deny the loan (Step S110) and terminate the process. If the number of balls held at the current rate is less than the minimum number of balls to be returned (Step S108; No), disable the card return button (Step S109), deny the loan (Step S110), and terminate the process.

[0137] If the error pattern is not "Error B" (Step S107; No), it is determined to be "Error D", the card return button is disabled (Step S109), lending is denied (Step S110), and the process is terminated.

[0138] Thus, the gaming system according to this embodiment 1 can efficiently restrict functions in accordance with the error pattern that occurred when an error occurred in the gaming machine.

[0139] As described above, in this embodiment 1, the game system includes an inter-machine card processing machine 10 attached to a game machine 20 that provides games based on the number of game balls stored in its own device, and a management device 50 that is communicatively connected to the inter-machine card processing machine 10, and in the event that an error occurs in the game machine 20, efficient function restrictions can be performed according to the error pattern related to the error, the number of balls held at the rate, and the minimum number of balls returned.

[0140] [Embodiment 2] By the way, in Embodiment 1 described above, a configuration was described in which a function to suppress according to the error pattern that occurred in the gaming machine 20 is controlled. However, the present invention is not limited thereto, and it is also possible to configure the system to disable a predetermined function of the inter-machine card processing machine 10 when the authentication key of the gaming machine 20 expires. In Embodiment 2, a configuration is described in which a predetermined function of the inter-machine card processing machine 10 is disabled when the authentication key of the gaming machine 20 expires.

[0141] Figure 11 is an explanatory diagram illustrating the overview of the gaming system according to this second embodiment. As shown in Figure 11, if the authentication key for the gaming machine 20 expires (S11), only some functions of the inter-machine card processing machine 10 are disabled (S12). Specifically, only functions that require communication with the gaming machine 20, such as lending by pressing the lending button and dispensing held tokens by selecting from the menu screen, are disabled. On the other hand, functions such as returning the card by pressing the card return button and theft lock by selecting from the menu screen remain available. This allows players to continue playing using the available functions, and also gives employees time to respond.

[0142] <An example of functional suppression according to Embodiment 2> Next, an example of function suppression according to this second embodiment will be described. Figure 12 is a diagram showing an example of function suppression according to this second embodiment. As shown in Figure 12, the functions that will be disabled are lending, ball payout, replay, and exact ball balance, and these are functions that require communication with the gaming machine 20.

[0143] The available functions are card return, mobile phone token storage, token splitting, employee call, theft lock, wagon service, errand service, and rest mode, all of which do not require communication with the gaming machine 20.

[0144] Thus, the gaming system according to this second embodiment can streamline the process of responding to error conditions by disabling only the predetermined functions of the inter-machine card processing unit 10 when the authentication key of the gaming machine 20 expires.

[0145] [Embodiment 3] By the way, in Embodiment 1 described above, a configuration was described in which a function to suppress according to the error pattern that occurred in the gaming machine 20 is controlled. However, the present invention is not limited thereto, and it is also possible to configure the system to detect and notify when the fractional amount of game balls remaining in the gaming machine 20 is repeatedly collected. In Embodiment 3, a configuration for detecting and notifying when the fractional amount of game balls remaining in the gaming machine is repeatedly collected will be described.

[0146] Figure 13 is an explanatory diagram illustrating the outline of the gaming system according to this third embodiment. As shown in Figure 13, when a fraction of the game balls remaining in the gaming machine 20 are collected, the number of fractions collected is notified to the management device 50 each time, and the management device 50 stores the history of fraction collection (S21). For example, if 20 balls are collected as the fraction of the card with card ID 1001 in gaming machine 20 of gaming machine number 11, and 15 balls are collected as the fraction of the card with card ID 1001 in gaming machine 20 of gaming machine number 21, the history of each fraction collection is stored in the management device 50.

[0147] If fractional ball collection using the same card is repeated a certain number of times, the management device 50 detects this and determines that it is an unauthorized collection, notifies the inter-machine card processing machine 10 that it is an unauthorized collection, and the inter-machine card processing machine 10 reports that it is an unauthorized collection (S22). For example, if 22 balls are collected as fractional balls for card ID 1001 at gaming machine 20 of gaming machine number 31, the management device 50 determines that it is an unauthorized collection if it has already stored multiple fractional ball collections for card ID 1001 and has been repeated a certain number of times.

[0148] Thus, the gaming system according to this third embodiment can streamline the response to abnormal conditions by detecting and notifying the repeated act of collecting the fractional amount of game balls remaining in the gaming machine.

[0149] <Configuration of the control device 100> Next, the configuration of the management device 100 according to this third embodiment will be described. Figure 14 is a diagram showing the configuration of the management device 100 according to this third embodiment. Note that the explanation of the functional parts, which are the same as those of the management device 50 shown in Figure 7, will be omitted.

[0150] The management device 100 is connected to the display unit 51 and the input unit 52, and includes an external network communication unit 53, a store network communication unit 54, a storage unit 110, and a control unit 120.

[0151] The storage unit 110 is a storage device consisting of a hard disk drive, non-volatile memory, etc. The storage unit 110 stores card management data 55a, device management data 55b, member management data 55c, retrieval time data 111, fractional value data 112, consecutive count data 113, and fractional retrieval data 114.

[0152] The collection time data 111 indicates the time period during which collection is possible and is considered a legitimate fractional collection, and includes the collection start time and collection end time. The fractional value data 112 indicates the fractional value which is the upper threshold for what is considered a fraction. The consecutive count data 113 indicates the threshold for determining fraudulent collection when fractional collection is repeated with the same card. The fractional collection data 114 indicates the history of fractional collection and includes the time, card ID, and the number of balls increased.

[0153] The control unit 120 is a control unit that performs overall control of the management device 100 and includes a card management unit 56a, a device management unit 56b, a member management unit 56c, a set value management unit 121, a fractional amount collection management unit 122, a fraud detection unit 123, and a fraud notification unit 124. In practice, by loading these programs into the CPU and executing them, the processes corresponding to the card management unit 56a, the device management unit 56b, the member management unit 56c, the set value management unit 121, the fractional amount collection management unit 122, the fraud detection unit 123, and the fraud notification unit 124 are executed, respectively.

[0154] The setting value management unit 121 is a processing unit that manages the retrieval time data 111, fractional value data 112, and consecutive count data 113. The setting value management unit 121 receives input of the retrievalable time period, fractional value, and consecutive count from the input unit 52, and stores them in the retrieval time data 111, fractional value data 112, and consecutive count data 113, respectively.

[0155] The fractional ball collection management unit 122 is a processing unit that manages the fractional ball collection data 114. If the fractional ball collection management unit 122 receives information from the inter-machine card processing machine 10 regarding an increase in stored balls or held balls using a card other than a dedicated collection card at a time outside of the collection period, it stores the time, card ID, and the number of balls increased included in the information in the fractional ball collection data 114.

[0156] The fraud detection unit 123 is a processing unit that determines whether or not a fractional payment collection act is fraudulent. When the fraud detection unit 123 receives information related to fractional payment collection from the inter-machine card processing machine 10, it searches for fractional payment collection data 114 using the card ID included in the information related to fractional payment collection. If the number of data in the search results is equal to or greater than the number of consecutive count data 113, the fraud detection unit 123 passes the inter-machine card processing machine ID included in the information related to fractional payment collection to the fraud notification unit 124.

[0157] The fraud notification unit 124 is a processing unit that notifies that the fractional payment collection activity has been determined to be fraudulent. If the fraud notification unit 124 receives the inter-machine card processing machine ID from the fraud determination unit 123, it notifies the inter-machine card processing machine 10 corresponding to the inter-machine card processing machine ID that the fractional payment collection activity has been determined to be fraudulent.

[0158] Next, a specific example of the data stored in the storage unit 110 of the management device 100 shown in Figure 14 will be described. Figure 15 shows an example of the retrieval time data 111, fractional value data 112, consecutive count data 113, and fractional retrieval data 114 shown in Figure 14.

[0159] The collection time data 111 shown in Figure 15(a) indicates that the collection start time is set to "22:00" and the collection end time is set to "23:00". The fractional value data 112 shown in Figure 15(b) indicates that the fractional value is set to "27" balls. The consecutive count data 113 shown in Figure 15(c) indicates that the consecutive count is set to "5".

[0160] The fractional recovery data 114 shown in Figure 15(d) associates card ID "1001" and increased ball count "20" balls with the time "10:30:00", and associates card ID "1001" and increased ball count "15 balls" with the time "10:41:20".

[0161] <Processing procedure of control device 100> Next, the processing procedure of the management device 100 according to this third embodiment will be described. Figure 16 is a flowchart showing the processing procedure of the management device 100 according to this third embodiment. First, if the current time is after the collection end time (step S201; Yes), it is checked whether there is a notification of an increase in stored balls or held balls (step S202).

[0162] If no notification of an increase in stored or held tokens has been received (Step S202; No), the process proceeds to Step S208. If such notification has been received (Step S202; Yes), the process checks whether the card ID included in the notification is a card for collection only (Step S203).

[0163] If the card ID included in the increase notification is a card for collection only (step S203; Yes), proceed to step S208; otherwise, compare the number of balls increased included in the increase notification with the fractional value (step S204).

[0164] If the number of balls added in the increase notification is greater than the fractional value (step S204; No), the process proceeds to step S208. If the number of balls added is less than or equal to the fractional value (step S204; Yes), the time, card ID, and number of balls added in the increase notification are stored in the fractional recovery data 114 (step S205).

[0165] If, in the fractional amount recovery data 114, the number of data entries containing the same card ID as the card ID included in the increase notification is equal to or greater than the number of consecutive occurrences (step S206; Yes), the inter-machine card processing machine 10 corresponding to the inter-machine card processing machine ID included in the increase notification is notified that the fractional amount recovery operation has been determined to be fraudulent (step S207).

[0166] If the current time is before the collection start time (step S208; No), proceed to step S202; if the current time is on or after the collection start time (step S208; Yes), terminate the process.

[0167] Thus, the gaming system according to this third embodiment can streamline the response to abnormal conditions by detecting and notifying the repeated act of collecting the fractional amount of game balls remaining in the gaming machine.

[0168] In the above embodiment 3, a configuration was described in which the act of transferring the fractional amount to stored balls or held balls, regardless of the change in the number of game balls, is considered a fractional amount recovery act. However, the present invention is not limited to this, and it is also possible to configure the system so that the act of transferring the fractional amount to stored balls or held balls after the number of game balls has stopped changing for a certain period of time is considered a fractional amount recovery act.

[0169] [Embodiment 4] By the way, in the above embodiment 1, a configuration was described in which a function to suppress errors in accordance with the error pattern that occurred in the gaming machine 20 is controlled. However, the present invention is not limited thereto, and when the card is returned, the system can be configured to switch between displaying or not displaying whether or not there are game balls remaining, depending on conditions such as the number of balls held and the number of game balls.

[0170] When a card is returned, the system is configured to switch between displaying or not displaying whether or not there are game balls remaining, depending on the conditions of the player's balls and other game balls. This prevents players from forgetting to retrieve game balls associated with the card. This fourth embodiment describes a configuration in which, when a card is returned, the system switches between displaying or not displaying whether or not there are game balls remaining, depending on the conditions of the player's balls and other game balls.

[0171] Figure 17 is an explanatory diagram illustrating the outline of the gaming system according to this embodiment 4. As shown in Figure 17, if a general card is inserted into the inter-machine card processing machine 200 and the card return button is pressed (S31), and the number of balls held is 20 (less than the minimum number of balls to be returned) and the number of game balls is 100, the machine will not display that there are game balls remaining and will dispense the balls (S32). Specifically, since the number of balls held is less than the minimum number of balls to be returned, the card cannot be returned, and by dispensing the balls, the number of balls held becomes 0 and the number of game balls becomes 120.

[0172] Furthermore, if the number of balls held is 50 (more than the minimum number of balls to be returned) and the number of game balls is 100, the system displays that there are game balls remaining (S33). Because the number of balls held is more than the minimum number of balls to be returned, the card can be returned, and by counting the remaining game balls, all remaining value can be associated with the card. Displaying that there are game balls remaining helps prevent players from forgetting to take their game balls.

[0173] Thus, the gaming system according to this fourth embodiment is configured to switch between displaying or not displaying whether or not there are remaining game balls depending on the conditions such as the number of balls held and the number of game balls when the card is returned, thereby preventing players from forgetting to take game balls that can be associated with the card.

[0174] <Operation of the inter-unit card processing machine 200 when the card return button is pressed> Next, we will explain the operation pattern of the inter-machine card processing machine 200 when the card return button is pressed, as shown in Figure 17. Figure 18 is a diagram showing the operation pattern of the inter-machine card processing machine 200 when the card return button is pressed, as shown in Figure 17.

[0175] As shown in Figure 18, the operation patterns when the card return button of the inter-machine card processing machine 200 is pressed are divided into four types, from Pattern 1 to Pattern 4. In Pattern 1, if there is no value to return, the return button is disabled. In Pattern 2, if there are no game balls to return, but the remaining balance or held balls can be returned, the normal return process is performed. In Pattern 3, since the held balls at the current rate cannot be returned, pressing the return button converts the held balls into game balls. In Pattern 4, if there are game balls and they can be counted and returned, a message indicating that game balls remain is displayed.

[0176] Next, we will explain the operation of the inter-machine card processing machine 200 when the card return button is pressed, according to the conditions of the number of balls held and the number of game balls. Figures 19 and 20 show the operation of the inter-machine card processing machine 200 when the card return button is pressed, according to the conditions of the number of balls held and the number of game balls.

[0177] As shown in Figure 19, if there is no card, the operation pattern is Pattern 1, and the action is that the card cannot be returned because there is no card. If the card is a membership card and there are no balls or game balls, the operation pattern is Pattern 2, and the action is that the membership card can be returned as usual because it has no value.

[0178] Furthermore, if the card is a membership card, and the total of the held balls and game balls is less than the minimum number of balls to be returned for the held ball card, and there are held balls, game balls, and automatic ball storage is set, the operation pattern is pattern 4, and the operation is to indicate that there are game balls remaining because, according to the settings, held balls at the own rate that are less than the minimum number of balls to be returned can be returned, and game balls can also be returned even if they are counted and added to the held balls.

[0179] Furthermore, if the card is a membership card, and the total of the balls held and the game balls is less than the minimum number of balls to be returned for the ball card return, and there are balls held, game balls are available, and automatic ball storage is not set, the operation pattern is pattern 3, and the operation is to dispense the balls held at the current rate because the balls held at the current rate that are less than the minimum number of balls to be returned cannot be returned.

[0180] Furthermore, if the card is a membership card, and the total of the balls held and the game balls is less than the minimum number of balls to be returned for the ball card return, and there are balls held, no game balls, and automatic ball storage is enabled, the operation pattern is pattern 2, and the operation is such that, according to the settings, balls held at the same rate that are less than the minimum number of balls to be returned can be returned, and since there are no game balls, they are returned as usual.

[0181] Furthermore, if the card is a membership card, and the total number of balls held and game balls is less than the minimum number of balls to be returned for the ball card, and there are balls held, no game balls, and automatic ball storage is not set, the operation pattern is pattern 3, and the operation is to dispense the balls held at the current rate because the balls held at the current rate that are less than the minimum number of balls to be returned cannot be returned.

[0182] Furthermore, if the card is a membership card, and the total number of balls held and game balls is less than the minimum number of balls to be returned for the ball card, or if there are no balls held, or if there are game balls, and automatic ball storage is enabled, the operation pattern is pattern 4. The operation is that the membership card can be returned as it has no value, and because the settings allow for the counting and return of game balls that are less than the minimum number to be returned, it displays that there are game balls remaining.

[0183] Furthermore, if the card is a membership card, and the total number of balls held and game balls is less than the minimum number of balls to be returned for the ball card return, or if there are no balls held, or if there are game balls, and automatic ball storage is not set, the operation pattern is pattern 2, and the operation is that even if the game balls are counted, they will be less than the minimum number of balls to be returned and cannot be returned, so only the remaining value will be returned.

[0184] Furthermore, if the card is a membership card, and the total number of balls held and game balls is equal to or greater than the minimum number of balls to be returned for the return of the ball card, and there are balls held but no game balls, the operation pattern is pattern 2, and the action is to return the game balls as usual because there are no game balls.

[0185] Furthermore, if the card is a membership card, and the total number of balls held and game balls is equal to or greater than the minimum number of balls to be returned for the ball card, or if there are no balls held and game balls are present, the operation pattern is pattern 4, and the operation indicates that the membership card can be returned as it has no value, and that game balls equal to or greater than the minimum number to be returned can be counted and returned, thus indicating that game balls remain.

[0186] Furthermore, if the card is a membership card, and the total of the balls held and the game balls is equal to or greater than the minimum number of balls to be returned for the ball card return, but the number of balls held is less than the minimum number of balls to be returned, there are game balls available, and automatic ball storage is enabled, then the operation pattern is pattern 4, and the operation will indicate that there are game balls remaining because, according to the settings, balls held at the same rate that are less than the minimum number of balls to be returned can be returned, and game balls can also be returned after being counted and added to the number of balls held.

[0187] Furthermore, if the card is a membership card, and the total of the balls held and the game balls is equal to or greater than the minimum number of balls to be returned for the ball card return, but the number of balls held is less than the minimum number of balls to be returned, there are game balls available, and automatic ball storage is not set, then the operation pattern is pattern 3, and the operation is to dispense the balls held at the player's own rate, as the balls held at a rate less than the minimum number of balls to be returned cannot be returned.

[0188] Furthermore, if the card is a membership card, and the total number of balls held and game balls is equal to or greater than the minimum number of balls to be returned for the return of the ball card, and the number of balls held is equal to or greater than the minimum number of balls to be returned, and there are game balls available, the operation pattern is pattern 4, and the operation indicates that balls held at the player's own rate that are equal to or greater than the minimum number of balls to be returned can be returned, and that game balls can be returned even if they are counted and added to the number of balls held, and therefore game balls remain.

[0189] Furthermore, as shown in Figure 20, if the card is a standard card, has no remaining balance / other rates, and no balls or game balls, the operation pattern is Pattern 1, and the operation is that the card has no value to return, therefore it cannot be returned.

[0190] Furthermore, if the card is a standard card, there is no remaining balance / no balls held at other rates, the total of balls held and game balls is less than the minimum number of balls to be returned for ball card return, and there are balls held, the operation pattern is pattern 3, and the operation is to dispense the balls held at the current rate because balls held at the current rate that are less than the minimum number of balls to be returned cannot be returned.

[0191] Furthermore, if the card is a standard card, there is no remaining balance / no balls held at other rates, the total of balls held and game balls is less than the minimum number of balls to be returned for ball card return, there are no balls held, or there are game balls, the operation pattern is pattern 1, and the operation is that the card has no value to be returned, so it cannot be returned.

[0192] Furthermore, if the card is a standard card, there is no remaining balance / no balls held at other rates, the total of balls held and game balls is equal to or greater than the minimum number of balls to be returned for ball card return, there are balls held, but no game balls, the operation pattern is pattern 2, and the action is to return the game balls as usual because there are no game balls.

[0193] Furthermore, if the card is a standard card, there is no remaining balance / no balls held at other rates, the total of balls held and game balls is equal to or greater than the minimum number of balls to be returned for ball card return, there are no balls held, and there are game balls, the operation pattern is pattern 1, and the operation is that the card has no value to be returned, so it cannot be returned.

[0194] Furthermore, if the card is a standard card, there is no remaining balance / no balls held at other rates, the total of balls held and game balls is equal to or greater than the minimum number of balls to be returned for ball card return, the number of balls held is less than the minimum number of balls to be returned, and there are game balls, the operation pattern is pattern 3, and the operation is to dispense the balls held at the current rate because balls held at the current rate that are less than the minimum number of balls to be returned cannot be returned.

[0195] Furthermore, if the card is a standard card, there is no remaining balance / no balls held at other rates, the total of held balls and game balls is equal to or greater than the minimum number of balls to be returned for ball card return, the number of held balls is equal to or greater than the minimum number of balls to be returned, and there are game balls, the operation pattern is pattern 4, and the operation indicates that balls held at the same rate that are equal to or greater than the minimum number of balls to be returned can be returned, and that game balls can be returned even if game balls are counted and added to the held balls, so that game balls remain.

[0196] Furthermore, if the card is a standard card, has a remaining balance / balls held at other rates, but no balls or game balls remaining, the operation pattern is pattern 2, and the operation will only involve the remaining balance or balls held at other rates, and the card will be returned as usual.

[0197] Furthermore, if the card is a standard card, has a remaining balance / balls held at other rates, the total of the held balls and game balls is less than the minimum number of balls to be returned for the ball card, and there are balls held, the operation pattern is pattern 3, and the operation is to dispense the balls held at the current rate because the balls held at the current rate that are less than the minimum number of balls to be returned cannot be returned.

[0198] Furthermore, if the card is a standard card, has a remaining balance / balls held at other rates, the total of held balls and game balls is less than the minimum number of balls to be returned for the ball card return, has no held balls, or has game balls, the operation pattern is pattern 2, and the operation is that even if the game balls are counted, they cannot be returned because they are less than the minimum number of balls to be returned, and only the remaining value is returned.

[0199] Furthermore, if the card is a standard card, has a remaining balance / balls held at other rates, the total of held balls and game balls is equal to or greater than the minimum number of balls to be returned for the return of the held ball card, has held balls, but no game balls, the operation pattern is pattern 2, and the action is to return the game balls as usual because there are no game balls.

[0200] Furthermore, if the card is a standard card, has a remaining balance / balls held at other rates, the total of held balls and game balls is equal to or greater than the minimum number of balls to be returned for ball card return, has no held balls, or has game balls, the operation pattern is pattern 4, and the operation indicates that game balls remain because they can be returned due to the remaining balance and / or balls held at other rates, and the game balls that are equal to or greater than the minimum number to be returned can be counted and returned.

[0201] Furthermore, if the card is a standard card, there is a remaining balance / balls held at other rates, the total of the held balls and game balls is equal to or greater than the minimum number of balls to be returned for the ball card return, the held balls are less than the minimum number of balls to be returned, and there are game balls, the operation pattern is pattern 3, and the operation is to dispense the held balls because the balls held at the current rate that are less than the minimum number of balls to be returned cannot be returned.

[0202] Furthermore, if the card is a standard card, there is a remaining balance / balls held at other rates, the total of the held balls and game balls is equal to or greater than the minimum number of balls to be returned for the ball card return, the held balls are equal to or greater than the minimum number of balls to be returned, and there are game balls, the operation pattern is pattern 4, and the operation indicates that balls held at the same rate that are equal to or greater than the minimum number of balls to be returned can be returned, and that game balls can be returned even if game balls are counted and added to the held balls, so that game balls remain.

[0203] Thus, the gaming system according to this fourth embodiment is configured to switch between displaying or not displaying whether or not there are remaining game balls depending on the conditions such as the number of balls held and the number of game balls when the card is returned, thereby preventing players from forgetting to take game balls that can be associated with the card.

[0204] In the above embodiment 4, a configuration was described in which, when the card is returned, a display is made indicating that there are still game balls remaining, depending on the conditions such as the number of balls held and the number of game balls. However, the present invention is not limited to this, and the system can also be configured to switch between displaying or not displaying a message when it is determined that there are still game balls remaining.

[0205] Furthermore, in Embodiment 4 described above, a configuration was described in which, when the card is returned, a display is made indicating that there are still game balls remaining, depending on the conditions such as the number of balls held and the number of game balls. However, the present invention is not limited to this, and the device can also be configured not to display a message indicating that there are still game balls remaining when out / safe data is received from the gaming machine 20.

[0206] Furthermore, while Embodiment 4 described above explains a configuration in which, when a card is returned, an indication is displayed indicating that there are remaining game balls, depending on the conditions such as the number of balls held and the number of game balls, the present invention is not limited thereto. The invention can also be configured to notify an employee if there are remaining game balls when no out / safe data is received from the gaming machine 20 for a certain period of time.

[0207] Furthermore, the configurations illustrated in each of the above embodiments are functionally schematic 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]

[0208] The gaming device according to the present invention is suitable for appropriately controlling the return of the storage medium while taking into consideration the minimum number of balls to be returned. [Explanation of symbols]

[0209] 10-unit card processing machine 11 Status display section 12. Banknote transport section 12a Banknote slot 13 Display operation section 14 Reader / Writer 14a Card slot 15 Communications Department 16 Memory section 16a Device status data 16b Card Data 16c Minimum return ball count data 17 Control Unit 17a Data Management Department 17b Setting Value Management Section 17c Control determination unit 17d Function Control Unit 17e Card Return Control Unit 18. Gaming Management Department 18a Authentication Processing Unit 18b Authentication Key Management Department 18c Gaming Machine Status Management Department 18d Error Receiving Unit 20 Gaming Machines 21 Handle 22 Counting buttons 23 Communication Control Unit 24 Production Control Unit 24a Performance Symbol Lottery Section 24b Production Lottery Department 25 Game Control Unit 26. Game Ball Control Unit 26a Game Playable Number Management Department 30 Island Controllers 50 Management device 51 Display section 52 Input section 53 External Network Communication Unit 54 Store Network Communications Department 55 Storage section 55a Card Management Data 55b Device Management Data 55c Member Management Data 55d Minimum ball return data 56 Control Unit 56a Card Management Department 56b Equipment management department 56c Membership Management Department 56d Setting Value Management Unit 60 Prize Management Device 70 Payment machine 100 Management device 110 Storage section 111 Retrieval Time Data 112 fractional data 113 Consecutive Count Data 114 Fractional data 120 Control Unit 121 Setting Value Management Section 122 Fractional Payment Collection Management Department 123 Fraud Judgment Department 124 Fraud Notification Department 200-unit card processing machine

Claims

1. A gaming device installed in conjunction with a gaming machine, Value memory means for remembering value, An acquisition means for acquiring the number of gaming machines stored in the gaming machine, A means of receiving requests to return storage media, A predetermined number storage means that stores a predetermined number of values ​​that can be returned in association with the storage medium, A control means that controls the storage medium not to be returned when the aforementioned value exists and the number of game machines managed by the acquisition means is equal to or greater than the predetermined number, and A gaming device characterized by being equipped with [a specific feature].

2. A gaming device provided in correspondence with a gaming machine, Value memory means for remembering value, An acquisition means for acquiring the number of gaming machines stored in the gaming machine, A means of receiving requests to return storage media, A predetermined number storage means that stores a predetermined number of values ​​that can be returned in association with the storage medium, A control means that controls the storage medium not to be returned when the aforementioned value exists and the sum of the number of game machines managed and the number held, acquired by the acquisition means, is equal to or greater than the predetermined number. A gaming device characterized by being equipped with [a certain feature].

3. The control means is The gaming device according to claim 1 or 2, characterized in that, when the value and the number of managed gaming machines exist, and the sum of the number of managed gaming machines and the number of players acquired by the acquisition means is equal to or greater than the predetermined number, the device controls the device not to return the storage medium when it receives a request to return the storage medium.