Gaming system, gaming device, and gaming management method
By designing a game system including a closed game console and ancillary game equipment, the problem of low function suppression efficiency in errors in the prior art is solved, and efficient operation of flexible restriction of functions based on error mode and number of game media is achieved.
Patent Information
- Application Number
- JP2020211706
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-12-21
- Publication Date
- 2025-04-30
- Estimated Expiration
- 2040-12-21
AI Technical Summary
When an error occurs, existing gaming console systems excessively restrict the functions of card return and game media borrowing, resulting in low efficiency.
A gaming system is designed, including a closed gaming machine and an attached gaming device. The gaming device can accept the return and borrowing operations of the gaming media, and flexibly limit the functions according to the error mode and the number of gaming media by controlling the operation of the device.
When a game console error occurs, the functions are efficiently limited according to the specific error mode and the number of game media, avoid unnecessary function suppression and improve the operating efficiency of the system.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming system, a gaming device, and a gaming management method that, when an error occurs in a gaming machine, can efficiently restrict functions in accordance with the pattern of the error that has occurred. [Background technology]
[0002] Conventionally, gaming establishments offer pachinko games, pachislot games, and the like, which use gaming media. For example, in pachinko games, gaming balls are used as gaming media, and the game is played by shooting the gaming balls into the gaming board. In many cases, each gaming machine is equipped with individual machine devices. Each machine device accepts deposits and performs a lending process of gaming media. In addition, each machine device stores the number of gaming media acquired in a game as the number of possessed gaming media, and performs a replay process in which the number of possessed gaming media is subtracted and gaming media is paid out.
[0003] In such a gaming machine, a large prize opening, an opening / closing door for opening and closing the large prize opening, a variable prize opening device for opening and closing the opening / closing door, etc. are provided on the gaming board, and the presence or absence of an error is detected using a predetermined sensor. For example, Patent Document 1 discloses a technology in which a variable prize opening device is provided with a variable prize opening detection sensor for detecting a game ball that has entered the large prize opening, and if this variable prize opening detection sensor detects an error, it outputs a signal indicating the occurrence of an error to a main control board. When this error is detected, each machine device attached to the gaming machine also goes down due to an error, and is controlled so that the card cannot be returned and the gaming medium cannot be lent out. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2020-078626 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, as in Patent Document 1 above, if card return and gaming media lending were to be made impossible every time an error occurs in the gaming machine, this would result in excessive restriction of the card return and gaming media lending functions, which is not efficient.
[0006] For example, if a card can be returned but the rental of gaming media is not possible, the card should not be made unavailable due to an error indicating that the rental of gaming media is not possible, because this would result in the player being kept waiting even though he or she could have returned the card and played on another gaming machine.
[0007] In addition, there is a lower limit to the number of gaming media that a player can possess (hereinafter referred to as the "minimum number of balls to be returned"), and if the number of gaming media possessed is less than the minimum number of balls to be returned when returning a card, the number of gaming media possessed will be automatically lent out. For this reason, when restricting the card return and lending functions, it is necessary to take the minimum number of balls to be returned into consideration.
[0008] The present invention has been made to solve the problems of the above-mentioned conventional technology, and aims to provide a gaming system, a gaming device, and a gaming management method that can efficiently restrict functions in response to an error pattern that occurs in a gaming machine when an error occurs. [Means for solving the problem]
[0009] In order to solve the above problems, the present invention provides a gaming system having an enclosed gaming machine that stores a first number of gaming media used in a game and provides a game using the first number of gaming media, and a gaming device that is attached to the gaming machine and stores a second number of gaming media that can be transferred to the first number of gaming media, and performs a game media lending process using a prepaid value and a process related to a storage medium, wherein the gaming device has a return operation receiving means that receives a return operation of a storage medium associated with the second number of gaming media, a lending operation receiving means that receives a lending operation of the gaming medium, and a return operation of the storage medium by the return operation. is possible, and Lending of the gaming medium by the lending operation If an error occurs that makes it impossible toThe number of the second game media is less than a predetermined number of balls. Then, Return process of the storage medium is invalidated, Lending process of the gaming media Disable and a control means for controlling the operation so as to
[0014] The present invention also provides a method for producing a semiconductor device comprising the steps of: A gaming system comprising: an enclosed gaming machine that stores a first number of gaming media used in a game and provides a game using the first number of gaming media; and a gaming device that is attached to the gaming machine and stores a second number of gaming media that can be transferred to the first number of gaming media, and performs a game media lending process using a prepaid value and a process related to a storage medium, wherein the gaming device includes a return operation receiving means that receives a return operation of a storage medium associated with the second number of gaming media, and a lending operation receiving means that receives a lending operation of the game media; The storage medium cannot be returned, and the game medium can be rented. If an error occurs, The number of said second game media is less than a predetermined minimum number of returnable media. Then , a return operation of the storage medium is accepted Sometimes, Controlling the lending process of the gaming medium and a control means. It is characterized by:
[0017] The present invention also relates to a gaming device that is attached to an enclosed gaming machine that stores a first number of gaming media used in a game and provides a game using the first number of gaming media, stores a second number of gaming media that can be transferred to the first number of gaming media, and performs a game media lending process and a storage medium-related process using a prepaid value, the gaming device comprising: a return operation receiving means for receiving a return operation of a storage medium associated with the second number of gaming media; a lending operation receiving means for receiving a lending operation of the gaming medium; and a return operation for the storage medium by the return operation. is possible, and Lending of the gaming medium by the lending operation If an error occurs that makes it impossible to The number of the second game media is less than a predetermined number of balls. Then, Return process of the storage medium is invalidated, Lending process of the gaming media Disable and a control means for controlling the operation so as to The present invention also provides a gaming device that is attached to an enclosed gaming machine that stores a first number of gaming media used for a game and provides a game using the first number of gaming media, stores a second number of gaming media that can be transferred to the first number of gaming media, and performs a gaming media lending process and a storage medium-related process using a prepaid value, and is characterized in that it is equipped with a return operation receiving means for receiving a return operation of the storage medium associated with the second number of gaming media, a lending operation receiving means for receiving a lending operation of the gaming medium, and, in the event that an error occurs in which the return process of the storage medium is not possible and the lending process of the gaming media is possible, if the number of the second gaming media is less than a predetermined minimum return number, control means for controlling the lending process of the gaming media to be performed when the return operation of the storage medium is received.
[0018] The present invention also provides a method for managing games in a gaming system having an enclosed gaming machine that stores a first number of gaming media used in a game and provides a game using the first number of gaming media, and a gaming device that is attached to the gaming machine and stores a second number of gaming media that can be transferred to the first number of gaming media, and performs a game media lending process using a prepaid value and a process related to a storage medium, wherein the gaming device has a return operation receiving step of receiving a return operation of a storage medium associated with the second number of gaming media, a lending operation receiving step of receiving a lending operation of the gaming medium, and a return operation of the storage medium by the return operation. is possible, and Lending of the gaming medium by the lending operation If an error occurs that makes it impossible to The number of the second game media is less than a predetermined number of balls. Then, Return process of the storage medium is invalidated, Lending process of the gaming media Disable and a control step of controlling the temperature to be lowered. The present invention also provides a method of managing games in a gaming system having an enclosed gaming machine that stores a first number of gaming media used for a game and provides a game using the first number of gaming media, and a gaming device that is attached to the gaming machine and stores a second number of gaming media that can be transferred to the first number of gaming media, and performs a game media lending process and a storage medium-related process using a prepaid value, wherein the gaming device includes a return operation receiving step for receiving a return operation of a storage medium associated with the second number of gaming media, a lending operation receiving step for receiving a lending operation of the gaming medium, and a control step for controlling the lending process of the gaming medium to be performed when the return operation of the storage medium is received if an error occurs that makes it impossible to return the storage medium and makes it possible to lend the gaming media, if the number of the second gaming media is less than a predetermined minimum return number. Effect of the Invention
[0019] According to the present invention, when an error occurs in a gaming machine, it is possible to efficiently restrict functions according to the pattern of the error that has occurred. [Brief description of the drawings]
[0020] [Figure 1] FIG. 1 is an explanatory diagram of an overview of the gaming system according to the first embodiment. [Diagram 2] FIG. 2 is a diagram showing a system configuration of the gaming system according to the first embodiment. [Diagram 3] FIG. 3 is a diagram showing the external configuration of the inter-machine card processor and the gaming machine shown in FIG. [Figure 4] FIG. 4 is a diagram showing the configuration of the inter-machine card processing machine shown in FIG. [Diagram 5] FIG. 5 is a diagram showing an example of the machine status data, card data, and minimum number of balls to be returned data shown in FIG. [Figure 6] FIG. 6 is a diagram showing a configuration of the gaming machine shown in FIG. [Figure 7] FIG. 7 is a diagram illustrating a configuration of the management device illustrated in FIG. [Figure 8] FIG. 8 is a diagram showing an example of the card management data, the device management data, the member management data, and the minimum number of balls to be returned data shown in FIG. [Figure 9] FIG. 9 is a diagram showing function control patterns corresponding to error patterns according to the first embodiment. [Figure 10] FIG. 10 is a flowchart showing a processing procedure of the inter-machine card processing machine according to the first embodiment. [Figure 11] FIG. 11 is an explanatory diagram of an overview of a gaming system according to the second embodiment. [Figure 12] FIG. 12 is a diagram illustrating an example of function suppression according to the second embodiment. [Figure 13] FIG. 13 is an explanatory diagram of an overview of a gaming system according to the third embodiment. [Figure 14] FIG. 14 is a diagram illustrating a configuration of a management device according to the third embodiment. [Figure 15] FIG. 15 is a diagram showing an example of the collection time data, the fractional value data, the consecutive number of times data, and the fractional collection data shown in FIG. [Figure 16] FIG. 16 is a flowchart illustrating a processing procedure of the management device according to the third embodiment. [Figure 17] FIG. 17 is an explanatory diagram for explaining an overview of a gaming system according to the fourth embodiment. [Figure 18] FIG. 18 is a diagram showing an operation pattern when the card return button of the inter-machine card processor 200 shown in FIG. 17 is pressed. [Figure 19] FIG. 19 is a diagram (part 1) showing the operation of the inter-machine card processing device 200 when the card return button is pressed according to conditions such as the number of balls held and game balls. [Figure 20] FIG. 20 is a diagram (part 2) showing the operation of the inter-machine card processing device 200 when the card return button is pressed according to conditions such as the number of balls held and game balls. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0021] [Embodiment 1] The gaming system, gaming device, and gaming management method according to the first embodiment will be described in detail below.
[0022] In this specification, "held balls" refers to data indicating game media acquired by a player in a game, which can be used again only on the same day (before the closing time of the game establishment). "Number of held balls" refers to the number of game media acquired by a player in a game. "Saved balls" refers to data indicating game media deposited by a player in a game establishment, which can be used again on the following day (after the closing time of the game establishment). "Saved balls" refers to the number of game media deposited by a player in a game establishment. Both regular and member players can use held balls, and are used when a game machine is moved. In principle, only member players can use saved balls, and are used when acquired game media are used to play a game machine on the following day. "Number of game balls" refers to the number of playable balls that a player can use for a game.
[0023] <Gaming System Overview> First, an outline of the gaming system according to the present embodiment 1 will be described. Fig. 1 is an explanatory diagram for explaining an outline of the gaming system according to the present embodiment 1. In the gaming system according to the present embodiment 1, if an error occurs in a gaming machine (S1), card return and lending are controlled according to the error pattern and the number of balls held (S2).
[0024] For example, if an error occurs in a gaming machine that allows the return of a card but does not allow lending, and the number of balls held is 20, which is less than the minimum number of balls to be returned, control is performed to not only not allow lending, but also not allow the return of a card. This is because returning a card would automatically lend out the number of balls held that is less than the minimum number of balls to be returned, violating the lending prohibition classified by error pattern.
[0025] In this way, when an error occurs in a gaming machine, the gaming system can efficiently restrict functions according to the error pattern that has occurred.
[0026] <System configuration> Next, the system configuration of the gaming system according to the present embodiment 1 will be described. Fig. 2 is a diagram showing the system configuration of the gaming system according to the present embodiment 1. As shown in Fig. 2, a gaming establishment is equipped with a plurality of gaming machines 20 and an inter-machine card processor 10 provided corresponding to each gaming machine 20. The inter-machine card processor 10 is connected to a communication line, which is a network within the establishment, 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.
[0027] The gaming machine 20 is a device that plays games by shooting gaming balls enclosed inside the device onto a gaming board. The gaming balls are physical "balls" used in the game, and are different from "game balls" that the gaming machine 20 treats as data. The gaming board of the gaming machine 20 is provided with a plurality of winning areas (winning holes), and a predetermined number of gaming balls are awarded as prize balls based on the passing of the gaming balls through the winning areas. In addition, the gaming board is provided with a predetermined number of starting areas (starting holes), and a predetermined lottery is performed based on the passing of the gaming balls through the starting areas. If the lottery is a jackpot, a predetermined movable member or the like is operated to increase the probability of the gaming balls passing through the winning areas or other starting areas, and other operations that are advantageous in the game are performed. It is possible for there to be an area that serves as both a starting area and a winning area.
[0028] The winning area is provided with a winning sensor for detecting the passage of a game ball into the winning area, and the winning sensor detects the passage (winning) of a game ball shot into the winning area. The control unit of the gaming machine 20 also has a prize ball memory that stores the number of game balls to be awarded as prize balls for each winning area, and a playable number memory that indicates the number of game balls. The control unit of the gaming machine 20 also periodically transmits the number of game balls to the machine-to-machine card processing machine 10.
[0029] When the inter-machine card processing machine 10 receives a deposit from a player, it associates a prepaid value corresponding to the amount of the deposit with the identification information (card ID) of the card stored inside the machine. This prepaid value can be used to lend game balls. The inter-machine card processing machine 10 can also accept the insertion of a card associated with a prepaid value, retained balls, saved balls, etc. Then, at the end of a game, the inter-machine card processing machine 10 ejects the card associated with the prepaid value, retained balls, saved balls, etc. and returns it to the player. The inter-machine card processing machine 10 also transmits a history of operations such as deposits, card insertion, and card ejection to the management device 50.
[0030] When a predetermined number of game balls are shot onto the game board, the game machine 20 transmits out data to the inter-machine card processor 10. When a game ball passes through a winning area (so-called winning) and a predetermined number of prize balls are added to the game balls, the game machine 20 transmits safe data to the inter-machine card processor 10. Furthermore, when a special state such as a jackpot occurs during play, the game machine 20 transmits special prize data indicating the occurrence of such state to the inter-machine card processor 10.
[0031] The out data corresponds to the number of balls inserted, which is the number of balls inserted by the player onto the game board. The safe data corresponds to the number of balls won as a result of winning. Furthermore, the special prize data indicates the status of the gaming machine 20, such as a jackpot. Each piece of data is transmitted to the management device 50 via the inter-machine card processing device 10, and the management device 50 can obtain the operation history of the gaming machine 20 by accumulating the out data, safe data, and special prize data.
[0032] The inter-machine card processing machine 10 accepts deposits, lends game balls, and communicates with the management device 50 and the gaming machines 20. When the inter-machine card processing machine 10 accepts bills inserted by a player, it sends a deposit notification including the amount of the deposit to the management device 50, thereby adding the prepaid value equivalent to the amount of the deposit to the prepaid value managed by the management device 50. Then, when a prescribed ball lending operation is performed, it sends a ball lending request to the management device 50, subtracts the prepaid value managed by the management device 50, and notifies the gaming machine 20 of the number corresponding to the subtracted prepaid value, which is added to the number of game balls.
[0033] When the inter-machine card processing machine 10 accepts the insertion of a card, it sends a card insertion notification to the management device 50. Furthermore, when the inter-machine card processing machine 10 receives the prepaid value, the balance of held balls, or the balance of saved balls from the management device 50, it stores the balance. When the inter-machine card processing machine 10 receives and stores the balance of held balls, it sends a request to subtract held balls to the management device 50, thereby clearing the balance of held balls (number of held balls) managed by the management device 50 to zero.
[0034] When the inter-machine card processing machine 10 accepts a held ball replay operation, it subtracts a predetermined number from the number of held balls managed by itself, notifies the gaming machine 20 of the number corresponding to the subtracted number of held balls, and adds it to the number of game balls. In addition, when the inter-machine card processing machine 10 accepts a saved ball replay operation, it sends a saved ball replay request to the management device 50, thereby subtracting a predetermined number from the number of saved balls managed by the management device 50, notifies the gaming machine 20 of the number corresponding to the subtracted number of saved balls, and adds it to the number of game balls.
[0035] When the inter-machine card processor 10 accepts a card return operation, it sends a ball addition request including the number of held balls to the management device 50, and after having the management device 50 add the number of held balls, it sends a card ejection notification to the management device 50 and controls the ejection of the card. Note that if a counting operation is accepted from the gaming machine 20 before the card return operation, the number of game balls is added to the number of held balls.
[0036] The inter-machine card processing device 10 has a function of acquiring a gaming machine ID from the gaming machine 20, and authenticating the gaming machine 20 using the acquired gaming machine ID and an authentication key received from the management device 50. This authentication is performed at the time of opening a store, etc., and the gaming machine 20 becomes available for play on condition that the authentication is successful.
[0037] The inter-machine card processor 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.
[0038] Furthermore, when the inter-machine card processor 10 receives information about an error from the gaming machine 20, it controls the return and lending of cards using the error pattern of the error information and the number of balls held for the game type set in its own machine (hereinafter referred to as "own rate"). For example, if the error pattern is "card return: allowed, lending: not allowed" and the number of balls held for its own rate is less than the minimum number of balls to be returned, both card return and lending are stopped.
[0039] The island controller 30 is a device that bundles together a group of gaming machines 20 and inter-machine card processors 10 installed on the gaming island, and relays various information to the management device 50.
[0040] When the management device 50 receives a card insertion notification from the inter-machine card processing device 10, it manages the identification information of the inserted card (hereinafter referred to as the "card ID") in association with the inter-machine card processing device 10, and transmits the prepaid value and the remaining balls associated with the card ID to the inter-machine card processing device 10. Also, if the card ID indicated in the card insertion notification is the card ID of a membership card, it transmits the stored ball replay data to the inter-machine card processing device 10.
[0041] In addition, when the management device 50 receives a request to subtract balls held from the inter-machine card processing machine 10, it clears the balance of held balls to zero, and when it receives a request to add balls held from the inter-machine card processing machine 10, it adds the number of held balls indicated in the request to add balls held to the balance of held balls.
[0042] Furthermore, when the management device 50 receives a ball lending request from the inter-machine card processing device 10, it subtracts a predetermined value from the prepaid value associated with the card ID and transmits ball lending permission to the inter-machine card processing device 10. When the management device 50 receives a saved ball replay request, it transmits saved ball replay data to the inter-machine card processing device 10.
[0043] Furthermore, when the management device 50 receives a card ID from the prize management device 60, it notifies the prize management device 60 of the number of balls held associated with this card ID. Furthermore, when the management device 50 receives a card ID from the settlement machine 70, it notifies the settlement machine 70 of the prepaid value associated with this card ID.
[0044] The management device 50 also acquires a gaming machine ID from the inter-machine card processor 10 and manages the gaming machines 20 installed in its own arcade. It also acquires an authentication key for authenticating the gaming machines 20 set in its own arcade from an authentication key management center (not shown) outside the arcade and distributes it to the inter-machine card processor 10.
[0045] The management device 50 also manages the member management data of the members who are registered with the gaming establishment. Specifically, the management device 50 manages the number of balls, points, PIN, name, etc., in association with the member card ID issued to the member.
[0046] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it transmits stored ball replay data including the balance of stored balls and the PIN number corresponding to the card ID indicated in the card insertion notification to the inter-machine card processing machine 10. In addition, when the management device 50 receives a stored ball replay request from the inter-machine card processing machine 10, it subtracts a predetermined number from the balance of stored balls associated with the card ID indicated in the stored ball replay request, and transmits stored ball replay data including the balance of stored balls after the subtraction to the inter-machine card processing machine 10.
[0047] In addition, when the management device 50 receives an inquiry about the number of stored balls from the prize management device 60, it notifies the prize management device 60 of the balance of the stored balls corresponding to the specified card ID.
[0048] In addition, the management device 50 accepts and stores the setting operation of the minimum number of balls to be returned, and notifies the inter-machine card processing device 10 of the minimum number of balls to be returned.
[0049] The prize management device 60 is a terminal device for prize exchange that is attached to the prize exchange counter in the game facility, and performs the prize exchange process for acquired balls, saved balls, and held balls. A card reader that reads the card ID of a card and a prize payout device that pays out prizes are connected to this prize management device 60. When the prize management device 60 reads the card ID from a general card or a membership card (or when it reads the 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 remaining balance of held balls for that card ID. When saved balls are to be exchanged for prizes, the management device 50 is requested to provide the remaining balance of saved balls.
[0050] When a card associated with a prepaid value is inserted, the settlement machine 70 transmits the card ID of the card to the management device 50, obtains the prepaid value associated with the card, and dispenses cash equivalent to the obtained prepaid value.
[0051] Next, a description will be given of the ball lending process in the gaming system according to the present embodiment 1. When a player performs a ball lending operation on the inter-machine card processing machine 10, the inter-machine card processing machine 10 transmits 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 any identification information that identifies the inter-machine card processing machine 10 that is the sender, and a ball lending request.
[0052] When the management device 50 receives a message including a ball lending request, it updates the card management data by subtracting a predetermined value from the prepaid value associated with the card ID in the message, and transmits ball lending permission to the inter-machine card processing machine 10 that transmitted the message. The inter-machine card processing machine 10 that has received the ball lending permission transmits an addition signal to the gaming machine 20 requesting the addition of a number corresponding to the subtracted prepaid value (e.g., "125") to the number of game balls.
[0053] The gaming machine 20 that has received the addition signal adds up the number of gaming balls and transmits the added number of gaming balls to the inter-machine card processing machine 10. The inter-machine card processing machine 10 compares the sum of the number of gaming balls before the addition and the number of balls lent with the number of gaming balls after the addition, and determines whether the addition of the number of gaming balls has been performed appropriately.
[0054] Next, a description will be given of the ball replay process in the gaming system according to the present embodiment 1. When the inter-machine card processing machine 10 accepts the insertion of a general card or a membership card, it transmits 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 any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.
[0055] 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 balance of balls held at the rate specified by the message, among the balls held associated with the card ID in the message.
[0056] The inter-machine card processing machine 10 stores the balance of held balls received from the management device 50. Then, it transmits a message including information specifying the card ID and rate, and a request to subtract held balls to the management device 50. When the management device 50 receives the request to subtract held balls, it clears the balance of held balls specified by the card ID and rate to zero. Furthermore, when the inter-machine card processing machine 10 accepts a request to replay held balls, it subtracts a fixed number from the balance of held balls, notifies the gaming machine 20 of the corresponding number, and adds it to the number of game balls.
[0057] When the inter-machine card processing machine 10 receives a management transfer request from the gaming machine 20 to transfer the management by making the number of gaming balls of the gaming machine 20 the balls held by the inter-machine card processing machine 10, the inter-machine card processing machine 10 adds the number of gaming balls indicated in the management transfer request to the balls held by the gaming machine 20. After that, when the card return operation is accepted, the inter-machine card processing machine 10 transmits a message including a request to add the balls held to the management device 50. This message includes the card ID of the card to be discharged, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, the balance of the balls held, and a request to add the balls held.
[0058] When the management device 50 receives the request to add the balls in hand, it updates the balance (number of balls in hand) of the balls in hand associated with the card ID in the message to the received value. After that, the card processor 10 transmits a card ejection notification to the management device 50 and controls the ejection of the card.
[0059] Next, the stored ball replay process in the gaming system according to the present embodiment 1 will be described. When the inter-machine card processing machine 10 accepts a membership card or reads identification information corresponding to the card ID from a mobile terminal that can be used as a membership card, it transmits 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 identification information corresponding to the card ID read from the mobile terminal), an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.
[0060] The management device 50 transmits stored ball replay data to the inter-machine card processing machine 10, the data including the PIN number associated with the card ID in the message and the remaining balance of stored balls at the rate specified by the message.
[0061] The inter-machine card processing device 10 stores the received saved ball replay data, and when the balance of saved balls indicated in the saved ball replay data is equal to or greater than the number of game ball payout units in saved ball replay (number of saved ball replay units, for example "125 balls"), it is capable of accepting a saved ball replay operation.
[0062] When the inter-machine card processor 10 receives a saved ball replay operation for the first time after storing the saved ball replay data, it requests the player to input a PIN number and checks whether the input PIN number matches the PIN number shown in the saved ball replay data.
[0063] If the PIN numbers match, 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 any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, and a request to replay the stored balls.
[0064] The management device 50 subtracts a predetermined value from the balance of stored balls at the rate specified by the message among the stored balls associated with the card ID in the message, and transmits stored ball replay data including the balance after subtraction to the inter-machine card processing machine 10.
[0065] The inter-machine card processing device 10 receives the stored ball replay data, updates the balance of stored balls, and notifies the gaming machine 20 of the number corresponding to the number of stored ball replay units to add it to the number of game balls. It also determines whether the updated balance of stored balls is less than the number of stored ball replay units. If the updated balance of stored ball data is equal to or greater than the number of stored ball replay units, it is possible to accept a stored ball replay operation again, and if a stored ball replay operation is accepted, it transmits a stored ball replay request. For the second or subsequent stored ball replay operations, it is not necessary to confirm the PIN number. If the updated balance of stored ball data is less than the number of stored ball replay units, it is not possible to accept a stored ball replay operation.
[0066] Next, the transition from held balls to saved balls during the store closing process will be explained. The management device 50 checks the balance of held balls in the card management data during the store closing process, and if there are held balls whose balance is greater than "0", it adds the balance of the held balls to the balance of saved balls to update it. After that, the management device 50 clears the balance of the held balls to zero.
[0067] <External configuration of the inter-machine card processing device 10 and the gaming machine 20> Next, the external configuration of the inter-machine card processing machine 10 and the gaming machine 20 shown in Fig. 2 will be described. Fig. 3 is a diagram showing the external configuration of the inter-machine card processing machine 10 and the gaming machine 20 shown in Fig. 2. In the figure, the inter-machine card processing machine 10 that accepts only paper money is illustrated, but a unit that can accept electronic money can also be provided.
[0068] As shown in Figure 3, the inter-machine card processing machine 10 is provided with a status display unit 11 which displays the status of the inter-machine card processing machine 10 by turning on or blinking lamps of a predetermined color, a bill insertion slot 12a which accepts various types of bills, a display operation unit 13 such as a touch panel display, and a card insertion slot 14a which accepts cards associated with a card ID.
[0069] The gaming machine 20 is provided with a gaming board, a handle 21 used to throw enclosed gaming balls onto the gaming board, and a counting button 22.
[0070] The count button 22 is an operation button for performing a management transfer, which transfers management of the number of balls that can be dispensed from the gaming machine 20 to the inter-machine card processor 10, by subtracting the number of gaming balls in the gaming machine 20 and adding the corresponding number to the balls held by the inter-machine card processor 10. In the open-type gaming machine 20 in which actual gaming balls are dispensed upon winning, this management transfer corresponds to a counting process in which the inter-machine card processor 10 counts the dispensed gaming balls and adds them to the balls held.
[0071] <Configuration of the inter-machine card processing device 10> Next, a description will be given of the configuration of the inter-machine card processing machine 10 shown in Fig. 2. Fig. 4 is a diagram showing the configuration of the inter-machine card processing machine 10 shown in Fig. 2. As shown in Fig. 4, the inter-machine card processing machine 10 has a banknote transport unit 12, a display operation unit 13, a reader / writer 14, a communication unit 15, a memory unit 16, a control unit 17, and a game management unit 18.
[0072] The bill transport unit 12 is a transport unit that transports the bills inserted from the bill insertion slot 12a to a bill storage unit (not shown) while determining the denomination and authenticity of the bills. The display operation unit 13 is an input / output device such as a touch panel display that displays various information such as value and accepts various operations such as ball lending operations.
[0073] The reader / writer 14 is a reading unit that reads a card ID from a card inserted into the card insertion slot 14a. The card inserted into the card insertion slot 14a is stored in a card storage unit (not shown) through the reader / writer 14. The communication unit 15 is an interface unit for performing data communication with the management device 50 via the island controller 30.
[0074] The storage unit 16 is a storage device including a hard disk drive, a non-volatile memory, etc. The storage unit 16 stores the machine status data 16a, the card data 16b, and the minimum number of balls to be returned data 16c.
[0075] The own machine status data 16a is data indicating the status of the inter-machine card processing machine 10. The own machine status data 16a includes the inter-machine card processing machine ID, the game machine ID, the 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 game balls of multiple rates are handled within the gaming establishment, game type names are set and managed for each rate, such as "Ball 1" for game balls of a 4 yen rate, "Ball 2" for game balls of a 2 yen rate, and "Ball 3" for game balls of a 1 yen rate. The inter-machine card processing machine 10 selects a rate to be used for a game from these game types and stores it as the game type. The game type may be a fixed game type for each section in which the inter-machine card processing machine 10 is installed, or may be changeable by the operation of the player.
[0076] The card data 16b is data related to the card being used by the player. The card data 16b includes a card ID, a PIN number, a prepaid value, held balls, saved balls, etc. The card ID is a card ID read by the reader / writer 14. When a card is transported from a card storage section (not shown) to the card insertion slot 14a and then ejected, the card data 16b is updated by the card ID read by the reader / writer 14 during this transport. Also, when a card is transported from the card insertion slot 14a to a card storage section (not shown), the card data 16b is updated by the card ID read by the reader / writer 14 during this transport. The prepaid value indicates the balance of the prepaid value that can be used for ball lending, and the held balls and saved balls indicate their respective balances.
[0077] The minimum number of balls to be returned data 16c is data indicating the minimum number of balls to be returned to a player from among the game balls held by the gaming machine 20. The minimum number of balls to be returned data 16c is referenced when lending out balls of the own rate, which is the type of game set in the own device status data 16a. Specifically, when a card return operation is performed, if the number of balls of the own rate is less than the minimum number of balls to be returned data 16c, the number of balls is automatically lent out.
[0078] The gaming management unit 18 is a processing unit that performs processing related to authentication and communication with the gaming machine 20. It is preferable that the gaming management unit 18 is formed on a board different from that of the control unit 17. The gaming management unit 18 has an authentication processing unit 18a, an authentication key management unit 18b, a gaming machine status management unit 18c, and an error receiving unit 18d. In practice, these programs are loaded into a CPU (Central Processing Unit) and executed, causing the authentication processing unit 18a, the authentication key management unit 18b, the gaming machine status management unit 18c, and the error receiving unit 18d to execute processes corresponding thereto.
[0079] The authentication processing unit 18a performs authentication of the gaming machine 20 using the authentication key received from the management device 50. If the authentication is successful, the authentication processing unit 18a transmits an operation permission to the gaming machine 20. If the authentication is unsuccessful, the authentication processing unit 18a prohibits the use of the gaming machine 20. Note that even if the authentication is unsuccessful, the authentication processing unit 18a may be configured to transmit an operation permission to the gaming machine 20 if it is within a predetermined period from the last successful authentication, and not transmit an operation permission to the gaming machine 20 after the predetermined period has elapsed from the last successful authentication, and to prohibit the use of the gaming machine 20.
[0080] The authentication key management unit 18b is a processing unit that manages the authentication key. A usage time is set for the authentication key, and when the cumulative operating time of the gaming machine 20 reaches the usage time of the authentication key, the authentication key becomes unusable. Specifically, the authentication key management unit 18b uses the power-on time of the board on which the game management unit 18 is formed as the operating time of the gaming machine 20, and manages the usage time of the authentication key. When the authentication key becomes unusable, the authentication key management unit 18b obtains a new authentication key from an authentication key management center outside the store via the management device 50, and updates the authentication key.
[0081] The gaming machine status management unit 18c is a processing unit that communicates with the gaming machine 20 and manages the status of the gaming machine 20. Specifically, the gaming machine status management unit 18c acquires the gaming machine ID from the gaming machine 20, transmits a request to add to the number of gaming balls by ball lending, transmits a request to change management from held balls to the number of gaming balls by replaying held balls, transmits a request to add to the number of gaming balls by replaying saved balls, receives game results such as the number of balls inserted and the number of winning balls in the gaming machine 20, and receives a request to change management from the number of gaming balls to held balls by counting. The gaming machine status management unit 18c receives a notification that the card has been returned from the card return control unit 17e, and if the number of held balls of the own rate is less than the minimum return ball number data 16c, transmits a request to change management from held balls to the number of gaming balls by replaying held balls for the number of held balls to the gaming machine 20. The communication between the inter-machine card processor 10 and the gaming machine 20 is encrypted using a predetermined encryption method.
[0082] The gaming machine status management unit 18c also acquires the status set for the game, such as the current number of gaming balls, start, jackpot, jackpot type, and number of lotteries of the gaming machine 20. It is desirable to set the time interval at which the gaming machine status management unit 18c acquires the status of the gaming machine 20 shorter than the interval at which gaming balls are shot (used) in the gaming machine 20. Furthermore, when the gaming machine status management unit 18c acquires the number of gaming balls from the gaming machine 20, it passes the number of gaming balls to the control unit 17.
[0083] The timing when the gaming machine status management unit 18c acquires a new gaming machine ID from the gaming machine 20 is not limited to before opening. The acquisition of the gaming machine ID and the determination of replacement of the gaming machine 20 can be performed when the inter-machine card processing machine 10 is powered on or off, during regular communication, when processing related to the number of gaming balls (ball lending, replay, counting, etc.) is performed, when returning from an offline state, etc. Also, these timings may be used in combination.
[0084] The error receiving unit 18d is a processing unit that receives information about an error when an error occurs in the gaming machine 20. When the error receiving unit 18d receives the error information from the gaming machine 20, it transfers the error information to the control unit 17.
[0085] The control unit 17 is a control unit that performs overall control of the inter-machine card processing machine 10, and has 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, these programs are loaded into a CPU and executed, causing 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 to execute their respective corresponding processes.
[0086] When a card is inserted, the data management unit 17a transmits a card insertion notification including the card ID and the inter-machine card processor ID to the management device 50. When the data management unit 17a receives data including a value (at least one of a prepaid value, a held ball, and a saved ball) from the management device 50, it updates the card data 16b with the received value.
[0087] Furthermore, when a bill is inserted into the bill insertion slot 12a, the data management unit 17a transmits a deposit notification to the management device 50, the notification including the amount of the inserted bill, the card ID, and the inter-machine card processor ID.
[0088] In addition, when a ball lending operation is performed by a player, the data management unit 17a transmits a ball lending request including the card ID and the inter-machine card processor ID to the management device 50. If permission to lend balls is received as a response to this ball lending 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 of the gaming machine 20.
[0089] In addition, when the data management unit 17a receives a command to replay the held balls, it instructs the game management unit 18 to subtract and update the held balls in the card data 16b and add the corresponding number of balls to the number of game balls in the gaming machine 20.
[0090] In addition, when the balance of the stored balls shown in the card data 16b is equal to or greater than the number of the stored ball replay units, the data management unit 17a displays a stored ball replay button on the display operation unit 13, and allows the stored ball replay operation to be accepted. When the stored ball replay operation is performed by the player, the data management unit 17a transmits a stored ball replay request including the card ID and the inter-machine card processor ID to the management device 50. If the data management unit 17a receives stored ball replay data in response to the stored ball replay request, it updates the balance of the 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 the stored ball replay units to the number of game balls in the gaming machine 20. In addition, when the stored ball replay operation is performed for the first time, the input of a PIN is requested, and the condition for transmitting a stored ball replay request is that the PIN matches the PIN shown in the card data 16b.
[0091] In addition, when the game management unit 18 receives a request to transfer game balls from the game machine 20, the data management unit 17a adds the number of balls instructed by the game management unit 18 to the held balls in the card data 16b to update it.
[0092] In addition, when the data management unit 17a accepts a card return operation, it transmits a ball addition request including the card ID, the inter-machine card processing machine ID, and the remaining balls to the management device 50. Then, after clearing the card data 16b, it transmits a card ejection notification to the management device 50 and ejects the card.
[0093] The set value management unit 17b is a processing unit that manages the minimum number of balls to be returned data 16c. The set value management unit 17b receives the minimum number of balls to be returned from the management device 50, and stores the minimum number of balls to be returned data 16c.
[0094] The control determination unit 17c is a processing unit that performs a determination for controlling the return and lending of the card. When the control determination unit 17c receives error information from the error receiving unit 18d, the control determination unit 17c performs a control determination for the return and lending of the card using the error pattern of the error information, the number of balls held at the own rate, and the minimum number of balls returned data 16c.
[0095] Specifically, the control judgment unit 17c passes to the function control unit 17d "Pattern 1" if the error pattern is "Error A" where "Card return: Possible, Lending: Possible", "Pattern 2" if the error pattern is "Error B" where "Card return: Possible, Lending: Not Possible" and the number of balls held at the own 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" where "Card return: Not Possible, Lending: Possible" 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, or "Pattern 6" if the error pattern is "Error D" where "Card return: Not Possible, Lending: Not Possible".
[0096] The function control unit 17d is a processing unit that controls the return and lending of cards. If the function control unit 17d receives "Pattern 1" from the control determination unit 17c, it does not perform any particular control, if it receives "Pattern 2", it transfers an instruction to stop lending to the gaming machine status management unit 18c, and if it receives "Pattern 3" or "Pattern 6", it transfers an instruction to stop card return to the card return control unit 17e and an instruction to stop lending to the gaming machine status management unit 18c.
[0097] Furthermore, the function control unit 17d passes an instruction to stop card return to the card return control unit 17e if it receives "Pattern 4" from the control determination unit 17c, and passes an instruction to partially stop card return to the card return control unit 17e if it receives "Pattern 5".
[0098] The card return control unit 17e is a processing unit that controls the card return. The card return control unit 17e accepts pressing of the card return button and returns the card.
[0099] Furthermore, if the card return control unit 17e receives a card return stop instruction from the function control unit 17d, it disables pressing of the card return button. If the card return control unit 17e receives a card return partial stop instruction from the function control unit 17d and accepts pressing of the card return button, it does not return the card.
[0100] Next, a specific example of data stored in the memory unit 16 of the machine-to-machine card processor 10 shown in Fig. 4 will be described. Fig. 5 is a diagram showing an example of the machine status data 16a, the card data 16b, and the minimum number of balls to be returned data 16c shown in Fig. 4.
[0101] The own device status data 16a shown in Figure 5 (a) indicates a state in which the ID of the inter-machine card processing machine 10 is "A101", the gaming machine ID of the connected gaming machine 20 is "B201", and "1 ball" is set as the game type of the inter-machine card processing machine 10.
[0102] The card data 16b shown in Fig. 5(b) indicates that the ID of the card inserted into the inter-machine card processor 10 is "2001". Here, the first digit of the card ID indicates the type of card, with a card with the first digit "1" being a general card and a card with the first digit "2" being a membership card. The card data 16b also indicates that the pin number for replaying saved balls is "1234" and the prepaid value is "3000" yen.
[0103] In addition, card data 16b indicates that, in terms of 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, and, in terms of saved balls, the balance of saved balls for ball 1 is "500" balls, the balance of saved balls for ball 2 is "0" balls, and the balance of saved balls for ball 3 is "0" balls.
[0104] The minimum number of balls to be returned data 16c shown in FIG. 5(c) indicates that the minimum number of balls to be returned is set to "27" balls.
[0105] <Configuration of the gaming machine 20> Next, the configuration of the gaming machine 20 shown in Fig. 2 will be described. Fig. 6 is a diagram showing the configuration of the gaming machine 20 shown in Fig. 2. As shown in Fig. 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.
[0106] When the gaming machine 20 is started up, the communication control unit 23 reads out the identification information from the control CPU provided in the gaming control unit 25 and / or 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 machine 10 and goes into standby mode. In the standby mode, if an operation permission is received from the inter-machine card processing machine 10, the performance control unit 24, the gaming control unit 25, and the gaming ball control unit 26 are started up, making the gaming machine ready for play.
[0107] The game control unit 25 is a control unit that controls games played by the gaming machine 20. In practice, a program corresponding to the game control unit 25 is loaded into the CPU and executed to execute a process.
[0108] Specifically, the game control unit 25 controls the launch of game balls onto the game board by detecting handle operation, detects game balls that have entered the winning hole on the game board, obtains random numbers (random numbers from 0 to 65535, with numbers assigned to a jackpot, small jackpot, or miss within a predetermined range) using game balls that have entered the starting hole and draws lots (special and normal symbols), controls movable members (tulips, etc.) installed on the game board, controls the display of a special symbol display device installed on the game board, detects abnormalities that may be fraudulent (the front frame is open, vibration is detected, etc.) and notifies a higher-level device, etc.
[0109] A large number of obstacle pins are set on the game board, and a game ball is shot onto the game board by operating the handle, falls between the obstacle pins, and either enters a prize hole or a starting hole, or is ejected from the game board through an outlet hole without entering a prize. When a game ball enters a starting hole, a lottery is held, and if a jackpot is awarded, a jackpot game is played in which a specific prize hole on the game board is controlled to be open multiple times, and by making it easier for game balls to enter the prize hole, a prize ball is awarded to the player.
[0110] In addition, there is a special jackpot game that gives a player a special bonus game after the jackpot game ends. The special jackpot game includes a probability-varying jackpot and a time-saving jackpot. The probability-varying jackpot and the time-saving jackpot give the probability-varying game and the time-saving game as special bonus games after the jackpot, respectively. The time-saving game is a bonus game that increases the number of lotteries per unit time by shortening the fluctuation time (the time from the start of the lottery process to the display of the result) of the normal pattern lottery (the lottery for opening and closing the movable member described above) and / or the special pattern lottery (the lottery for the jackpot lottery by the winning of the game ball described above), thereby increasing the probability of winning the jackpot per unit time. This bonus game may include a normal pattern probability fluctuation that increases the probability of winning the normal pattern. The time-saving game by the time-saving jackpot ends when the number of lotteries for the special pattern lottery has been performed a predetermined number of times after the jackpot. Probability-changing games will be described later.
[0111] The game control unit 25 has a probability variation function. The probability variation function is a function that performs control to change the random number range of the jackpot used in the next lottery (generally to about 10 times) when the lottery result is a jackpot that falls within a particularly specified random number range. The probability variation game is a game in which a special symbol is drawn using the changed probability. The probability variation game continues until the next jackpot is won. In addition, the probability variation game and the time-saving game may be given at the same time. However, in order to prevent unexpected losses to the gaming facility, if a player acquires a certain number of game media after the probability variation game or the time-saving game starts, a process of stopping the game (discharging the card once and requesting a prize exchange or a machine move) may be performed. In this case, the number of game media after the probability variation game state is entered is counted by the gaming machine 20, and when the count value reaches a predetermined value, the game can be stopped by performing a game stop control such as stopping the release of game balls.
[0112] The performance control unit 24 is a control unit that controls the performance during a game, and has a performance symbol lottery unit 24a and a performance lottery unit 24b. In practice, by loading these programs into a CPU and executing them, the performance symbol lottery unit 24a and the performance lottery unit 24b will execute processes corresponding to them, respectively.
[0113] The effect pattern lottery unit 24a performs lottery (specifically, whether to stop the display at 7, 7, 7, etc.) for effect patterns (patterns to be displayed on an effect pattern display device such as a display device on the game board surface) based on the special pattern lottery in the game control unit 25.
[0114] The effect selection unit 24b selects the type of effect to be performed before the result of the selection based on the effect symbols is displayed (such as a character appearing and a reach effect). Such effects are set so that the effects selected are different from the main selection result.
[0115] The performance control unit 24 stores performance data for each performance. Furthermore, the performance control unit 24 controls the display of the performance pattern display device, and when a performance is executed, the performance data is superimposed on the background pattern data to display the performance. In addition, when the probability fluctuates, background color data different from that in the normal state is set.
[0116] The game ball control unit 26 is a control unit that controls the number of game balls. In practice, a program corresponding to the game ball control unit 26 is loaded into the CPU and executed to execute the process. The playable number management unit 26a is a management unit that manages the playable number, i.e., the number of game balls.
[0117] Specifically, the game ball control unit 26 stores the number of game balls in a playable number memory, subtracts "1" from the number of game balls each time a game ball is shot, and adds the number of prize balls acquired by winning to the number of game balls. When the number of balls is notified by the inter-machine card processing machine 10, the game ball control unit 26 adds the notified number of balls to the number of game balls and transmits a confirmation signal to the inter-machine card processing machine 10 indicating that the number of game balls has been added. The game ball control unit 26 can also perform cleaning control of the game balls (circulating balls) enclosed in the game machine 20.
[0118] In addition, 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 machine 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 machine 10 while continuing to update the number of game balls according to the game status without clearing the contents of the playable number memory to zero.
[0119] The gaming machine 20 is also provided with a counting button 22, and a signal indicating that the counting button 22 has been pressed is input to the gaming ball control unit 26. The gaming ball control unit 26 detects the pressing of the counting button 22, and if the detection signal rises and falls within a certain period of time, it transmits a management transfer request to the inter-machine card processing machine 10 together with data on the number of gaming balls by a certain number (for example, 100 balls per operation). Then, it subtracts (invalidates) the number of balls transferred to the management of the inter-machine card processing machine 10 from the number of gaming balls. Also, if it detects the pressing of the counting button 22 and does not detect a fall for a certain period of time or more after the detection signal rises, it transmits a management transfer request to the inter-machine card processing machine 10 together with data on the number of gaming balls by a certain number (for example, 200 balls per 5 seconds) each time the detection signal rises and continues for a certain period of time. Then, it subtracts (invalidates) the number of balls transferred to the management of the inter-machine card processing machine 10 from the number of gaming balls. When subtracting from the number of game balls, possible methods include decrementing the value to be subtracted from the value of 1 stored in memory, or updating the value stored in memory with the value after the subtraction and deleting or logically deleting the value before the subtraction to invalidate it, but there are no particular limitations as long as the value after the subtraction is identifiable.
[0120] The game control unit 25 and the game ball control unit 26 are each configured on a separate board. The game control board on which the game control unit 25 is configured and the game ball control board on which the game ball control unit 26 is configured each have their own unique ID. The game machine 20 combines the ID of the game control board and the ID of the game ball control board and uses them as the game machine ID.
[0121] <Configuration of management device 50> Next, a description will be given of the configuration of the management device 50 shown in Fig. 2. Fig. 7 is a diagram showing the configuration of the management device 50 shown in Fig. 2. As shown in Fig. 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.
[0122] The display unit 51 is a liquid crystal panel, a display device, etc. The input unit 52 is a keyboard, a mouse, etc. The external network communication unit 53 is an interface unit for data communication with an 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, the prize management device 60, and the settlement machine 70 via a communication line within the gaming store.
[0123] The memory unit 55 is a storage device such as a hard disk drive or non-volatile memory, and stores card management data 55a, machine management data 55b, member management data 55c, and minimum number of balls to be returned data 55d.
[0124] The card management data 55a is data that associates the card ID with the remaining prepaid value and the remaining balls. The device management data 55b is data related to the devices installed in the gaming facility. This device management data 55b includes the machine-to-machine card processing machine ID, the installation location, the gaming machine ID, the model data of the gaming machine 20, and the like.
[0125] The member management data 55c is data that associates the card ID of the member card issued to the member with the member's name, ball information, etc. The minimum number of balls to be returned data 55d is data that indicates the minimum number of balls that should be returned to the player from among the game balls held by the gaming machine 20.
[0126] The control unit 56 is a control unit that performs overall control of the management device 50, and has 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 a 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 will each execute a corresponding process.
[0127] 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 the balance of the balls associated with the card ID. In addition, when the card management unit 56a receives a card insertion notification from the inter-machine card processing machine 10, it notifies the value and the balance of the balls associated with the card.
[0128] The device management unit 56b is a processing unit that manages the device management data 55b. The device management unit 56b generates and updates the device management data 55b based on the inter-machine card processor ID, the installation location, and the gaming machine ID acquired from the inter-machine card processor 10.
[0129] 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 and updates the balance of the balls 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.
[0130] Here, the stored ball replay process by the member management unit 56c will be explained. When the member management unit 56c receives the stored ball replay request data from the machine-to-machine card processing machine 10, it subtracts the payout unit number of the remaining balls of the payout rate from the stored balls associated with the card ID in the stored ball replay request data, and recalculates the number of possible stored ball replays. Then, it transmits the stored ball replay data including the remaining balance after subtraction and the number of possible stored ball replays to the machine-to-machine card processing machine 10.
[0131] The set value management unit 56d is a processing unit that manages the minimum number of balls to be returned data 55d. The set value management unit 56d receives the minimum number of balls to be returned from the input unit 52, stores it in the minimum number of balls to be returned data 55d, and notifies the inter-machine card processor 10 of the minimum number of balls to be returned.
[0132] Next, a specific example of data stored in the memory unit 55 of the management device 50 shown in Fig. 7 will be described. Fig. 8 is a diagram showing an example of the card management data 55a, the device management data 55b, the member management data 55c, and the minimum number of balls to be returned data 55d shown in Fig. 7.
[0133] In the card management data 55a shown in Fig. 8(a), the card ID "1001" is associated with a prepaid value of "0" yen, the remaining balls of each rate "0", and the destination ID "A101". That is, the card with the card ID "1001" is inserted into the inter-machine card processing machine 10 with the device ID "A101", and the management of the remaining balls has been transferred to the inter-machine card processing machine 10. Therefore, the remaining balls of each rate are zero.
[0134] In the card management data 55a, the card ID "2001" is associated with a prepaid value of "3000" yen, and the remaining balls for ball 1 are "1500", the remaining balls for ball 2 are "2500", and the remaining balls for ball 3 are "0", but there is no association with a usage ID. In other words, the card with the card ID "2001" is not inserted into the inter-machine card processor 10, and the management of the remaining balls is performed by the management device 50.
[0135] The device management data 55b shown in Fig. 8(b) indicates that the location of the inter-machine card processor 10 with ID "A101" is "island 1-1", the ID of the connected gaming machine 20 is "B201", the gaming 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.
[0136] The device management data 55b indicates that the location of the inter-machine card processor 10 with ID "A201" is "island 2-1", the ID of the connected gaming machine 20 is "B506", the gaming 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 in use.
[0137] Member management data 55c shown in Fig. 8(c) indicates the name, saved balls, etc. associated with the card ID. Specifically, member management data 55c associates the name "Tokutei Taro", the saved ball balance of "1500" balls for "Ball 1", the saved ball balance of "200" balls for "Ball 2", and the saved ball balance of "0" balls for "Ball 3" with the card ID "2005".
[0138] Minimum number of balls to be returned data 55d shown in FIG. 8(d) indicates that the minimum number of balls to be returned is set to “27” balls.
[0139] <Function control patterns according to error patterns> Next, a description will be given of function control patterns corresponding to error patterns according to the embodiment 1. Fig. 9 is a diagram showing function control patterns corresponding to error patterns according to the embodiment 1.
[0140] First, the function control patterns are divided into six, Pattern 1 to Pattern 6. Pattern 1 is when the error pattern is "Error A," and both lending and card return are possible. Pattern 2 is when the error pattern is "Error B," and the number of balls held for the player's rate is equal to or greater than the minimum number of balls to be returned, and lending is not possible, but card return is possible. Pattern 3 is when the error pattern is "Error B," and the number of balls held for the player's rate is less than the minimum number of balls to be returned, and both lending and card return are not possible.
[0141] Pattern 4 occurs when the error pattern is "Error C" and the number of balls held for the player's rate is equal to or greater than the minimum number of balls to be returned, in which case lending is possible but the card cannot be returned. Pattern 5 occurs when the error pattern is "Error C" and the number of balls held for the player's rate is less than the minimum number of balls to be returned, in which case lending is possible but the card cannot be returned, but pressing the card return button is valid. This is because when the number of balls held for the player's rate is less than the minimum number of balls to be returned, the number of balls held is automatically lent out by the card return operation. Pattern 6 occurs when the error pattern is "Error D", in which case lending and card return are both not possible.
[0142] <Processing procedure of the inter-machine card processing machine 10> Next, there will be described the processing procedure of the inter-machine card processing machine according to the embodiment 1. Fig. 10 is a flowchart showing the processing procedure of the inter-machine card processing machine according to the embodiment 1.
[0143] First, when an error is received from the gaming machine 20 (Step S101; Yes), if the error pattern of the error is "Error A" (Step S102; Yes), the process ends as it is.
[0144] If the error pattern is "Error C" (Step S103; Yes), the number of balls held for the player's rate is compared with the minimum number of balls to be returned (Step S104). If the number of balls held for the player's rate is equal to or greater than the minimum number of balls to be returned (Step S104; Yes), the card return button is disabled (Step S106), and the process ends. If the number of balls held for the player's rate is less than the minimum number of balls to be returned (Step S104; No), when the card return button is pressed, the card is not returned and the balls held for the player's rate are lent (Step S105), and the process ends.
[0145] If the error pattern is "Error B" (Step S107; Yes), the number of balls held for the player's rate is compared with the minimum number of balls to be returned (Step S108). If the number of balls held for the player's rate is equal to or greater than the minimum number of balls to be returned (Step S108; Yes), lending is not permitted (Step S110), and the process ends. If the number of balls held for the player's rate is less than the minimum number of balls to be returned (Step S108; No), the card return button is disabled (Step S109), lending is not permitted (Step S110), and the process ends.
[0146] 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 disabled (Step S110), and the process ends.
[0147] In this way, when an error occurs in a gaming machine, the gaming system according to the first embodiment can efficiently restrict functions according to the error pattern that has occurred.
[0148] As described above, in this embodiment 1, a gaming system includes an inter-machine card processing machine 10 attached to a gaming machine 20 that provides gaming based on the number of gaming balls stored in the gaming machine itself, and a management device 50 communicatively connected to the inter-machine card processing machine 10, and when an error occurs in the gaming machine 20, efficient function restrictions can be implemented according to the error pattern related to the error, the number of balls held at the gaming machine's own rate, and the minimum return balls.
[0149] [Embodiment 2] In the above embodiment 1, a configuration for controlling the function to be suppressed according to the error pattern occurring in the gaming machine 20 has been described, but the present invention is not limited to this, and it is also possible to configure the machine-to-machine card processing machine 10 to disable a predetermined function when the authentication key of the gaming machine 20 has expired. In the present embodiment 2, a configuration for disabling a predetermined function of the machine-to-machine card processing machine 10 when the authentication key of the gaming machine 20 has expired will be described.
[0150] FIG. 11 is an explanatory diagram for explaining an outline of the gaming system according to the second embodiment. As shown in FIG. 11, when the authentication key of the gaming machine 20 expires (S11), only some of the 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 lend button and paying out held balls by selecting from the menu screen, are disabled. On the other hand, functions such as returning a card by pressing the card return button and locking the theft by selecting from the menu screen are allowed to be used. This allows the player to continue playing using the available functions, while also providing time for the staff to respond.
[0151] <An example of function inhibition according to embodiment 2> Next, an example of function inhibition according to the present embodiment 2 will be described. Fig. 12 is a diagram showing an example of function inhibition according to the present embodiment 2. As shown in Fig. 12, the functions to be disabled are lending, ball payout, replay, and ball holding, which are functions that require communication with the gaming machine 20.
[0152] The available functions are card return, mobile phone ball saving, ball division, employee call, theft lock, wagon service, errand service, and break mode, and these are functions that do not require communication with the gaming machine 20.
[0153] In this way, the gaming system of this embodiment 2 can streamline the process of responding to error conditions by disabling only specified functions of the inter-machine card processing device 10 when the authentication key of the gaming machine 20 expires.
[0154] [Embodiment 3] Incidentally, in the above-mentioned embodiment 1, a configuration for controlling the suppression function according to the error pattern occurring in the gaming machine 20 has been described, but the present invention is not limited to this, and it is also possible to configure to detect and notify the action of repeatedly collecting fractional game balls remaining in the gaming machine 20. In the present embodiment 3, a configuration for detecting and notifying the action of repeatedly collecting fractional game balls remaining in the gaming machine will be described.
[0155] Fig. 13 is an explanatory diagram for explaining an outline of the gaming system according to the third embodiment. As shown in Fig. 13, each time a fractional amount of game balls remaining in the gaming machine 20 is collected, the number of collected fractional amounts is notified to the management device 50, and the management device 50 stores the history of the collected fractional amounts (S21). For example, if 20 balls are collected as a fractional amount of a card with a card ID of 1001 in the gaming machine 20 with the gaming machine number 11, and 15 balls are collected as a fractional amount of a card with a card ID of 1001 in the gaming machine 20 with the gaming machine number 21, the history of the collected fractional amounts is stored in the management device 50.
[0156] If the collection of fractional balls using the same card is repeated a certain number of times, the management device 50 detects this, determines it to be an illegal collection, and notifies the inter-machine card processor 10 of the illegal collection, which then reports the illegal collection (S22). For example, in the case where 22 balls are collected as a fractional ball from a card with a card ID of 1001 in the gaming machine 20 with gaming machine number 31, if the management device 50 determines that the collection of fractional balls from the card with a card ID of 1001 has already been stored multiple times and has been repeated a certain number of times, it determines that the collection is an illegal collection.
[0157] In this way, the gaming system of this embodiment 3 can streamline the process of responding to abnormal conditions by detecting and reporting the repeated collection of fractional game balls remaining in the gaming machine.
[0158] <Configuration of management device 100> Next, a description will be given of the configuration of the management device 100 according to the present embodiment 3. Fig. 14 is a diagram showing the configuration of the management device 100 according to the present embodiment 3. Note that a description of the same functional units as those of the management device 50 shown in Fig. 7 will be omitted.
[0159] The management device 100 is connected to a display unit 51 and an 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 .
[0160] The storage unit 110 is a storage device including a hard disk drive, a non-volatile memory, etc. The storage unit 110 stores card management data 55a, device management data 55b, member management data 55c, collection time data 111, fractional value data 112, consecutive number of times data 113, and fractional number collection data 114.
[0161] The collection time data 111 is data indicating a time period during which collection is possible and is considered to be legitimate fractional collection, and includes a collection start time and a collection end time. The fractional value data 112 is data indicating a fractional value that is an upper threshold value that is considered to be a fraction. The consecutive number of times data 113 is data indicating a threshold value for determining that collection of fractional values has been illegal when the same card is used to repeatedly collect fractional values. The fractional value collection data 114 is data indicating the history of fractional value collection, and includes the time, the card ID, and the number of balls increased.
[0162] The control unit 120 is a control unit that performs overall control of the management device 100, and has a card management unit 56a, a device management unit 56b, a member management unit 56c, a setting value management unit 121, a fraction collection management unit 122, a fraud determination unit 123, and a fraud notification unit 124. In practice, by loading these programs into a CPU and executing them, the card management unit 56a, the device management unit 56b, the member management unit 56c, the setting value management unit 121, the fraction collection management unit 122, the fraud determination unit 123, and the fraud notification unit 124 will each execute a process corresponding thereto.
[0163] The set value management unit 121 is a processing unit that manages the collection time data 111, the fractional value data 112, and the consecutive number of times data 113. The set value management unit 121 accepts input of the collection possible time zone, the fractional value, and the consecutive number of times from the input unit 52, and stores them in the collection time data 111, the fractional value data 112, and the consecutive number of times data 113, respectively.
[0164] The fractional recovery management unit 122 is a processing unit that manages the fractional recovery data 114. When the fractional recovery management unit 122 receives information related to an increase in the number of saved balls or held balls by a card other than a recovery-only card from the inter-machine card processing machine 10 at a time other than the recovery time period, the fractional recovery management unit 122 stores the time, card ID, and increased number of balls included in the information in the fractional recovery data 114.
[0165] The fraud determination unit 123 is a processing unit that determines whether the fractional part collection action is fraudulent or not. When the fraud determination unit 123 receives information related to fractional part collection from the inter-machine card processor 10, it searches the fractional part collection data 114 using the card ID included in the information related to the fractional part collection. If the number of data results of the search is equal to or greater than the consecutive number data 113, the fraud determination unit 123 passes the inter-machine card processor ID included in the information related to the fractional part collection to the fraud notification unit 124.
[0166] The fraud notification unit 124 is a processing unit that notifies the fact that the fractional amount recovery action has been determined to be fraudulent. When the fraud notification unit 124 receives an inter-machine card processing machine ID from the fraud determination unit 123, the fraud notification unit 124 notifies the inter-machine card processing machine 10 corresponding to the inter-machine card processing machine ID that the fractional amount recovery action has been determined to be fraudulent.
[0167] Next, a specific example of data stored in the storage unit 110 of the management device 100 shown in Fig. 14 will be described. Fig. 15 is a diagram showing an example of the collection time data 111, the fractional value data 112, the consecutive number of times data 113, and the fractional collection data 114 shown in Fig. 14.
[0168] The collection time data 111 shown in Fig. 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 Fig. 15(b) indicates that the fractional value is set to "27" balls. The consecutive number of times data 113 shown in Fig. 15(c) indicates that the consecutive number of times is set to "5".
[0169] The fractional recovery data 114 shown in FIG. 15(d) associates the card ID "1001" and the increased number of balls "20" with the time "10:30:00", and associates the card ID "1001" and the increased number of balls "15" with the time "10:41:20".
[0170] <Processing Procedure of Management Device 100> Next, the processing procedure of the management device 100 according to the present embodiment 3 will be described. Fig. 16 is a flowchart showing the processing procedure of the management device 100 according to the present embodiment 3. First, if the current time is after the end of collection time (step S201; Yes), the presence or absence of a notification of an increase in the number of saved balls or held balls is confirmed (step S202).
[0171] If no notification of an increase in the number of saved balls or held balls has been received (step S202; No), proceed to step S208; if such a notification of an increase has been received (step S202; Yes), check whether the card ID included in the increase notification is a collection-only card (step S203).
[0172] If the card ID included in the increase notification is a collection-only card (step S203; Yes), proceed to step S208; if it is not a collection-only card (step S203; No), compare the increased number of balls included in the increase notification with the fractional value (step S204).
[0173] If the increased number of balls included in the increase notification is greater than the fractional value (step S204; No), proceed to step S208, and if the increased number of balls is equal to or less than the fractional value (step S204; Yes), the time, card ID and increased number of balls included in the increase notification are stored in fractional value collection data 114 (step S205).
[0174] If the number of data in the fraction collection data 114 that includes the same card ID as the card ID included in the increase notification is equal to or greater than the consecutive number (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 fraction collection action has been determined to be fraudulent (step S207).
[0175] If the current time is before the collection start time (step S208; No), the process proceeds to step S202, and if the current time is after the collection start time (step S208; Yes), the process ends.
[0176] In this way, the gaming system of this embodiment 3 can streamline the process of responding to abnormal conditions by detecting and reporting the repeated collection of fractional game balls remaining in the gaming machine.
[0177] In the above embodiment 3, a configuration was described in which the act of transferring fractional balls to saved balls or held balls is considered to be a fractional recovery act regardless of any change in the number of game balls. However, the present invention is not limited to this, and the action of transferring fractional balls to saved balls or held balls after the number of game balls has remained unchanged for a certain period of time can also be configured to be a fractional recovery act.
[0178] [Embodiment 4] Incidentally, in the above embodiment 1, a configuration was described in which the suppression function is controlled according to the error pattern that occurs in the gaming machine 20. However, the present invention is not limited to this, and it is also possible to configure the device to switch between displaying / not displaying the fact that there are remaining gaming balls when returning a card depending on conditions such as the number of balls in hand and gaming balls.
[0179] By configuring the display to switch between displaying / not displaying the fact that game balls remain depending on the conditions such as the balls held and game balls when returning the card, it is possible to prevent forgetting to take the game balls that can be associated with the card. In the fourth embodiment, a configuration is described in which the display to switch between displaying / not displaying the fact that game balls remain depending on the conditions such as the balls held and game balls when returning the card.
[0180] Fig. 17 is an explanatory diagram for explaining the outline of the gaming system according to the fourth embodiment. As shown in Fig. 17, when a general card is inserted into the inter-machine card processor 200, if the card return button is pressed (S31), if 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, no indication of the number of game balls remaining is displayed and the held balls are paid out (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 paying out the held balls, the number of balls held becomes 0 and the number of game balls becomes 120.
[0181] Also, 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, a message is displayed indicating that game balls remain (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. By displaying that game balls remain, it is possible to prevent players from forgetting to take game balls.
[0182] In this way, the gaming system of this embodiment 4 is configured to switch between displaying or not displaying the fact that there are remaining gaming balls depending on conditions such as the number of balls held and gaming balls when returning a card, thereby preventing the player from forgetting to take gaming balls that can be associated with a card.
[0183] <Operation when the card return button of the inter-machine card processing device 200 is pressed> Next, a description will be given of an operation pattern when the card return button of the inter-machine card processor 200 shown in Fig. 17 is pressed. Fig. 18 is a diagram showing an operation pattern when the card return button of the inter-machine card processor 200 shown in Fig. 17 is pressed.
[0184] As shown in FIG. 18, the operating patterns when the card return button of the inter-machine card processing machine 200 is pressed are divided into four types, pattern 1 to pattern 4. In pattern 1, if there is no returnable value, the return button is disabled. In pattern 2, if there are no returnable game balls and the remaining balance and held balls are returnable, normal return processing is performed. In pattern 3, held balls at the own rate cannot be returned, so the held balls are converted into game balls by pressing the return button. In pattern 4, if there are game balls and they can be counted and returned, a message is displayed indicating that there are remaining game balls.
[0185] Next, the operation of the inter-machine card processing machine 200 when the card return button is pressed according to the conditions of the held balls, game balls, etc. will be described. Figures 19 and 20 are diagrams showing the operation of the inter-machine card processing machine 200 when the card return button is pressed according to the conditions of the held balls, game balls, etc.
[0186] As shown in Fig. 19, if there is no card, the operation pattern is pattern 1, and the operation is that the card is not 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 operation is that the membership card is worthless and can be returned, so it is returned as usual.
[0187] In addition, if the card is a membership card, 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 return, there are held balls, there are game balls, and there is an automatic ball saving setting, the operating pattern is pattern 4, and the operation is that held balls at the own rate less than the minimum number of balls to be returned due to the settings can be returned, and game balls can be counted and added to the held balls and still be returned, so it displays that there are game balls remaining.
[0188] In addition, if the card is a membership card, the total number of held balls and game balls is less than the minimum number of balls to be returned for the held ball card return, there are held balls, there are game balls, and there is no automatic ball saving setting, the operating pattern is pattern 3, and the held balls are paid out because held balls at the machine's own rate that are less than the minimum number of balls to be returned cannot be returned.
[0189] In addition, if the card is a membership card, the total number of held balls and game balls is less than the minimum number of balls to be returned for the held ball card return, there are held balls but no game balls, and there is an automatic ball saving setting, the operating pattern is pattern 2, and the operation is that held balls at the own rate that are less than the minimum number of balls to be returned due to the settings can be returned, and since there are no game balls, they are returned as usual.
[0190] In addition, if the card is a membership card, the total number of held balls and game balls is less than the minimum number of balls to be returned for the held ball card return, there are held balls but no game balls, and there is no automatic ball saving setting, the operating pattern is pattern 3, and the held balls are paid out because held balls at the machine's own rate that are less than the minimum number of balls to be returned cannot be returned.
[0191] In addition, if the card is a membership card, and the total number of balls and game balls held is less than the minimum number of balls to be returned for the ball card return, or there are no balls held, there are game balls, and the automatic ball saving setting is enabled, the operating pattern is pattern 4, and the operation is that the membership card can be returned without any value, and since game balls less than the minimum number to be returned can be counted and returned due to the settings, it is displayed that there are game balls remaining.
[0192] In addition, if the card is a membership card, 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, there are no balls held, there are game balls, and there is no automatic ball saving setting, the operation pattern is pattern 2, and the operation is that even if the game balls are counted, they are less than the minimum number of balls to be returned and cannot be returned, so only the other value is returned.
[0193] In addition, if the card is a membership card, 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 returned ball card, and there are balls held but no game balls, the operation pattern is pattern 2, and since there are no game balls, the operation is to return them as normal.
[0194] In addition, if the card is a membership card and the total number of balls and game balls is equal to or greater than the minimum number of balls to be returned for the returned ball card, or there are no balls in hand but game balls are present, the operation pattern is pattern 4, in which the membership card is returnable with no value and game balls equal to or greater than the minimum number of balls to be returned can be counted and returned, thereby displaying that game balls remain.
[0195] In addition, if the card is a membership card, 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 held ball card return, the held balls are less than the minimum number of balls to be returned, there are game balls, and there is an automatic ball saving setting, the operating pattern is pattern 4, and the operation is that held balls at the own rate less than the minimum number of balls to be returned according to the settings can be returned, and game balls can also be counted and added to the held balls and returned, so it displays that there are game balls remaining.
[0196] In addition, if the card is a membership card, the total number of held balls and game balls is equal to or greater than the minimum number of balls to be returned for the held ball card return, the held balls are less than the minimum number of balls to be returned, there are game balls, and there is no automatic ball saving setting, the operating pattern is pattern 3, and the held balls are paid out because held balls at the machine's own rate that are less than the minimum number of balls to be returned cannot be returned.
[0197] In addition, if the card is a membership card, 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 return, the balls held are equal to or greater than the minimum number of balls to be returned, and game balls are present, the operation pattern is pattern 4, and the operation is that balls held at the own rate that are equal to or greater than the minimum number of balls to be returned can be returned, and game balls can also be counted and added to the balls held, so it displays that game balls remain.
[0198] Also, as shown in FIG. 20, if the card is a normal card, there is no remaining balance / other rate balls, and there are no balls or game balls, the operation pattern is pattern 1, and the operation is non-returnable because there is no value in returning the card.
[0199] Also, if the card is a normal card, there is no remaining balance / held balls of other rates, the total of held balls and game balls is less than the minimum number of balls to be returned for the held ball card return, and there are held balls, the operation pattern is pattern 3, and the held balls are paid out because held balls of the player's own rate less than the minimum number of balls to be returned cannot be returned.
[0200] In addition, if the card is a general card, there is no remaining balance / other rate balls, the total of the held balls and game balls is less than the minimum number of balls to be returned for returning the held ball card, there are no held balls, but there are game balls, the operation pattern is pattern 1, and the operation is that the card is not returnable because there is no value in returning it.
[0201] In addition, if the card is a normal card, there is no remaining balance / other rate balls, 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 returned held ball card, there are held balls but no game balls, the operation pattern is pattern 2, and since there are no game balls, they are returned as normal.
[0202] In addition, if the card is a general card, there is no remaining balance / other rate balls, the total of the balls and game balls is equal to or greater than the minimum number of balls to be returned for returning the card, there are no balls, but there are game balls, the operation pattern is pattern 1, and the card is not returnable because it is not worth returning.
[0203] Also, if the card is a normal card, there is no remaining balance / held balls of 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 held 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 held balls are paid out because held balls of the player's own rate that are less than the minimum number of balls to be returned cannot be returned.
[0204] Also, if the card is a normal card, there is no remaining balance / held balls of 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 held 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 is that held balls of the player's own rate that are equal to or greater than the minimum number of balls to be returned can be returned, and game balls can also be counted and added to the held balls and returned, so it displays that there are game balls remaining.
[0205] Also, if the card is a normal card, there is a balance / other rate balls in hand, and there are no balls or game balls in hand, the operation pattern is pattern 2, and only the balance and other rate balls in hand are returned as normal.
[0206] Also, if the card is a normal card, there is a remaining balance / other rate balls, 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 return, and there are held balls, the operation pattern is pattern 3, and the held balls are paid out because held balls of the player's own rate less than the minimum number of balls to be returned cannot be returned.
[0207] In addition, if the card is a general card, there is a remaining balance / other rate balls, the total of the balls and game balls is less than the minimum number of balls to be returned for the returned ball card, there are no balls, and there are game balls, the operation pattern is pattern 2, and the game balls cannot be returned even if they are counted because the number is less than the minimum number of balls to be returned, and only other value is returned.
[0208] In addition, if the card is a normal card, there is a remaining balance / other rate balls in hand, the total of the balls in hand and game balls is equal to or greater than the minimum number of balls to be returned for the returned ball card, there are balls in hand but no game balls, the operation pattern is pattern 2, and since there are no game balls, they are returned as normal.
[0209] In addition, if the card is a normal card, there is a balance / other rate balls in hand, the total of the balls and game balls in hand is equal to or greater than the minimum number of balls to be returned for the returned ball card, there are no balls in hand, and there are game balls, the operation pattern is pattern 4, and the operation is that there are balance and other rate balls in hand, so they can be returned, and game balls in hand that are greater than the minimum number of balls to be returned can be counted and returned, so it displays that there are game balls remaining.
[0210] In addition, if the card is a normal card, there is a remaining balance / other rate balls, 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 held 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 held balls are paid out because held balls of the player's own rate that are less than the minimum number of balls to be returned cannot be returned.
[0211] In addition, if the card is a general card, there is a remaining balance / other rate balls, 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 held 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 is that held balls of the player's own rate that are equal to or greater than the minimum number of balls to be returned can be returned, and game balls can also be counted and added to the held balls and returned, so it displays that there are game balls remaining.
[0212] In this way, the gaming system of this embodiment 4 is configured to switch between displaying or not displaying the fact that there are remaining gaming balls depending on conditions such as the number of balls held and gaming balls when returning a card, thereby preventing the player from forgetting to take gaming balls that can be associated with a card.
[0213] In the above embodiment 4, a configuration was described in which a message is displayed indicating that there are remaining game balls depending on conditions such as the number of balls in hand and game balls when returning a card. However, the present invention is not limited to this, and the configuration can also be such that when it is determined that a message indicating that there are remaining game balls should be displayed, the message is displayed or not depending on the settings.
[0214] Furthermore, in the above embodiment 4, a configuration was described in which, when returning the card, a message is displayed indicating that there are game balls remaining depending on conditions such as the number of balls held and game balls, but the present invention is not limited to this, and it is also possible to configure the device so that a message is not displayed indicating that there are game balls remaining when out / safe data is received from the gaming machine 20.
[0215] Furthermore, in the above embodiment 4, a configuration was described in which, when returning the card, a message is displayed indicating that there are game balls remaining depending on conditions such as the number of balls held and game balls, but the present invention is not limited to this, and it can also be configured to notify an employee of the fact that game balls remain if out / safe data is not received from the gaming machine 20 for a certain period of time.
[0216] In addition, the configurations illustrated in the above embodiments are merely functional schematics, and are not necessarily physically configured as illustrated. In other words, the form of distribution and integration of each device is not limited to that illustrated, and all or part of the devices can be functionally or physically distributed and integrated in any unit according to various loads, usage conditions, etc. [Industrial Applicability]
[0217] INDUSTRIAL APPLICABILITY The gaming system, gaming device, and gaming management method according to the present invention are suitable for the case where, when an error occurs in a gaming machine, efficient function restriction is performed according to the error pattern that has occurred. [Explanation of symbols]
[0218] 10 Card Processing Machines 11 Status display section 12 Banknote transport section 12a Bill insertion slot 13 Display operation section 14 Reader / Writer 14a Card slot 15 Communications Department 16 Memory section 16a Device status data 16b Card Data 16c Minimum return ball data 17 Control section 17a Data Management Department 17b Setting value management section 17c Control judgment section 17d Function control section 17e Card return control unit 18 Gaming Management Department 18a Authentication processing section 18b Authentication key management unit 18c Gaming Machine Status Management Department 18d Error receiver 20 Gaming Machines 21 Handle 22 Count button 23 Communication control section 24 Production Control Unit 24a Design drawing lottery section 24b Production Lottery Section 25 Game control unit 26 Game ball control unit 26a Playable Number Management Department 30 Island Controller 50 Management device 51 Display section 52 Input section 53 External network communication section 54 Store Network Communication Department 55 Storage section 55a Card management data 55b Equipment Management Data 55c Membership Management Data 55d Minimum return ball data 56 Control Unit 56a Card Management Department 56b Equipment management department 56c Membership Management Department 56d Setting value management section 60 Prize Management Device 70 Payment machine 100 Management device 110 Storage section 111 Recovery time data 112 Fractional Data 113 Consecutive Number Data 114 Fractional Collection Data 120 Control section 121 Setting value control section 122 Fraction Collection Management Department 123 Fraud Judgment Department 124 Fraud Notification Department 200 card processing machines
Claims
1. A gaming system comprising: an enclosed gaming machine that stores a first number of gaming media used in a game and provides a game using the first number of gaming media; and a gaming device that is attached to the gaming machine, stores a second number of gaming media that can be transferred to the first number of gaming media, and performs a rental process of the gaming media using a prepaid value and a process related to the storage medium, The gaming device comprises: a return operation receiving means for receiving a return operation of the storage medium associated with the second number of game media; A lending operation receiving means for receiving an operation for lending the game medium; a control means for performing control so as to invalidate the return process of the storage medium and invalidate the lending process of the game medium if the number of the second game media is less than a predetermined number of balls when the return of the storage medium by the return operation is possible and an error occurs in which the lending of the game medium by the lending operation is impossible; A gaming system comprising:
2. A gaming system having an enclosed gaming machine that stores a first number of gaming media used in a game and provides a game using the first number of gaming media, and a gaming device that is attached to the gaming machine and stores a second number of gaming media that can be transferred to the first number of gaming media, and performs a game media lending process using a prepaid value and a process related to the storage medium, The gaming device comprises: a return operation receiving means for receiving a return operation of the storage medium associated with the second number of game media; A lending operation receiving means for receiving an operation for lending the game medium; a control means for controlling the lending of the game medium when a return operation of the storage medium is accepted if the number of the second game media is less than a predetermined minimum number of return media when an error occurs that makes it impossible to return the storage medium and possible to lend the game medium; A gaming system comprising:
3. A gaming device that is attached to an enclosed gaming machine that stores a first number of gaming media used in a game and provides a game using the first number of gaming media, stores a second number of gaming media that can be transferred to the first number of gaming media, and performs a rental process of the gaming media using a prepaid value and a process related to a storage medium, a return operation receiving means for receiving a return operation of the storage medium associated with the second number of game media; A lending operation receiving means for receiving an operation for lending the game medium; a control means for performing control so as to invalidate the return process of the storage medium and invalidate the lending process of the game medium if the number of the second game media is less than a predetermined number of balls when the return of the storage medium by the return operation is possible and an error occurs in which the lending of the game medium by the lending operation is impossible; A gaming device comprising:
4. A gaming device attached to an enclosed gaming machine which stores a first number of gaming media used in a game and provides a game using the first number of gaming media, stores a second number of gaming media which can be transferred to the first number of gaming media, and performs a game media lending process using a prepaid value and a process related to the storage medium, a return operation receiving means for receiving a return operation of the storage medium associated with the second number of game media; A lending operation receiving means for receiving an operation for lending the game medium; a control means for controlling the lending of the game medium when a return operation of the storage medium is accepted if the number of the second game media is less than a predetermined minimum number of return media when an error occurs that makes it impossible to return the storage medium and possible to lend the game medium; A gaming device comprising:
5. A game management method for a game system having an enclosed game machine that stores a first number of game media used in a game and provides a game using the first number of game media, and a game device that is attached to the game machine, stores a second number of game media that can be transferred to the first number of game media, and performs a game media lending process using a prepaid value and a process related to a storage medium, comprising: The gaming device comprises: a return operation receiving step of receiving a return operation of the storage medium associated with the second number of game media; a lending operation receiving step of receiving an operation for lending the game medium; a control process for controlling so as to invalidate the return process of the storage medium and invalidate the lending process of the game medium if the number of the second game media is less than a predetermined number of balls when an error occurs that makes it possible to return the storage medium by the return operation and impossible to lend the game medium by the lending operation; A game management method comprising:
6. A method of managing games in a game system having an enclosed game machine that stores a first number of game media used for a game and provides a game using the first number of game media, and a game device that is attached to the game machine and stores a second number of game media that can be transferred to the first number of game media, and performs a game media lending process using a prepaid value and a process related to the storage medium, comprising: The gaming device comprises: a return operation receiving step of receiving a return operation of the storage medium associated with the second number of game media; a lending operation receiving step of receiving an operation for lending the game medium; a control step of controlling, when an error occurs that makes it impossible to perform the return process of the storage medium and allows the lending process of the game medium, to perform the lending process of the game medium when a return operation of the storage medium is accepted if the number of the second game media is less than a predetermined minimum number of return media; A game management method comprising:
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