Management System

JP2026137421APending Publication Date: 2026-08-27SUNTAC CO LTD
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Patent Information

Application Number
JP2025023514
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-17
Publication Date
2026-08-27

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Abstract

This technology allows for the effective use of stored media for replays. [Solution] The management system comprises a management device and a unit that supplies game media to the game machine according to the user's instructions. When a user inputs a replay instruction to the unit, the management device (a) in the first case, when the number of first type stored media, which indicates the number of first type stored media for which no fee is charged for replay payouts, is equal to or greater than the number of replay payout units, it withdraws the number of game media equal to the number of payout units from the number of first type stored media; and (b) in the second case, when the number of first type stored media is less than the number of payout units, it withdraws the first number from the number of first type stored media, and also withdraws the second number and a predetermined fee from the number of second type stored media, which indicates the number of second type stored media for which a fee is charged for replay payouts. The unit then supplies the number of game media equal to the number of payout units to the game machine in the first case, and supplies the sum of the first and second numbers of game media to the game machine in the second case.
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Description

Technical Field

[0001] The technology disclosed in this specification relates to a management system.

Background Art

[0002] Game arcades may provide a so-called storage medium (stored balls, stored medals) service to member users, where the game media used in games on gaming machines are deposited in the arcade. In such game arcades, so-called replay is enabled, where users can withdraw the storage medium and play games. When allowing a user to perform a replay, the game arcade may adopt a setting where no fee is charged when the user uses the storage medium for the current day, and a fee is charged when the user uses the storage medium from before the previous day. Patent Document 1 discloses a technique for preferentially withdrawing the storage medium for the current day during replay when the user has the storage medium for the current day and the storage medium from before the previous day.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] For example, in a gaming parlor where the payout unit for replays is set at 125 balls and the fee for replay payouts is 3 balls for every 25 balls, if a user has 125 or more balls stored for the day, 125 balls can be deducted from their stored balls for the day when they replay. However, if, for example, a user has 124 balls stored for the day, and 124 balls are to be deducted from their stored balls for the day, then even if they try to deduct the remaining 1 ball from their stored balls from the previous day or earlier, the fee for deducting from stored balls from the previous day or earlier is 25 balls, so it may not be possible to deduct just 1 ball from their stored balls from the previous day or earlier. In that case, it may become impossible to pay out the payout unit (125 balls). If, for example, the 125 balls were not deducted from the stored balls for the current day (124 balls), but instead the entire amount was deducted from the stored balls from the previous day or earlier after a fee was charged, it would be possible to pay out the payout unit (125 balls). However, if the user tries to play again on the following day or later, the 124 balls stored for the current day would be transferred to the stored balls from the previous day or earlier, and a fee would be required for the payout.

[0005] Thus, the technology described in Patent Document 1 does not consider how to handle stored media for the current day and stored media from previous days when the number of stored media for the current day is less than the number of payout units. This specification provides a technology that enables the effective use of stored media for replay even when the number of stored media for which no fee is charged for replay payout is less than the number of payout units. [Means for solving the problem]

[0006] A management system disclosed herein comprises a management device for managing the number of stored gaming media, which indicates the number of gaming media deposited by a user with a gaming parlor, and a unit installed in accordance with a gaming machine and supplying gaming media to the gaming machine according to the user's instructions. When the user inputs a replay instruction to the unit, the management device (a) in the first case, when the number of first type storage media, which indicates the number of first type storage media that are not charged a fee for replay payouts, is equal to or greater than the number of replay payout units, it withdraws the number of game media equal to the number of payout units from the number of first type storage media; (b) in the second case, when the number of first type storage media is less than the number of payout units, it withdraws the first number from the number of first type storage media, and also withdraws the second number and a predetermined fee from the number of second type storage media, which indicates the number of second type storage media that are charged a fee for replay payouts; the unit supplies the number of game media equal to the number of payout units to the game machine in the first case, and supplies the game media equal to the sum of the first number and the second number to the game machine in the second case.

[0007] According to the management system described above, even if the number of Type 1 storage media, which are exempt from fees for replay payouts, is less than the number of payout units, the Type 1 storage media can still be effectively used for replays.

[0008] Other management systems disclosed herein include a management device for managing the number of stored gaming media, which indicates the number of gaming media deposited by a user in a gaming parlor, and a unit installed in accordance with a gaming machine and supplying gaming media to the gaming machine according to the user's instructions. When a replay instruction is input by the user, the unit (a) in the first case, where the number of first-type stored media, which indicates the number of first-type stored media that are not subject to a fee for replay payouts, is equal to or greater than the number of replay payout units, it withdraws the number of gaming media equal to the number of payout units from the number of first-type stored media and supplies the number of gaming media equal to the number of payout units to the gaming machine; and (b) in the second case, where the number of first-type stored media is less than the number of payout units, it withdraws the first number from the number of first-type stored media, and also withdraws the second number and a predetermined fee from the number of second-type stored media, which indicates the number of second-type stored media that are subject to a fee for replay payouts, and supplies the gaming media equal to the sum of the first number and the second number to the gaming machine.

[0009] Even with the above management system, it is possible to effectively use Type 1 stored media for replay even when the number of Type 1 stored media, which are not subject to fees for replay payouts, is less than the number of payout units.

[0010] Here, the term "unit" above includes any unit provided in conjunction with a gaming machine, such as a sand unit or a card unit. The term "management device" includes any management device used to manage a gaming parlor, such as a hall computer or a member server. The term "gaming machine" above mainly refers to pachinko machines, but may also include any gaming machine, such as a slot machine. The term "gaming machine" mainly refers to a so-called sealed-type managed gaming machine that does not dispense gaming media such as pachinko balls or tokens, but may also refer to a regular gaming machine that dispenses gaming media. "Gaming media" refers to media that is in a state where it can be used to play games on a gaming machine. "Gaming media" can also be referred to as gaming balls, gaming tokens, gaming points, or gaming value. "Stored media" refers to gaming media that a user has deposited with a gaming parlor. "Stored media" can also be referred to as stored balls, stored tokens, stored gaming points, or stored gaming value. "Type 1 stored media" includes any stored media for which no fee is charged for replay payouts. For example, "Type 1 storage media" may refer to storage media deposited with the amusement parlor on the day in question. "Type 2 storage media" includes any storage media for which a fee is charged for re-play payouts. For example, "Type 2 storage media" may refer to storage media deposited with the amusement parlor on the previous day or earlier.

[0011] The aforementioned total number may be the same as the aforementioned number of units to be dispensed.

[0012] This configuration allows the arcade to offer users the option to replay the game in units determined by the arcade.

[0013] The first number may be the number obtained by subtracting the product of the fee unit and a specific number n (where n is an integer greater than or equal to 1) from the number of payout units. The fee unit may be the number of units on which a fee is charged when a replay payout is made from the second type of storage medium. The second number may be the product of the fee unit and the specific number n. The remainder after the first number is withdrawn from the first type of storage medium may be less than the fee unit.

[0014] This configuration allows the remaining number of Type 1 storage media to be less than the number of fee units. As a result, a relatively large amount of Type 1 storage media can be used for replay, thus reducing waste of Type 1 storage media. The "specific number n" mentioned above can also be rephrased as the value of the decimal part of the quotient obtained by dividing the difference between the number of payout units and the number of Type 1 storage media by the number of fee units, rounded up to an integer.

[0015] The aforementioned total number may be less than or equal to the number of units dispensed. The aforementioned first number may be the total number of storage media of the first type.

[0016] In this configuration, all of the Type 1 storage media are dispensed. Since all of the Type 1 storage media can be used for replay, there is no waste of Type 1 storage media.

[0017] The second number may be the product of the fee unit number and a specific number m (where m is an integer greater than or equal to 1). The fee unit number may be the number of units on which a fee is charged when a replay payout is made from the second type of stored media. The difference between the payout unit number and the total number may be less than the fee unit number.

[0018] This configuration allows the number of game tokens dispensed to be brought closer to the number of payout units. The "specific number m" mentioned above can also be rephrased as the value obtained by dividing the difference between the number of payout units and the number of Type 1 stored tokens by the number of commission units, and then truncating the decimal part of the quotient.

[0019] The control methods, computer programs, and computer-readable recording media for realizing the above-mentioned management systems, units, and control devices are also novel and useful. [Brief explanation of the drawing]

[0020] [Figure 1] An overview of the management system 2 of the first embodiment is shown. [Figure 2] The block diagram of Unit 20 is shown. [Figure 3] Shows a specific example of replay payout in the first embodiment. [Figure 4] Shows a flowchart of the replay payout process executed by the control unit 80 of the management device 70 in the first embodiment. [Figure 5] Shows a specific example of replay payout in the second embodiment. [Figure 6] Shows a flowchart of the replay payout process executed by the control unit 80 of the management device 70 in the second embodiment.

Mode for Carrying Out the Invention

[0021] (First Embodiment) (Overview of the System: Figure 1) The management system 2 shown in FIG. 1 is a system for managing the operating status of each gaming machine and various information about users (gamers) in a gaming store such as a pachinko parlor. As shown in FIG. 1, the management system 2 of this embodiment includes a management device 70 and a plurality of gaming machines 90A and 90B provided in the gaming store. Hereinafter, when the gaming machines 90A and 90B are not distinguished and collectively referred to, they are called "gaming machines 90". The unit 20 is wired-connected to the gaming machine 10 and can communicate with each other. Also, both the unit 20 and the management device 70 are connected to the LAN 4 and can communicate with each other via the LAN 4. In the example of FIG. 1, only the gaming machines 90A and 90B are shown, but in an actual gaming store, many other gaming machines 90 are also installed.

[0022] A device ID "D1" for identifying the gaming machine 90A is assigned to the gaming machine 90A. A device ID "D2" is assigned to the gaming machine 90B. In this embodiment, the device ID is stored in the unit 20. The device ID may also be stored in the gaming machine 10.

[0023] (Configuration of the Gaming Machine 10) The gaming machine 10 is a smart gaming machine, and may be either a smart pachinko machine or a smart pachislot machine. The gaming machine 10 in this embodiment comprises a game board 11, a ball-shooting handle 12, a game ball count display unit 13, a counting button 14, and a control unit 15. The game board 11 has a game area formed therein, which includes a symbol display area and various prize winning slots. The ball-shooting handle 12 is an operating handle for the user to shoot game balls to play the game. When the user operates the ball-shooting handle 12, the sealed balls are shot into the game board 11 one by one. When a sealed ball is shot, the number of game balls is reduced. The game ball count display unit 13 is a display that shows the number of game balls currently stored in the gaming machine 10 in real time. The game ball count display unit 13 is, for example, a 7-segment display. The counting button 14 is an operating button for starting the conversion (counting) process from game balls to held balls. The control unit 15 is built into the gaming machine 10 and controls the operation of each component of the gaming machine 10.

[0024] When the unit 20 performs a conversion process to convert the player's balls or stored balls into a predetermined number of game balls, the number of game balls stored in the game machine 10 is increased by a predetermined amount. When the user operates the ball-shooting handle 12 to launch a sealed ball, the number of game balls is decreased accordingly. Game balls are increased according to the prize balls awarded. During gameplay, the number of game balls increases or decreases according to the game situation. The number of game balls is always displayed on the game ball count display unit 13. The number of launches, the number of prize balls, the number of game balls, etc., are periodically transmitted to the unit 20. Also, when the user operates the counting button 14, the number of game balls is transmitted to the unit 20. Hereafter, operating the counting button 14 will be referred to as "counting operation". When a counting operation is performed, the number of game balls stored in the game machine 10 becomes 0 (settlement).

[0025] Here, "held balls" refers to balls acquired by the user on the day and not deposited with the amusement parlor. "Stored balls" refers to balls acquired by the user on a previous day and deposited with the amusement parlor. "Game balls" refers to balls that can be inserted into the amusement machine 10. In this embodiment, the amusement machine 10 is a pachinko machine, so the terms game balls, held balls, and stored balls are used, but these terms may be replaced with more general names such as game medium, held medium, and stored medium. In addition, the conversion process for converting stored balls into game balls may be specifically called "replay payout" or "stored ball replay payout". Playing a game using game balls dispensed from stored balls may be called "replay" or "stored ball replay". The number of game balls dispensed in one replay payout may be called the "(replay) payout unit". The payout unit may be determined by each amusement parlor. The payout unit is, for example, 125 balls.

[0026] Furthermore, in this embodiment, "stored balls" include two types of stored balls: "stored balls for the day" and "stored balls from the previous day or earlier." "Stored balls for the day" are balls deposited with the amusement parlor on the day, and no fee is charged for re-play payouts. "Stored balls from the previous day or earlier" are balls deposited with the amusement parlor on the previous day or earlier, and a fee is charged for re-play payouts. The fee is charged in units of a predetermined number of balls (3 balls) for every predetermined number of fee units (e.g., 25 balls), such as "3 balls for every 25 balls paid out." The fee is deducted from the stored balls when they are withdrawn. Stored balls for the day and stored balls from the previous day or earlier are managed separately. Stored balls for the day are moved (added) to stored balls from the previous day or earlier when the amusement parlor closes for the day and opens for the next day. This arrangement, which allows for fee-free withdrawals only for stored balls for the day, is provided as part of the services offered by the amusement parlor to its users.

[0027] (Composition of Unit 20) Unit 20 is a device located on the side of the gaming machine 10. Unit 20 is sometimes referred to as the "sand unit" or "card unit." Unit 20 is a terminal device that provides various services to the user, such as accepting banknotes, dispensing game balls (for example, conversion from remaining balance, conversion from held balls, conversion from stored balls), card processing, and processing to secure the gaming machine 10 in the event of a game interruption.

[0028] As shown in Figure 2, unit 20 includes a touch panel 22, a banknote processing unit 30, a card processing unit 32, a game machine interface 36, an external interface 38, a control unit 40, a memory 42, and an audio output unit 44. Hereafter, the interface will be referred to as "I / F".

[0029] The touch panel 22 has the function of a display unit 24 for displaying various information and an operation unit 26 that allows the user to input various instructions by touching the panel. In modified examples, the display unit 24 and the operation unit 26 may be provided separately. The banknote processing unit 30 receives banknotes inserted by the user and performs various processing. The card processing unit 32 performs various processing related to visitor cards, such as ejecting, reading, and collecting visitor cards, and various processing related to member cards, such as ejecting, reading, and collecting member cards.

[0030] A visitor card is a recording medium pre-stored within unit 20. The visitor card has a visitor card ID recorded on it for identification purposes. A member card is a card issued to a gaming establishment when the user completes a prescribed membership registration. The member card has a member ID recorded on it, which is identification information for identifying the user who is a member. The visitor card ID recorded on the visitor card and the member ID recorded on the member card are associated with the gaming value (balls held, stored balls, remaining balance) owned by the user. The management device 70 can identify the gaming value (balls held, stored balls, remaining balance) for each user associated with the visitor card ID and member ID. In this embodiment, an example has been described in which the recording medium handled by unit 20 is in the form of a card, but it is not limited to this, and the recording medium handled by unit 20 may be in any form, such as a coin.

[0031] The gaming machine interface 36 is an interface for communicating with the corresponding gaming machine 10. The external interface 38 is connected to LAN 4. The external interface 38 is an interface for communicating with external devices (e.g., management device 70) via LAN 4.

[0032] The audio output unit 44 is a unit capable of outputting various types of sounds (voice messages, melodies, etc.). The audio output unit 44 includes a speaker, etc.

[0033] The control unit 40 executes various processes according to the program stored in the memory 42. The memory 42 stores a device ID ("D1", etc.) that indicates the gaming machine 90, including the unit 20. Furthermore, the memory 42 is also provided with an information storage area for storing information obtained by the control unit 40 through the execution of various processes (for example, the number of game balls in the gaming machine 10, the card ID of the card being accepted by the card processing unit 32, etc.). In addition, the memory 42 is also provided with an information storage area for storing information indicating the number of stored balls for the day and the number of stored balls from the previous day or earlier, which are associated with the card ID of the card being accepted by the card processing unit 32. The control unit 40 can receive the information indicating the number of stored balls for the day and the number of stored balls from the previous day or earlier, which corresponds to the card ID of the card being accepted, from the management device 70 as appropriate and store it in the memory 42. The control unit 40 can also display the information indicating the number of stored balls for the day and the number of stored balls from the previous day or earlier, which corresponds to the card ID stored in the memory 42, on the touch panel 22.

[0034] (Configuration of the control device 70) The management device 70 shown in Figure 1 is a management server installed by a gaming parlor. The management device 70 manages various information within the gaming parlor. The management device 70 is installed in an area that is not visible to users and is mainly operated by the administrator of the gaming parlor. Although not shown in Figure 1, the management device 70 is actually composed of separate devices: a hall computer, a member server, a stored token server, and a token server. The hall computer, member server, stored token server, and token server can communicate with each other. In the following, the configuration and operation of the management device 70 will be explained assuming the entire management device 70, which is composed of the hall computer, member server, stored token server, and token server.

[0035] The management device 70 comprises a display unit 72, an operation unit 74, a communication interface 76, a control unit 80, and a memory 82. The display unit 72 is a display for displaying various information. The operation unit 74 includes a mouse and a keyboard. The administrator of the management device 70 can input various instructions to the management device 70 by operating the operation unit 74. The communication interface 76 is connected to LAN 4. The communication interface 76 is an interface for performing communication with external devices (e.g., each unit 20) via LAN 4.

[0036] The control unit 80 performs various processes according to the program stored in the memory 82. For example, the control unit 80 can perform the replay payout process (see Figure 4) described later, according to the program stored in the memory 82. The memory 82 also has a storage area for storing information obtained by the control unit 80 performing various processes. The memory 82 also has a storage area (which may be called a database area) for storing various signals and information output by each gaming machine 10 and unit 20 in the gaming establishment, for each equipment ID. The memory 82 also has a storage area for storing information regarding the gaming value (balls held, stored balls, remaining balance) for each card ID (visitor card ID and member ID). The stored ball management table 84 (see Figure 1) for storing information regarding stored balls for each member ID is stored in this storage area.

[0037] As shown in Figure 1, the stored ball management table 84 contains multiple stored ball data entries 100a and 100b. The stored ball management table 84 also contains stored ball data other than stored ball data entries 100a and 100b. Hereafter, when referring to stored ball data including stored ball data entries 100a and 100b collectively, it will be written as "stored ball data 100". Stored ball data 100 is data that associates the member ID, the number of stored balls for the current day, and the number of stored balls for previous days.

[0038] The Member ID (e.g., "MC1") is the Member ID of a user who is a member of the amusement parlor. In order to deposit (store) game balls at the amusement parlor, the user must register as a member of the amusement parlor. The number of stored balls for the day and the number of stored balls from previous days indicate the number of stored balls for the day and previous days, respectively, that the user with the corresponding Member ID currently has stored at the amusement parlor. For example, stored ball data 100a includes Member ID "MC1", number of stored balls for the day "120", and number of stored balls from previous days "200". In other words, stored ball data 100a means that the user with Member ID "MC1" has 120 stored balls for the day and 200 stored balls from previous days.

[0039] (Specific example of replay payout: Figure 3) Referring to Figure 3, a specific example of replay payout in this embodiment will be explained. In this example, the replay payout unit is 125 balls, the fee unit for withdrawing stored balls from previous days is 25 balls, and the fee unit price is set at 3 balls (per 25 balls). In this example, the member user has 200 stored balls from previous days. The member user can input a predetermined replay instruction on the touch panel 22 while their membership card is being read by the card processing unit 32 of unit 20. When a replay instruction is input, unit 20 sends a replay request including the member ID recorded on the membership card being processed to the management device 70. The management device 70 performs different processing depending on whether the number of stored balls owned by the user on the current day is 125 balls or more, which is the replay payout unit in this example (see (I) and (II) in Figure 3).

[0040] As shown in Figure 3(I), if the number of stored balls owned by the user on the day is 125 or more, which is the payout unit (130 in the example shown in the figure), the management device 70 deducts 125 balls from the number of stored balls on the day. The management device 70 then sends a payout instruction to the unit 20. The unit 20 pays out 125 game balls to the game machine 10. In this embodiment, if the number of stored balls on the day is equal to or greater than the payout unit, the stored balls on the day are paid out with priority over stored balls from previous days. When the management device 70 sends a payout instruction to the unit 20, it can notify the unit 20 of the number of stored balls on the day and the number of stored balls from previous days after the payout. The unit 20 can display the number of stored balls on the day and the number of stored balls from previous days after the payout on the touch panel 22. The same applies to each of the cases (a) to (e) of (II) described later.

[0041] As shown in Figure 3 (II), if the number of stored balls owned by the user on the day is less than 125, the management device 70 withdraws a first number from the stored balls on the day, and a second number and a fee from the stored balls from previous days. As shown in (a) to (e), the management device 70 changes the first and second numbers withdrawn according to the range of the number of stored balls on the day. However, in all cases from (a) to (e), the sum of the first and second numbers is 125 balls, which is the same as the payout unit. The management device 70 then sends a payout instruction to the unit 20. In all cases from (a) to (e), the unit 20 pays out 125 game balls to the gaming machine 10. In this way, if the number of stored balls on the day is less than the payout unit, the stored balls on the day and the stored balls from previous days are added together, and 125 game balls, which is the same as the payout unit, are paid out.

[0042] As shown in (a), if the number of stored balls on the day at the time of inputting the replay instruction is between 100 and 124 balls (for example, "110"), the management device 70 withdraws 100 balls (the first number) from the number of stored balls on the day, and 25 balls (the second number) and a fee of 3 balls from the number of stored balls on previous days. The management device 70 then sends a payout instruction to the unit 20. The unit 20 pays out 125 game balls to the game machine 10. After the payout, the number of stored balls on the day (i.e., the remaining number of stored balls on the day) is 24 or less (for example, "10"), and the number of stored balls on previous days is "172".

[0043] As shown in (b), if the number of stored balls on the day at the time of inputting the replay instruction is within the range of 75 balls or more and 99 balls or less (for example, "80"), the management device 70 withdraws 75 balls (first number) from the number of stored balls on the day, and withdraws 50 balls (second number) and a fee of 6 balls from the number of stored balls on previous days. Then, the management device 70 sends a payout instruction to the unit 20. The unit 20 pays out 125 game balls to the game machine 10. After the payout, the number of stored balls on the day (i.e., the remaining number of stored balls on the day) is 24 or less (for example, "5"), and the number of stored balls on previous days is "144".

[0044] As shown in (c), if the number of stored balls on the day at the time of inputting the replay instruction is between 50 and 74 balls (for example, "65"), the management device 70 withdraws 50 balls (the first number) from the number of stored balls on the day, and 75 balls (the second number) plus a fee of 9 balls from the number of stored balls on previous days. The management device 70 then sends a payout instruction to the unit 20. The unit 20 pays out 125 game balls to the game machine 10. After the payout, the number of stored balls on the day (i.e., the remaining number of stored balls on the day) is 24 or less (for example, "15"), and the number of stored balls on previous days is "116".

[0045] As shown in (d), if the number of stored balls on the day at the time of inputting the replay instruction is within the range of 25 balls or more and 49 balls or less (for example, "35"), the management device 70 withdraws 25 balls (first number) from the number of stored balls on the day, and withdraws 100 balls (second number) and a fee of 12 balls from the number of stored balls on previous days. Then, the management device 70 sends a payout instruction to the unit 20. The unit 20 pays out 125 game balls to the game machine 10. After the payout, the number of stored balls on the day (i.e., the remaining number of stored balls on the day) is 24 or less (for example, "10"), and the number of stored balls on previous days is "88".

[0046] As shown in (e), if the number of stored balls on the day at the time of inputting the replay instruction is between 0 and 24 balls (for example, "20"), the management device 70 does not deduct from the number of stored balls on the day, but instead deducts 125 balls (the second number) and a fee of 15 balls from the number of stored balls from the previous day or earlier. That is, the first number is 0. Then, the management device 70 sends a payout instruction to the unit 20. The unit 20 pays out 125 game balls to the game machine 10. After the payout, the number of stored balls on the day (i.e., the remaining number of stored balls on the day) is 24 or less (for example, "20"), and the number of stored balls from the previous day or earlier is "60".

[0047] As described above, in all cases (a) to (e), the number of game balls dispensed (the sum of the first and second numbers) is 125 balls, the same as the payout unit. In other words, the game parlor can offer the user replay in the payout unit determined by the parlor. The number of balls stored for the day after payout is less than the fee unit of 25 balls. Since a relatively large amount of stored balls can be used for replay, there is less waste of stored balls.

[0048] (Replay payout process: Figure 4) Referring to Figure 4, the replay payout process executed by the control unit 80 of the management device 70 in this embodiment to realize the replay payout described in the specific example (Figure 3) above will be explained. In the following explanation and the flowchart in Figure 4, each number may be represented by a sign, such as A for the number of balls stored on the current day, B for the number of balls stored on previous days, x for the number of payout units, y for the number of fee units, and z for the fee unit price (per y of fee units). In all cases, the number of payout units x is greater than the number of fee units y, and the number of fee units y is greater than the fee unit price z. Also, in the following, for the sake of understanding, an example where the number of payout units x is 125, the number of fee units y is 25, and the fee unit price z is 3 may be explained as a "specific example".

[0049] While the management device 70 is powered on, the control unit 80 of the management device 70 executes the replay payout process shown in Figure 4. In S10, the control unit 80 monitors for the reception of a replay request from the unit 20. A member user can input a predetermined replay instruction on the touch panel 22 while their membership card is being read by the card processing unit 32 of the unit 20. When a replay instruction is input, the unit 20 sends a replay request to the management device 70, including the member ID recorded on the membership card being processed. When the control unit 80 receives the replay request sent from the unit 20, it determines YES in S10 and proceeds to S12.

[0050] In S12, the control unit 80 determines whether the number of stored balls A for the day corresponding to the member ID is equal to or greater than the payout unit x. Specifically, in S12, the control unit 80 first refers to the stored ball management table 84 and identifies the stored ball data 100 corresponding to the member ID included in the replay request. The stored ball data 100 identified here may be called "specific stored ball data". Then, the control unit 80 determines whether the number of stored balls A for the day included in the specific stored ball data is equal to or greater than the payout unit x (for example, 125). Hereafter, the number of stored balls A for the day included in the specific stored ball data and the number of stored balls B from the previous day included in the specific stored ball data may simply be referred to as the number of stored balls A for the day and the number of stored balls B from the previous day. If the number of stored balls A for the day is equal to or greater than the payout unit x, the control unit 80 determines YES in S12 and proceeds to S14. On the other hand, if the number of stored balls A for the day is less than the payout unit x, the control unit 80 determines NO in S12 and proceeds to S20.

[0051] In S14, the control unit 80 extracts the payout unit x from the number of stored balls A for the day. That is, the control unit 80 subtracts the payout unit x from the number of stored balls A for the day included in the specific stored ball data.

[0052] In the following S16, the control unit 80 sends a payout instruction to the unit 20. Upon receiving the payout instruction, the unit 20 supplies the game balls in payout units x (for example, 125 balls) to the game machine 10. The control unit 80 may also notify the unit 20 of the updated number of stored balls A for the day and the number of stored balls B from the previous day and have them displayed on the unit 20's touch panel 22. After completing S16, the control unit 80 returns to monitoring in S10.

[0053] On the other hand, in S20, the control unit 80 specifies the value of n to be 1. The value of n is an integer greater than or equal to 1. Then, in the following S22, the control unit 80 determines whether the current number of stored balls A for the day is within the range of the number obtained by subtracting the product of the fee unit number y and the number n from the payout unit number x, and less than the number obtained by subtracting the product of the fee unit number y and the number (n-1) from the payout unit number x. In particular, in S22 when "n=1", the control unit 80 determines whether the current number of stored balls A for the day is within the range of the number obtained by subtracting the product of the fee unit number y and the number n from the payout unit number x, and less than the payout unit number x. In a specific example, in S22 when "n=1", the control unit 80 determines whether the current number of stored balls A for the day is within the range of 100 balls or more and less than 125 balls.

[0054] If the current number of stored balls A for the day is between (x-ny), which is the number obtained by subtracting the product of the fee unit number y and the number n from the payout unit number x, and less than (x-(n-1)y), which is the number obtained by subtracting the product of the fee unit number y and the number n from the payout unit number x, then the control unit 80 determines YES in S22 and proceeds to S24. On the other hand, if the current number of stored balls A for the day is not within the above range, that is, if the current number of stored balls A for the day is less than the number obtained by subtracting the product of the fee unit number y and the number n from the payout unit number x, then the control unit 80 determines NO in S22 and proceeds to S28. In a specific example, when "n=1", if the number of stored balls A for the day is 100 balls or more but less than 125 balls, then the control unit 80 determines YES in S22 and proceeds to S24, and if the number of stored balls A for the day is less than 100 balls, then the control unit 80 determines NO in S22 and proceeds to S28.

[0055] In S28, the control unit 80 increments the current value of n by 1. Then, using the incremented value of n, the control unit 80 makes the decision in S22 again. In a specific example, at the point in S22 when "n=2", the control unit 80 determines whether the current number of stored balls A for the day is within the range of 75 balls or more and less than 100 balls. If the number of stored balls A for the day is 75 balls or more and less than 100 balls, the control unit 80 determines YES in S22 and proceeds to S24. If the number of stored balls A for the day is less than 75 balls, the control unit 80 determines NO in S22 and proceeds to S28. In S28, the value of n is incremented by 1 again (n=3). At the point in S22 when "n=3", the control unit 80 determines whether the current number of stored balls A for the day is within the range of 50 balls or more and less than 75 balls. Thereafter, the control unit 80 repeatedly executes the processes of S28 and S22 until it determines YES in S22. At point S22 when "n=4", the control unit 80 determines whether the current number of stored balls A for the day is within the range of 25 balls or more and less than 50 balls. At point S22 when "n=5", the control unit 80 determines whether the current number of stored balls A for the day is within the range of 0 balls or more and less than 25 balls. In other words, at point S22 when "n=5", the control unit 80 determines YES and proceeds to S24.

[0056] In S24, first, the control unit 80 extracts a first number from the number of stored balls A for the day. The first number is the number obtained by subtracting the product of the fee unit y and the number n from the payout unit x (x-ny). The control unit 80 subtracts the first number from the number of stored balls A for the day included in the specific stored ball data. Then, the control unit 80 extracts a second number and the fee from the number of stored balls B from the previous day or earlier. The second number is the product of the fee unit y and the number n (ny). The fee is the product of the fee unit price z (per fee unit y) and the number n (nz). The control unit 80 subtracts the sum of the second number and the fee from the number of stored balls B from the previous day or earlier included in the specific stored ball data. In this embodiment, the sum of the first number and the second number is equal to the payout unit x. The remainder of the number of stored balls A for the day after subtracting the first number is less than the fee unit y.

[0057] In the specific example above, at S24 when "n=1", the control unit 80 withdraws the first number "100" from the number of stored balls A for the day (100 balls or more but less than 125 balls), and withdraws the second number "25" and the fee "3" from the number of stored balls B from the previous day. At S24 when "n=2", the control unit 80 withdraws the first number "75" from the number of stored balls A for the day (75 balls or more but less than 100 balls), and withdraws the second number "50" and the fee "6" from the number of stored balls B from the previous day. A detailed explanation is omitted, but the same processing is carried out at "n=3", "n=4", and "n=5". In all cases, the sum of the first number and the second number is equal to the payout unit x "125". The remainder of the number of stored balls A for the day after subtracting the first number is less than the fee unit y "25".

[0058] Furthermore, in S24, if the number of stored balls B from the previous day or earlier is less than the sum of the second number and the fee, the control unit 80 will terminate the replay payout with an error, indicating that the number of stored balls B from the previous day or earlier is insufficient, and will skip S24 and S26, returning to monitoring in S10.

[0059] In the following step S26, the control unit 80 sends a dispensing instruction to the unit 20. The process in S26 is the same as in S16, so a detailed explanation is omitted. After completing S26, the control unit 80 returns to monitoring in S10.

[0060] The configuration and operation of the management system 2 of this embodiment have been described above. In the management system 2 of this embodiment, when a user inputs a replay instruction to unit 20, the management device 70 (a) if the number of stored balls A for the day is equal to or greater than the number of payout units x (YES in S12 of Figure 4), draws out game balls equal to the number of payout units x from the number of stored balls A for the day, and (b) if the number of stored balls A for the day is less than the number of payout units x (NO in S12), draws out a first number from the number of stored balls A for the day and a second number from the number of stored balls B from the previous day or earlier (S24). Unit 20 supplies the gaming machine 10 with gaming balls equal to payout units x if the number of stored balls A for the day is equal to or greater than the number of payout units x (S16). If the number of stored balls A for the day is less than the number of payout units x, it supplies the gaming machine 10 with the sum of the first number (the number obtained by subtracting the product of the number of fee units y and the number n from the number of payout units x (x-ny)) and the second number (the product of the number of fee units y and the number n (ny)) (S26). As a result, according to the management system 2 of this embodiment, even if the number of stored balls for the day that are not subject to a fee for replay payout is less than the number of payout units, the stored balls for the day can be effectively used for replay.

[0061] In this embodiment, the "total number (of the first number and the second number)" which is the number of game balls supplied to the game machine 10 when the number of stored balls A on the day is less than the payout unit number x, is the same as the payout unit number x. Therefore, according to this embodiment, the user can be offered replay at the payout unit number determined by the game parlor.

[0062] In this embodiment, the first number is the number obtained by subtracting the product of the fee unit number y and the number n from the payout unit number x (x-ny), and the second number is the product of the fee unit number y and the number n (ny). The remainder after the first number is withdrawn from the number of stored balls A for the day is less than the fee unit number y. Therefore, according to this embodiment, the remainder of the number of stored balls for the day can be less than the fee unit number. As a result, a relatively large amount of stored balls for the day can be used for replay, thus reducing the waste of stored balls for the day.

[0063] Let's explain the correspondence between the embodiments and the claims. Stored balls on the day and the number of stored balls on the day are examples of "Type 1 storage medium" and "Number of Type 1 storage mediums." Stored balls from the previous day and the number of stored balls from the previous day and earlier are examples of "Type 2 storage medium" and "Number of Type 2 storage mediums." In Figure 4, if YES in S12 is an example of "Case 1." If NO in S12 is an example of "Case 2."

[0064] In this embodiment, the number n (S20, S22, S24, S28) is an example of a "specific number n". A "specific number n" can also be rephrased as the value obtained by dividing the difference between the number of payout units x and the number of stored balls A for the day by the number of commission units y, and rounding up the decimal part of the quotient ((xA) / y).

[0065] (Second example) The management system 2 of the second embodiment will be described, focusing on the differences from the first embodiment. The basic configuration and operation of each component of the management system 2 of this embodiment are the same as those of the first embodiment. However, in this embodiment, as shown in Figures 5 and 6, the content of the replay payout and the content of the replay payout process differ from those of the first embodiment.

[0066] (Specific example of replay payout: Figure 5) Referring to Figure 5, a specific example of replay payout in this embodiment will be explained. In this example as well, the number of replay payout units is 125 balls, the number of fee units when withdrawing stored balls from the previous day is 25 balls, and the fee unit price is set at 3 balls (per 25 balls). In this example as well, the member user has 200 stored balls from the previous day. Similar to the first embodiment, the member user can input a replay instruction into unit 20. When a replay instruction is input, unit 20 transmits a replay request including the member ID recorded on the member card being processed to the management device 70. The management device 70 performs different processing depending on whether the number of stored balls owned by the user on the current day is 125 balls or more, which is the number of replay payout units in this example (see Figure 5 (I) and (II)).

[0067] As shown in Figure 5(I), if the number of stored balls owned by the user on the day is 125 or more, which is the payout unit (130 in the example shown in the figure), the management device 70 deducts 125 balls from the number of stored balls on the day. The management device 70 then sends a payout instruction to the unit 20 to pay out 125 balls. In this embodiment, the payout instruction includes payout quantity information indicating the number of game balls to be paid out. Upon receiving the payout instruction, the unit 20 pays out 125 game balls, the number indicated by the payout quantity information, to the game machine 10. In this embodiment as well, if the number of stored balls on the day is equal to or greater than the payout unit, the stored balls on the day are paid out with priority over stored balls from previous days. When the management device 70 sends a payout instruction to the unit 20, it can also notify the unit 20 of the number of stored balls on the day and the number of stored balls from previous days after the payout. The unit 20 can display the number of stored balls on the day and the number of stored balls from previous days after the payout on the touch panel 22. The same applies to each of the cases (a) to (e) in (II) that will be explained later.

[0068] As shown in Figure 5(II), if the number of stored balls owned by the user on the day is less than 125, the management device 70 withdraws the total number of stored balls for the day (the first number) and also withdraws the second number and a fee from the stored balls from the previous day or earlier. As shown in (a) to (e), in this embodiment, the management device 70 changes the second number withdrawn according to the range of stored balls for the day. That is, in this embodiment, the sum of the first number and the second number (i.e., the number of game balls to be paid out) fluctuates according to the number of stored balls for the day at that time. The difference between the number of payout units and the sum of the first number (i.e., the total number of stored balls for the day) and the second number is less than the number of fee units. The management device 70 transmits a payout instruction including payout number information to the unit 20. When the unit 20 receives the payout instruction, it pays out the number of game balls indicated by the payout number information to the game machine 10. Thus, if the number of stored balls on a given day is less than the payout unit, the stored balls for that day and the stored balls from previous days will be added together, and a number of game balls relatively close to the payout unit will be paid out.

[0069] As shown in (a), if the number of stored balls for the day at the time of inputting the replay instruction is within the range of 101 balls or more and 124 balls or less (for example, "110"), the management device 70 withdraws 110 balls, which is the total number of stored balls for the day (the first number). The number of stored balls from previous days is not withdrawn. Therefore, the second number is 0. The management device 70 then transmits a payout instruction to the unit 20, which includes the payout information "110". The unit 20 pays out 110 game balls to the game machine 10. The difference between the payout unit number and the payout number (the sum of the first number and the second number) is "15", which is less than the fee unit number. The number of stored balls for the day after the payout is "0", and the number of stored balls from previous days remains "200".

[0070] As shown in (b), if the number of stored balls on the day at the time of inputting the replay instruction is within the range of 76 balls or more and 100 balls or less (for example, "80"), the management device 70 withdraws 80 balls (first number), which is the total number of stored balls on the day, and withdraws 25 balls (second number) and a fee of 3 balls from the number of stored balls on previous days. The management device 70 then transmits a payout instruction to the unit 20, which includes the payout information "105". The unit 20 pays out 105 game balls to the gaming machine 10. The difference between the payout unit number and the payout number (the sum of the first number and the second number) is "20", which is less than the fee unit number. The number of stored balls on the day after the payout is "0", and the number of stored balls on previous days is "172". If the number of stored balls on the day at the time of inputting the replay instruction is exactly 100 balls, the unit 20 pays out 125 game balls to the gaming machine 10, which is the same number as the payout unit number.

[0071] As shown in (c), if the number of stored balls on the day at the time of inputting the replay instruction is within the range of 51 balls or more and 75 balls or less (for example, "60"), the management device 70 withdraws 60 balls (first number), which is the total number of stored balls on the day, and withdraws 50 balls (second number) and a fee of 6 balls from the number of stored balls on previous days. The management device 70 then transmits a payout instruction to the unit 20, which includes the payout information "110". The unit 20 pays out 110 game balls to the gaming machine 10. The difference between the payout unit number and the payout number (the sum of the first number and the second number) is "15", which is less than the fee unit number. The number of stored balls on the day after the payout is "0", and the number of stored balls on previous days is "144". If the number of stored balls on the day at the time of inputting the replay instruction was exactly 75 balls, the unit 20 pays out 125 game balls to the gaming machine 10, which is the same number as the payout unit number.

[0072] As shown in (d), if the number of stored balls on the day at the time of inputting the replay instruction is within the range of 26 balls or more and 50 balls or less (for example, "40"), the management device 70 withdraws 40 balls (first number), which is the total number of stored balls on the day, and withdraws 75 balls (second number) and a fee of 9 balls from the number of stored balls on previous days. The management device 70 then transmits a payout instruction to the unit 20, which includes the payout information "115". The unit 20 pays out 115 game balls to the gaming machine 10. The difference between the payout unit number and the payout number (the sum of the first number and the second number) is "10", which is less than the fee unit number. The number of stored balls on the day after the payout is "0", and the number of stored balls on previous days is "116". If the number of stored balls on the day at the time of inputting the replay instruction was exactly 50 balls, the unit 20 pays out 125 game balls to the gaming machine 10, which is the same number as the payout unit number.

[0073] As shown in (e), if the number of stored balls for the day at the time of inputting the replay instruction is within the range of 1 to 25 balls (for example, "3"), the management device 70 withdraws 3 balls (first number), which is the total number of stored balls for the day, and withdraws 100 balls (second number) and a fee of 12 balls from the number of stored balls from the previous day or earlier. The management device 70 then transmits a payout instruction to the unit 20, which includes the payout information "103". The unit 20 pays out 103 game balls to the gaming machine 10. The difference between the payout unit number and the payout number (the sum of the first number and the second number) is "22", which is less than the fee unit number. The number of stored balls for the day after the payout is "0", and the number of stored balls from the previous day or earlier is "88". If the number of stored balls for the day at the time of inputting the replay instruction was exactly 25 balls, the unit 20 pays out 125 game balls to the gaming machine 10, which is the same number as the payout unit number.

[0074] Although not shown in Figure 5, if the number of stored balls for the day is 0 at the time of inputting the replay instruction, the management device 70 withdraws 125 balls and a fee of 15 balls from the number of stored balls from the previous day and sends a payout instruction to the unit 20 that includes the payout information "125".

[0075] In all cases (a) through (e), the entire amount of stored balls for the day is paid out. Since all stored balls for the day can be used for replay, there is no waste of stored balls for the day. Also, the difference between the payout unit and the number of game balls paid out (the sum of the first and second numbers) is less than 25 balls, which is the fee unit. The number of game balls paid out can be brought closer to the payout unit set by the arcade.

[0076] (Replay payout process: Figure 6) Referring to Figure 6, the replay payout process executed by the control unit 80 of the management device 70 in this embodiment to realize the replay payout described in the specific example above will be explained. In the following explanation and the flowchart in Figure 6, the number of stored balls on the current day may be represented by a sign, such as A, the number of stored balls on previous days, B, the number of payout units, the number of fee units, and z, the fee unit price (per fee unit). In all cases, the number of payout units x is greater than the number of fee units y, and the number of fee units y is greater than the fee unit price z. Also, in the following, for the sake of understanding, an example where the number of payout units x is 125, the number of fee units y is 25, and the fee unit price z is 3 may be explained as a "specific example".

[0077] In S30, the control unit 80 monitors for receiving a replay request from the unit 20. The processing in S30 is the same as in S10 in Figure 4 of the first embodiment, so a detailed explanation is omitted. When the control unit 80 receives a replay request sent from the unit 20, it determines YES in S30 and proceeds to S32.

[0078] In S32, the control unit 80 determines whether the number of stored balls A corresponding to the member ID for the day is equal to or greater than the payout unit x. The process in S32 is the same as S12 in Figure 4 of the first embodiment, so a detailed explanation is omitted. If the number of stored balls A for the day included in the specific stored ball data (i.e., the stored ball data corresponding to the member ID among the stored ball data 100 included in the stored ball management table 84) is equal to or greater than the payout unit x (for example, 125), the control unit 80 determines YES in S32 and proceeds to S34. On the other hand, if the number of stored balls A for the day is less than the payout unit x, the control unit 80 determines NO in S32 and proceeds to S40.

[0079] In S34, the control unit 80 extracts the payout unit x from the number of stored balls A for the day. That is, the control unit 80 subtracts the payout unit x from the number of stored balls A for the day included in the specific stored ball data.

[0080] In the following S36, the control unit 80 sends a payout instruction to the unit 20. In this embodiment, the payout instruction sent in S36 includes payout quantity information "x". The payout quantity information "x" in S36 is the same as the payout unit number x. Upon receiving the payout instruction, the unit 20 supplies the number of game balls indicated by the payout quantity information "x" (for example, 125 balls) to the game machine 10. Furthermore, the control unit 80 may notify the unit 20 of the updated number of stored balls A for the day and the number of stored balls B from the previous day and have them displayed on the touch panel 22 of the unit 20. After completing S36, the control unit 80 returns to monitoring in S30.

[0081] On the other hand, in S40, the control unit 80 determines whether the current number of stored balls A for the day is greater than the number obtained by subtracting the fee unit y from the payout unit x. If the number of stored balls A for the day is greater than the number obtained by subtracting the fee unit y from the payout unit x, the control unit 80 determines YES in S40 and proceeds to S42. On the other hand, if the number of stored balls A for the day is less than or equal to the number obtained by subtracting the fee unit y from the payout unit x, the control unit 80 determines NO in S40 and proceeds to S48. In the specific example above, in S40, the control unit 80 determines whether the current number of stored balls A for the day is greater than 100 balls (i.e., the number obtained by subtracting the fee unit y from the payout unit x).

[0082] In S42, the control unit 80 withdraws the entire number of stored balls A for the day (i.e., the first number). It does not withdraw stored balls B from previous days. The control unit 80 sets the number of stored balls A for the day included in the specific stored ball data to 0.

[0083] In the following step S44, the control unit 80 sends a payout instruction to the unit 20. The payout instruction in S44 includes payout quantity information "A (total number)". Upon receiving the payout instruction, the unit 20 supplies the number of game balls indicated by payout quantity information "A" to the game machine 10. The control unit 80 may also notify the unit 20 of the updated number of stored balls A for the day and the number of stored balls B from previous days, and have them displayed on the unit 20's touch panel 22. After completing S44, the control unit 80 returns to monitoring in S30.

[0084] On the other hand, in S46, the control unit 80 sets the value of m to 1. The value of m is an integer greater than or equal to 1. Then, in the following S48, the control unit 80 determines whether the current number of stored balls A for the day is greater than the number obtained by subtracting the product of the fee unit number y and the number (m+1) from the number of payout units x, and less than or equal to the number obtained by subtracting the product of the fee unit number y and the number m from the number of payout units x. In the specific example above, in S48 when "m=1", the control unit 80 determines whether the current number of stored balls A for the day is more than 75 balls but 100 balls or less (i.e., 76 balls or more and 100 balls or less).

[0085] If the current number of stored balls A for the day is greater than the number obtained by subtracting the product of the fee unit number y and the number (m+1) from the payout unit number x, and less than or equal to the number obtained by subtracting the product of the fee unit number y and the number m from the payout unit number x, the control unit 80 determines YES in S48 and proceeds to S50. On the other hand, if the current number of stored balls A for the day is less than or equal to the number obtained by subtracting the product of the fee unit number y and the number (m+1) from the payout unit number x, the control unit 80 determines NO in S48 and proceeds to S54. In a specific example, when "m=1", if the number of stored balls A for the day is more than 75 balls but 100 balls or less (76 balls or more and 100 balls or less), the control unit 80 determines YES in S48 and proceeds to S50, and if the number of stored balls A for the day is 75 balls or less, the control unit 80 determines NO in S48 and proceeds to S54.

[0086] In S54, the control unit 80 increments the current value of m by 1. Then, using the incremented value of m, the control unit 80 makes the decision in S48 again. In S48 at the point when "m=2" in a specific example, the control unit 80 determines whether the current number of stored balls A for the day is more than 50 balls but 75 balls or less (51 balls or more and 75 balls or less). If the number of stored balls A for the day is 51 balls or more but 75 balls or less, the control unit 80 determines YES in S48 and proceeds to S50. If the number of stored balls A for the day is 50 balls or less, the control unit 80 determines NO in S48 and proceeds to S54. In S54, the value of m is incremented by 1 again (m=3). In S48 at the point when "m=3", the control unit 80 determines whether the current number of stored balls A for the day is more than 25 balls but 50 balls or less (26 balls or more and 50 balls or less). From this point onward, the control unit 80 repeatedly executes the processes in S54 and S48 until it determines YES in S48. In S48 at the time of "m=4", the control unit 80 determines whether the current number of stored balls A for the day is greater than 0 balls but within the range of 25 balls or less (1 ball or more and 25 balls or less). In S48 at the time of "m=5", the control unit 80 determines whether the current number of stored balls A for the day is effectively 0 balls. That is, the control unit 80 determines YES in S48 at the time of "m=5" and proceeds to S50.

[0087] In S50, the control unit 80 first extracts a first number from the number of stored balls A for the day. The first number is the total number of stored balls A for the day. The control unit 80 sets the number of stored balls A for the day included in the specific stored ball data to 0. Then, the control unit 80 extracts a second number and the fee from the number of stored balls B from the previous day or earlier. The second number is the product of the fee unit y and the number m (my). The fee is the product of the fee unit price z (per fee unit y) and the number m (mz). The control unit 80 subtracts the sum of the second number and the fee from the number of stored balls B from the previous day or earlier included in the specific stored ball data. In this embodiment, the sum of the first number (number of stored balls A for the day) and the second number is the number of game balls to be dispensed. The difference between the number of dispensed units x and the total number is less than the fee unit y.

[0088] In the specific example above, at S50 when "m=1", the control unit 80 withdraws the first number (the total number of stored balls A for the day) from the number of stored balls A for the day (76 balls or more and 100 balls or less), and withdraws the second number "25" and the fee "3" from the number of stored balls B from the previous day. At S24 when "m=2", the control unit 80 withdraws the first number (the total number of stored balls A for the day) from the number of stored balls A for the day (51 balls or more and 75 balls or less), and withdraws the second number "50" and the fee "6" from the number of stored balls B from the previous day. A detailed explanation is omitted, but the same processing is performed at "m=3", "m=4", and "m=5". In all cases, the sum of the first number and the second number is equal to the payout unit x "125". The remainder of the number of stored balls A for the day after subtracting the first number is less than the fee unit y "25".

[0089] Furthermore, in S50, if the number of stored balls B from the previous day or earlier is less than the sum of the second number and the fee, the control unit 80 will terminate the replay payout with an error, indicating that the number of stored balls B from the previous day or earlier is insufficient, and will skip S50 and S52, returning to monitoring in S30.

[0090] In the subsequent S52, the control unit 80 sends a payout instruction to the unit 20. The payout instruction in S52 includes payout information, "the sum of the first number and the second number (A + my)". Upon receiving the payout instruction, the unit 20 supplies the number of game balls indicated by the payout information "A + my" to the game machine 10. Furthermore, the control unit 80 may also notify the unit 20 of the updated number of stored balls A for the day and the number of stored balls B from previous days, and have them displayed on the unit 20's touch panel 22. After completing S52, the control unit 80 returns to monitoring in S30.

[0091] The configuration and operation of the management system 2 of this embodiment have been described above. In the management system 2 of this embodiment, when a user inputs a replay instruction to unit 20, the management device 70 (a) if the number of stored balls A for the day is equal to or greater than the number of payout units x (YES in S32 of Figure 6), withdraws game balls equal to the number of payout units x from the number of stored balls A for the day, and (b) if the number of stored balls A for the day is less than the number of payout units x (NO in S32), it withdraws a first number from the number of stored balls A for the day and a second number from the number of stored balls B from the previous day or earlier. Unit 20 supplies game balls equal to the number of payout units x to the gaming machine 10 when the number of stored balls A for the day is equal to or greater than the number of payout units x (S36), and supplies game balls equal to the sum of the first number (the total number of stored balls A for the day) and the second number (the product of the number of commission units y and the number m (my)) to the gaming machine 10 when the number of stored balls A for the day is less than the number of payout units x (S52). Even with the management system 2 of this embodiment, if the number of stored tokens for the day that are not subject to a fee for replay payout is less than the payout unit, the stored tokens for the day can be effectively used for replay.

[0092] In this embodiment, the sum of the first and second numbers is less than or equal to the payout unit. The first number is the total number of stored balls for the day. Therefore, in this embodiment, if a replay instruction is issued when the number of stored balls for the day is less than the payout unit, the entire number of stored balls for the day will be paid out. Since all stored balls for the day can be used for replay, no waste of stored balls is eliminated.

[0093] In this embodiment, the second number is the product of the fee unit number y and a specific number m (S50). Also, the difference between the payout unit number and the number of game balls paid out (the sum of the first number and the second number) is less than the fee unit number (S50). Therefore, in this embodiment, the number of game balls paid out can be brought closer to the payout unit number set by the game parlor.

[0094] Let's explain the correspondence between the embodiments and the claims. Stored balls on the day and the number of stored balls on the day are examples of "Type 1 storage medium" and "Number of Type 1 storage mediums." Stored balls from the previous day and the number of stored balls from the previous day and earlier are examples of "Type 2 storage medium" and "Number of Type 2 storage mediums." A case where YES is given in S32 of Figure 6 is an example of "Case 1." A case where NO is given in both S32 and S40 is an example of "Case 2."

[0095] The number m in this embodiment (S46-S52) is an example of a "specific number m". A "specific number m" can also be rephrased as the value obtained by truncating the decimal part (to an integer) of the quotient ((xA) / y) obtained by dividing the difference between the number of payout units x and the number of stored balls A for the day by the number of commission units y.

[0096] (Third embodiment) The management system 2 of the third embodiment will now be described. The basic configuration of the management system 2 of the third embodiment is the same as that of the first embodiment. However, in this embodiment, the processing of stored balls when a replay instruction is input is performed by unit 20 instead of the management device 70, which is different from the first embodiment. In this embodiment, the control unit 40 of unit 20 performs the replay payout process shown in Figure 4, which is different from the first embodiment.

[0097] The operation of unit 20 in this embodiment will be outlined. In this embodiment, when the card processing unit 32 of unit 20 accepts a member card of a member user, the control unit 40 reads the member ID recorded on the member card and transmits it to the management device 70. The management device 70 transmits the stored ball data 100 (specific stored ball data) corresponding to the member ID to unit 20. When the control unit 40 of unit 20 receives the specific stored ball data, it stores the specific stored ball data in the memory 42. While the card processing unit 32 is accepting the member card, the control unit 40 can update the specific stored ball data stored in the memory 42 as needed in response to a replay instruction from the user. When the control unit 40 updates the specific stored ball data stored in the memory 42, it transmits the updated specific stored ball data to the management device 70 as needed. As a result, unit 20 can share the latest specific stored ball data with the management device 70. In the third embodiment, unit 20 operates as described above.

[0098] Referring to Figure 4, the replay payout process performed by the control unit 40 of the unit 20 in this embodiment will be described. In this embodiment, in S10, instead of monitoring for the reception of a replay request, the control unit 40 monitors whether a replay instruction is entered on the touch panel 22. A member user can enter a predetermined replay instruction on the touch panel 22 while their membership card is being read by the card processing unit 32 of the unit 20. When a replay instruction is entered, the control unit 40 determines YES in S10 and proceeds to S12.

[0099] The processes in S12 and S14 are the same as in the first embodiment. However, in S16, instead of sending a payout instruction to an external source, the control unit 40 supplies the game machine 10 with a payout unit number x. Furthermore, the control unit 40 notifies the management device 70 of the updated number of stored balls A for the day and the number of stored balls B from the previous day and earlier. After completing S16, the control unit 40 returns to monitoring in S10.

[0100] Furthermore, processes S20, S22, S28, and S24 are the same as in the first embodiment. However, in S26, similar to S16, the control unit 40 supplies game balls in payout unit x to the game machine 10. In addition, the control unit 40 notifies the management device 70 of the updated number of stored balls A for the day and the number of stored balls B from the previous day. After completing S26, the control unit 40 returns to monitoring in S10.

[0101] The management system 2 of the third embodiment has been described above. The management system 2 of this embodiment can also exhibit the same effects and advantages as the management system 2 of the first embodiment.

[0102] (Fourth embodiment) The management system 2 of the fourth embodiment will now be described. The basic configuration of the management system 2 of the fourth embodiment is the same as that of the second embodiment. However, in this embodiment, as with the third embodiment, the unit 20 handles the processing of stored balls when a replay instruction is input, instead of the management device 70, which is a difference from the second embodiment. In this embodiment, the control unit 40 of the unit 20 executes the replay payout process shown in Figure 6, which is a difference from the second embodiment.

[0103] The general operation of unit 20 in this embodiment is the same as that of unit 20 in the third embodiment. That is, in this embodiment as well, the control unit 40 can store specific stored ball data corresponding to the member ID recorded on the member card being accepted in the memory 42. While the card processing unit 32 is accepting the member card, the control unit 40 can update the specific stored ball data stored in the memory 42 as needed when a user issues a replay instruction. Unit 20 can share the update results of the specific stored ball data with the management device 70.

[0104] Referring to Figure 6, the replay payout process performed by the control unit 40 of unit 20 in this embodiment will be described. In this embodiment, in S30, instead of monitoring for the reception of a replay request, the control unit 40 monitors whether a replay instruction is entered on the touch panel 22. A member user can enter a predetermined replay instruction on the touch panel 22 while their membership card is being read by the card processing unit 32 of unit 20. When a replay instruction is entered, the control unit 40 determines YES in S30 and proceeds to S32.

[0105] The processes in S32 and S34 are the same as in the second embodiment. However, in S36, instead of sending a payout instruction to an external source, the control unit 40 supplies the game machine 10 with a payout unit number x. Furthermore, the control unit 40 notifies the management device 70 of the updated number of stored balls A for the day and the number of stored balls B from the previous day and earlier. After completing S36, the control unit 40 returns to monitoring in S30.

[0106] Furthermore, the processes in S40 and S42 are the same as in the second embodiment. However, in S44, instead of sending a payout instruction to an external source, the control unit 40 supplies the game balls equal to the current day's stored ball count A to the game machine 10. In addition, the control unit 40 notifies the management device 70 of the updated current day's stored ball count A and the previous day's stored ball count B. After completing S44, the control unit 40 returns to monitoring in S30.

[0107] Furthermore, the processes in S46, S48, S54, and S50 are the same as in the second embodiment. However, in S52, instead of sending a payout instruction to an external source, the control unit 40 supplies the game machine 10 with the sum of the first number and the second number (A + my) of game balls. In addition, the control unit 40 notifies the management device 70 of the updated number of stored balls A for the day and the number of stored balls B from the previous day or earlier. After completing S52, the control unit 40 returns to monitoring in S30.

[0108] The management system 2 of the fourth embodiment has been described above. The management system 2 of this embodiment can also exhibit the same effects and advantages as the management system 2 of the second embodiment.

[0109] Although the examples have been described in detail above, these are merely illustrative and do not limit the scope of the claims. The technology described in the claims includes various modifications and changes to the specific examples illustrated above. For example, the following modifications may be adopted.

[0110] (Modification 1) In each of the above embodiments, "today's stored tokens" is described as an example of a "Type 1 storage medium" for which no fee is charged for re-play payout, and "previous day's stored tokens" is described as an example of a "Type 2 storage medium" for which a fee is charged for re-play payout. However, the definition of Type 1 storage medium may include any storage medium for which no fee is charged for re-play payout. The definition of Type 2 storage medium may include any storage medium for which a fee is charged for re-play payout. Therefore, for example, in a gaming parlor that provides a service allowing re-play payouts without charge for up to 7 days after deposit, stored tokens deposited with the gaming parlor within 7 days for which no fee is charged for re-play payout may be an example of a Type 1 storage medium, and stored tokens deposited with the gaming parlor for 8 days or more for which a fee is charged for re-play payout may be an example of a Type 2 storage medium.

[0111] (Modification 2) In each of the above embodiments, even when replay is performed in a gaming machine where the rental price of game balls differs from that of stored balls (so-called transfer), the management device 70 or unit 20 can perform replay payout processing (see Figures 4 and 6). However, the management device 70 or unit 20 may convert the rental price of stored balls to the rental price applicable to the gaming machine 10 in which the replay is performed, and then pay out the game balls.

[0112] (Modification 3) In each of the above embodiments, the case in which the gaming machine 10 is a smart pachinko and the gaming medium is pachinko balls is described as an example. However, it is not limited to this, and even if the gaming machine 10 is a smart slot, replay payouts may be performed in the same manner as above using stored tokens. Also, even if the gaming machine 10 is a conventional gaming machine (pachinko machine, slot machine) that actually dispenses gaming mediums, replay payouts may be performed in the same manner as above using stored balls or tokens.

[0113] (Modification 4) In each of the above embodiments, the management device 70 or unit 20, when the number of stored balls on the day is less than the number of payout units, deduces a first number from the number of stored balls on the day, and also deduces a second number and a predetermined fee from the number of stored balls on previous days (see Figures 4 and 6). The unit 20 then supplies the gaming machine 10 with the sum of the first number and the second number of gaming balls. The methods for determining the first number and the second number in each of the above embodiments are merely examples, and the first number and the second number may be determined according to any other method. Generally speaking, when a user inputs a replay instruction to a unit, the management device or unit should (a) in the first case, when the number of Type 1 storage media, which indicates the number of Type 1 storage media that are not charged a fee for replay payouts, is equal to or greater than the number of replay payout units, it should draw game media equal to the number of payout units from the number of Type 1 storage media; and (b) in the second case, when the number of Type 1 storage media is less than the number of payout units, it should draw the first number from the number of Type 1 storage media, and also draw the second number and a predetermined fee from the number of Type 2 storage media, which indicates the number of Type 2 storage media that are charged a fee for replay payouts. The unit should then supply game media equal to the number of payout units to the game machine in the first case, and supply game media equal to the sum of the first and second numbers to the game machine in the second case.

[0114] Furthermore, the technical elements described herein or in the drawings demonstrate technical usefulness individually or in various combinations, and are not limited to the combinations described in the claims at the time of filing. In addition, the technologies illustrated herein or in the drawings achieve multiple objectives simultaneously, and achieving even one of these objectives constitutes technical usefulness in itself. [Explanation of Symbols]

[0115] 2: Management System 10: Gaming machines 20: Unit 22: Touch panel 40: Control Unit 42: Memory 70: Management device 80: Control Unit 82: Memory 84: Ball / Coin Management Table 100a, 100b: Stored ball data

Claims

1. A management device that manages the number of stored gaming media, which indicates the number of gaming media deposited by users at the gaming parlor, A unit installed in conjunction with a gaming machine, which supplies gaming media to the gaming machine according to the user's instructions, A management system comprising, When the user inputs a replay command to the unit, The aforementioned control device is (a) In the first case, where the number of Type 1 storage media, which are storage media for which no fee is charged for replay payouts, is equal to or greater than the number of replay payout units, the number of game media equal to the number of payout units is drawn from the number of Type 1 storage media, (b) In the second case where the number of storage media of type 1 is less than the number of payout units, the first number is drawn from the number of storage media of type 1, and the second number and a predetermined fee are drawn from the number of storage media of type 2, which is storage media for which a fee is charged for replay payout. In the first case, the unit supplies the game machine with the number of game media equal to the payout units, and in the second case, it supplies the game machine with the sum of the first number and the second number. Management system.

2. A management device that manages the number of stored gaming media, which indicates the number of gaming media deposited by users at the gaming parlor, A unit installed in conjunction with a gaming machine, which supplies gaming media to the gaming machine according to the user's instructions, A management system comprising, When the user inputs a replay instruction, the unit (a) In the first case, where the number of Type 1 storage media, which are storage media on which no fee is charged for replay payouts, is equal to or greater than the number of replay payout units, the number of game media equal to the number of payout units is withdrawn from the number of Type 1 storage media, and the number of game media equal to the number of payout units is supplied to the game machine. (b) In the second case where the number of storage media of type 1 is less than the number of payout units, the first number is drawn from the number of storage media of type 1, and the second number and a predetermined fee are drawn from the number of storage media of type 2, which is storage media for which a fee is charged for replay payout, and the total number of game media of the first number and the second number is supplied to the game machine. Management system.

3. The management system according to claim 1 or 2, wherein the total number is the same as the number of units to be dispensed.

4. The first number is the number obtained by subtracting the product of the fee unit and a specific number n (where n is an integer of 1 or more) from the payout unit, and the fee unit is the number of units on which a fee is charged when a replay payout is made from the second type of stored media. The second number is the product of the number of fee units and the specific number n. The management system according to claim 3, wherein the remainder after the first number is deducted from the number of first type storage media is less than the number of fee units.

5. The aforementioned total number is less than or equal to the aforementioned number of units to be dispensed. The management system according to claim 1 or 2, wherein the first number is the total number of storage media of the first type.

6. The second number is the product of the fee unit number and a specific number m (where m is an integer greater than or equal to 1), and the fee unit number is the number of units on which a fee is charged when a replay payout is made from the second type of stored media. The management system according to claim 5, wherein the difference between the number of payout units and the total number is less than the number of fee units.

Citation Information

Patent Citations

  • Game medium management system

    JP2012040208A