Game system, gaming device, and game restriction method
The gaming system addresses player confusion by implementing a pause mechanism in the gaming machine that transmits a complete signal and prompts a counting operation on the gaming device, effectively restricting further game-related operations and enhancing clarity for players.
Patent Information
- Application Number
- JP2022153434
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-09-27
- Publication Date
- 2025-06-20
- Estimated Expiration
- 2042-09-27
AI Technical Summary
Existing gaming systems do not clearly guide players on how to proceed after pausing a gaming machine, leading to confusion, especially among beginners, and potential accidental operations during the trial-and-error process.
A gaming system that includes a gaming machine and a gaming device communicably connected, where the gaming machine enters a pause state and transmits a complete signal when a predetermined number of gaming media is reached, and the gaming device displays a notification prompting the player to perform a counting operation and restricts further game-related operations.
The system effectively restricts player operations related to the game when the gaming machine is paused, preventing accidental actions and enhancing clarity for players, thereby improving the overall gaming experience and reducing confusion.
Smart Images

Figure 0007696319000001 
Figure 0007696319000002 
Figure 0007696319000003
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming system, a gaming device, and a gaming restriction method that can restrict operations related to gaming by a player when a gaming machine is stopped.
Background Art
[0002] Conventionally, there is known a technique of stopping (completing) a gaming machine when the number of acquired gaming media (the number of difference balls or the number of difference medals) acquired by the gaming machine reaches a predetermined number. For example, Patent Document 1 discloses a gaming machine that enables a stop function when predetermined conditions are satisfied and executes a stop process that stops the progress of the game when specific conditions are satisfied while the stop function is effective. Note that such predetermined conditions and specific conditions include information related to the number of difference medals.
[0003] Therefore, according to the conventional technique represented by Patent Document 1, if the gaming machine is stopped (completed), continuous gaming by the player can be terminated. As a result, it is possible to prevent excessive immersion in the game as in the case where the stop function of the gaming machine does not exist.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, since the prior art relates to a technique for pausing a gaming machine, it is not clear how a player should respond after pausing, which may cause confusion among players. For example, when the gaming machine is paused, even if, for example, "COMPLETE" is displayed on the gaming machine, a player who attempts to continue the game may accidentally press the lending button during the trial-and-error process. In particular, such confusion is likely to occur in the case of beginners who are not familiar with the game.
[0006] The present invention has been made to solve the above-mentioned problems (issues) of the prior art, and an object thereof is to provide a gaming system, a gaming device, and a gaming restriction method capable of restricting operations related to the game by a player when the gaming machine is paused.
Means for Solving the Problems
[0007] To solve the above problems, the present invention provides a gaming system having a gaming machine that enters a complete state indicating a pause state when the number of acquired gaming media obtained in a predetermined period reaches a predetermined value and transmits a complete signal, and a gaming device provided communicably with the gaming machine. The gaming device includes a predetermined display operation means, a receiving means for receiving a complete signal from the gaming machine, and if the complete signal is received by the receiving means, the display content before receiving the complete signal displayed on the display operation means is An operation content display that includes notifying a player of the completion status and causing the player to perform a predetermined counting operation for transferring the number of game media used in the game on the gaming machine to the held game media stored in the gaming device display control means for controlling to change the display content, and restriction means for restricting money acceptance from a money insertion slot after the complete signal is received by the receiving means. 。
[0009] Further, in the present invention, in the above invention, the display control means is characterized in that after the end of the counting process based on the counting operation, a display screen including an employee call button and a recording medium return button is displayed and controlled on the display operation means.
[0010] Further, in the present invention, in the above invention, the display control means receives an operation of the recording medium return button , record and, if the recording medium has been returned, controls the display operation means to display a display screen prompting an operation of the employee call button.
[0012] Also, in the present invention, in the above invention, if the display control device returns money by the money return processing means, it controls the display operation means to display a message indicating that money deposit is prohibited due to the pause state of the gaming machine.
[0013] Further, the present invention is a gaming device provided communicably with a gaming machine that enters a complete state indicating a pause state when the number of acquired gaming media acquired in a predetermined period reaches a predetermined value and transmits a complete signal, and includes a predetermined display operation means, a receiving means for receiving a complete signal from the gaming machine, and a display control means for controlling to change the display content before receiving the complete signal displayed on the display operation means to a different display content when the receiving means receives the complete signal, and a restricting means for restricting money reception from a money insertion slot after the receiving means receives the complete signal. An operation content display that includes notifying a player of the completion status and causing the player to perform a predetermined counting operation for transferring the number of game media used in the game on the gaming machine to the held game media stored in the own device
[0014] Also, the present invention is a gaming restriction method in a gaming system having a gaming machine that enters a complete state indicating a pause state when the number of acquired gaming media acquired in a predetermined period reaches a predetermined value and transmits a complete signal, and a gaming device provided communicably with the gaming machine. The gaming device includes a receiving step of receiving a complete signal from the gaming machine, a display control step of controlling to change the display content before receiving the complete signal displayed on a predetermined display operation unit to a different display content when the gaming device receives the complete signal by the receiving step, and a restricting step of restricting money reception from a money insertion slot after the gaming device receives the complete signal by the receiving step. An operation content display that includes notifying a player of the completion status and causing the player to perform a predetermined counting operation for transferring the number of game media used in the game on the gaming machine to the held game media stored in the gaming device
Advantages of the Invention
[0015] According to the present invention, when the gaming machine is paused, operations related to the game by the player can be restricted.
Brief Description of the Drawings
[0016]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Figure 13
Figure 14
Figure 15
Figure 16
Figure 17
BEST MODE FOR CARRYING OUT THE INVENTION
[0017] [Embodiment 1] Hereinafter, the gaming system, gaming device, and gaming restriction method according to the present Embodiment 1 will be described in detail.
[0018] In this specification, "held balls" refers to data indicating the gaming media obtained by a player in a game, which can be used again in the game only on the same day (before the closing time of the game store). Note that the "number of held balls" refers to the number of gaming media obtained by the player through the game. Also, "stored balls" refers to data indicating the gaming media deposited by the player at the game store, which can be used again in the game even after the next day (after the closing time of the game store). Note that the "number of stored balls" refers to the number of gaming media deposited by the player at the game store. Held balls can be used by both general players and member players, and are used when moving the gaming machine, etc. Stored balls can generally be used only by member players, and are used when using the obtained gaming media in the game of the gaming machine after the next day. Also, the "number of game balls" refers to the number of playable balls that a player can use in the game.
[0019] <Outline of the Gaming System According to Embodiment 1> First, the outline of the gaming system according to the present Embodiment 1 will be described. FIG. 1 is an explanatory diagram for explaining the outline of the gaming system according to the present Embodiment 1.
[0020] As shown in FIG. 1, in the gaming system according to the first embodiment, when the number of acquired balls obtained by the gaming machine 20 reaches a predetermined number of balls (for example, 95,000 balls), the gaming machine 20 enters a stop state and outputs a complete signal to the inter-stage card processor 10. Note that such number of acquired balls is the number of acquired balls in a predetermined period (for example, one day), but if the gaming machine 20 is not reset or its settings are not changed, such a predetermined period may span multiple days.
[0021] When the inter-stage card processor 10, which is a gaming device, receives complete data from the gaming machine 20, it displays, for example, "A complete signal has been received. Please count the game balls and end the game." By such display, the player can grasp the fact that the gaming machine 20 has stopped and the operation to be performed next. Also, lending operations and the like in such a state can be restricted.
[0022] <System configuration according to the first embodiment> Next, the system configuration of the gaming system according to the first embodiment will be described. FIG. 2 is a diagram showing the system configuration of the gaming system according to the first embodiment. As shown in FIG. 2, in a game parlor, a plurality of gaming machines 20 and inter-stage card processors 10 provided corresponding to each of the gaming machines 20 are installed.
[0023] The inter-stage card processor 10 is connected to a communication line, which is an in-store network, via the island controller 30. The communication line is connected to the island controller 30, the management device 50, the prize management device 60, and the calculator 70.
[0024] The gaming machine 20 is a device that performs a game by driving game balls enclosed inside the device onto the game board surface. Note that these game balls are physical "balls" used in the game, and are different from the "game balls" that the gaming machine 20 treats as data. A plurality of winning areas (winning holes) are provided on the game board surface of this gaming machine 20, and a predetermined number of game balls are awarded as prize balls based on the game balls passing through the winning area. Also, a predetermined number of start areas (start holes) are provided on the game board surface, and a predetermined lottery is to be conducted based on the game balls passing through the start area. If the lottery results in a big win, operations that are advantageous for the game are performed, such as improving the passing probability of game balls to the aforementioned winning area or other start areas, by the operation of a predetermined movable member or the like. Note that there may be an area that serves as both a start area and a winning area.
[0025] A winning sensor is provided in the winning area to detect the passage of game balls into the winning area, and the winning sensor is configured to detect the passage (winning) of the game balls driven into the winning area. Also, the control unit of the gaming machine 20 has a prize ball memory that stores how many game balls are to be awarded as prize balls for each winning area, and a playable number memory that indicates the number of game balls. Further, the control unit of the gaming machine 20 periodically transmits the number of game balls to the between-stage card processor 10.
[0026] When the between-stage card processor 10 accepts a deposit from a game player, it associates the prepaid value corresponding to the amount of the deposit with the identification information (card ID) of a card (recording medium) that stores the prepaid value inside the device itself. This prepaid value can be used to lend game balls. Also, the between-stage card processor 10 can accept the insertion of a card with which a prepaid value, held balls, stored balls, etc. are associated. Then, at the end of the game, it ejects the card with which a prepaid value, held balls, stored balls, etc. are associated and returns it to the game player. Also, the between-stage card processor 10 transmits the history of operations such as deposit, card insertion, and card ejection to the management device 50.
[0027] If a predetermined number of game balls are launched onto the game board surface, the gaming machine 20 transmits out data to the pedestal card processor 10. Also, if a predetermined number of prize balls are added to the game balls after the game balls pass through the winning area (so-called winning), the gaming machine 20 transmits safe data to the pedestal card processor 10. The out data corresponds to the number of balls input by the player onto the game board surface, i.e., the input ball count. The safe data corresponds to the number of prize balls obtained by winning.
[0028] Based on the game balls passing through the start area of the game board surface, the gaming machine 20 conducts a predetermined lottery. If a special state such as a big win occurs as a result of this lottery, the gaming machine 20 transmits special prize data indicating the occurrence of such a state to the pedestal card processor 10. The special prize data indicates the state of the gaming machine 20 such as a big win.
[0029] When the number of difference balls obtained reaches a predetermined number or more and the gaming machine 20 enters a stop state, the gaming machine 20 transmits a complete signal to the pedestal card processor 10, rendering the game in a state where it cannot be continued. After the gaming machine 20 enters the stop state, at the game parlor, in order to resume the game, the gaming machine 20 can be reset or its settings can be changed. In this case, the gaming machine 20 transmits a reset signal or a setting change signal to the pedestal card processor 10.
[0030] The pedestal card processor 10 accepts deposits, loans out game balls, communicates with the management device 50, and communicates with the gaming machine 20. If the pedestal card processor 10 accepts paper money inserted by the player, it transmits a deposit notice including the deposit amount to the management device 50, causing the management device 50 to add the prepaid value equivalent to the deposit amount to the prepaid value it manages. Then, if a predetermined ball loan operation is performed, it transmits a ball loan request to the management device 50, causing the management device 50 to subtract the prepaid value it manages, and notifies the gaming machine 20 of the number corresponding to the subtracted prepaid value, which is added to the number of game balls.
[0031] If the intermediate card processor 10 receives a card insertion, it sends a card insertion notification to the management device 50. Also, when the intermediate card processor 10 receives the prepaid value, the balance of the stored value or the balance of the held value from the management device 50, it stores the balance. And when it receives and stores the balance of the held value, it sends a held value subtraction request to the management device 50 to clear the balance (number of held values) of the held value managed by the management device 50 to zero.
[0032] When the intermediate card processor 10 receives a held value replay operation, it subtracts a predetermined number from the number of held values managed by itself, notifies the gaming machine 20 of the number corresponding to the subtracted number of held values, and causes the number to be added to the number of gaming balls. Also, when the intermediate card processor 10 receives a stored value replay operation, it sends a stored value replay request to the management device 50, causing the management device 50 to subtract a predetermined number from the number of stored values, notifies the gaming machine 20 of the number corresponding to the subtracted number of stored values, and causes the number to be added to the number of gaming balls.
[0033] If the intermediate card processor 10 receives a card return operation, it sends a held value addition request including the number of held values to the management device 50, causes the management device 50 to add the number of held values, and then sends a card ejection notification to the management device 50 to control the card ejection. Note that if it receives a counting operation from the gaming machine 20 before the card return operation, it adds the number of gaming balls to the number of held values.
[0034] The intermediate card processor 10 has a function of acquiring the gaming machine ID from the gaming machine 20 and authenticating the gaming machine 20 using the acquired gaming machine ID and the authentication key received from the management device 50. This authentication is performed at the time of store opening processing or the like, and the gaming machine 20 becomes playable on the condition that the authentication is successful.
[0035] If the intermediate card processor 10 receives a complete signal from the gaming machine 20, it sets the complete state data to "ON", and if it receives a reset signal or a setting change signal from the gaming machine 20, it sets the complete state data to "OFF".
[0036] In addition, if the intermediate card processor 10 receives a complete signal from the gaming machine 20, it displays a message prompting the counting operation on the gaming machine 20 and restricts operations other than employee call and card return.
[0037] Also, when the complete status data of the intermediate card processor 10 is "ON" and it has received a deposit, it displays a message indicating that deposits are not accepted and returns the received banknote. When the intermediate card processor 10 has received a card return operation with the complete status data being "ON", it returns the card and displays a message prompting an employee call.
[0038] The island controller 30 is a device that groups a cluster of gaming machines 20 and intermediate card processors 10 installed on the gaming island and relays various information to the management device 50.
[0039] When the management device 50 receives a card insertion notification from the intermediate card processor 10, it manages by associating the identification information of the inserted card (hereinafter referred to as "card ID") with the intermediate card processor 10, and transmits the prepaid value and the remaining balance of the held tokens associated with the card ID to the intermediate card processor 10. Also, when the card ID indicated in the card insertion notification is the card ID of a membership card, it transmits the stored token replay data to the intermediate card processor 10.
[0040] In addition, when the management device 50 receives a request to subtract held tokens from the intermediate card processor 10, it clears the remaining balance of the held tokens to zero, and when it receives a request to add held tokens from the intermediate card processor 10, it adds the number of held tokens indicated in the request to add held tokens to the remaining balance of the held tokens.
[0041] Also, when the management device 50 receives a request to lend tokens from the intermediate card processor 10, it subtracts a predetermined value from the prepaid value associated with the card ID and transmits token lending permission to the intermediate card processor 10. And when it receives a stored token replay request, it transmits the stored token replay data to the intermediate card processor 10.
[0042] In addition, if the management device 50 receives a card ID from the prize management device 60, it notifies the prize management device 60 of the amount of stored value associated with this card ID. Further, if the management device 50 receives a card ID from the payment machine 70, it notifies the payment machine 70 of the prepaid value associated with this card ID.
[0043] In addition, the management device 50 acquires a gaming machine ID from the inter-stage card processor 10 and manages the gaming machines 20 installed in its own store. Then, it acquires an authentication key for authenticating the gaming machines 20 set in its own store from an authentication key management center (not shown) outside the gaming store and distributes it to the inter-stage card processor 10.
[0044] In addition, the management device 50 manages the member management data of members registered as members in the gaming store. Specifically, it manages the name, the amount of stored value, etc. in association with the member card ID issued to the member.
[0045] If the management device 50 receives a card insertion notification from the inter-stage card processor 10, it transmits stored value replay data including the remaining balance of the stored value and the PIN corresponding to the card ID indicated in the card insertion notification to the inter-stage card processor 10. Also, if the management device 50 receives a stored value replay request from the inter-stage card processor 10, it subtracts a predetermined number from the remaining balance of the stored value associated with the card ID indicated in the stored value replay request and transmits stored value replay data including the remaining balance of the stored value after the subtraction to the inter-stage card processor 10.
[0046] In addition, if the management device 50 receives an inquiry about the amount of stored value from the prize management device 60, it notifies the prize management device 60 of the remaining balance of the stored value corresponding to the specified card ID.
[0047] The prize management device 60 is a terminal device for prize exchange installed together with a prize exchange counter in a game parlor, and performs prize exchange processing for acquired balls, stored balls, and held balls. A card reader for reading the card ID of a card and a prize payout device for paying out prizes are connected to the prize management device 60. When the prize management device 60 reads the card ID from a general card or a membership card, it transmits the card ID to the management device 50 and requests the remaining balance of the held balls corresponding to the card ID. Also, when exchanging stored balls for prizes, it requests the remaining balance of the stored balls from the management device 50.
[0048] When a card associated with a prepaid value is inserted into the payment machine 70, it transmits the card ID of this card to the management device 50, acquires the prepaid value associated with the card, and pays out cash corresponding to the acquired prepaid value.
[0049] Next, the ball lending process in the game system according to Embodiment 1 will be described. When a game player performs a ball lending operation on the apron card processor 10, the apron card processor 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 apron card processor 10, an address or arbitrary identification information for identifying the apron card processor 10 as the transmission source, and a ball lending request.
[0050] When the management device 50 receives a message including a ball lending request, it subtracts a predetermined value (for example, 500 points indicating 500 yen when one point is 1 yen) from the prepaid value associated with the card ID in the message to update the card management data, and transmits a ball lending permission to the apron card processor 10 as the transmission source. The apron card processor 10 that has received the ball lending permission transmits an addition signal requesting addition to the number of game balls corresponding to the subtracted prepaid value (for example, "125") to the gaming machine 20.
[0051] The gaming machine 20 that has received the addition signal adds the number of gaming balls and transmits the number of gaming balls after the addition to the under-stage card processor 10. The under-stage card processor 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 to determine whether the addition of the number of gaming balls has been properly performed.
[0052] Next, the hold ball replay process in the gaming system according to Embodiment 1 will be described. When the under-stage card processor 10 receives the insertion of a general card or a membership card, it transmits a telegram addressed to the local address of the management device 50. This telegram includes the card ID of the card inserted into the under-stage card processor 10, the address or any identification information for identifying the under-stage card processor 10 as the transmission source, the information for specifying the rate of the under-stage card processor 10, and a card insertion notification.
[0053] If the management device 50 receives a card insertion notification from the under-stage card processor 10, it notifies the under-stage card processor 10 of the remaining balance of the hold balls of the rate specified by the telegram among the hold balls associated with the card ID in the telegram.
[0054] The under-stage card processor 10 stores the remaining balance of the hold balls received from the management device 50. Then, it transmits a telegram including the information for specifying the card ID and the rate and a hold ball subtraction request to the management device 50. If the management device 50 receives the hold ball subtraction request, it clears the remaining balance of the hold balls specified by the card ID and the rate to zero. Also, if the under-stage card processor 10 receives a hold ball replay operation, it subtracts the remaining balance of the hold balls by a fixed number, notifies the corresponding number to the gaming machine 20, and adds it to the number of gaming balls.
[0055] If the inter-stage card processor 10 receives a management transfer request from the gaming machine 20 to transfer the management of the number of game balls of the gaming machine 20 to the balls held by the inter-stage card processor 10, it adds the number of game balls indicated in the management transfer request to the balls held by its own device. After that, if it receives a card return operation, it transmits a message including a ball holding addition request to the management device 50. This message includes the card ID of the card to be discharged, the address or any identification information identifying the inter-stage card processor 10 as the transmission source, the information for identifying the rate of the inter-stage card processor 10, the remaining balance of the balls held, and the ball holding addition request.
[0056] If the management device 50 receives a ball holding addition request, it updates the remaining balance (number of balls held) of the balls held associated with the card ID in the message to the value received for the balls held at the rate specified by the message. After that, the inter-stage card processor 10 transmits a card discharge notification to the management device 50 and controls the card discharge.
[0057] Next, the stored ball replay process in the gaming system according to the first embodiment will be described. When the inter-stage card processor 10 receives 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-stage card processor 10, the address or any identification information identifying the inter-stage card processor 10 as the transmission source, the information for identifying the rate of the inter-stage card processor 10, and a card insertion notification.
[0058] The management device 50 transmits stored ball replay data including the password associated with the card ID in the message and the remaining balance of the stored balls at the rate specified by the message to the inter-stage card processor 10.
[0059] The inter-stage card processor 10 stores the received stored ball replay data and enables the stored ball replay operation when the remaining balance of the stored balls indicated in the stored ball replay data is equal to or greater than the number of game balls paid out per stored ball replay operation (number of stored ball replay units. For example, "125 balls").
[0060] When the inter-table card processor 10 receives the first stored ball replay operation after storing the stored ball replay data, it requests the player to enter a PIN number, and checks whether the entered PIN number matches the PIN number indicated in the stored ball replay data.
[0061] When the PIN numbers match, the inter-table card processor 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-table card processor 10, the address or any identification information identifying the inter-table card processor 10 as the source, information for identifying the rate of the inter-table card processor 10, and a stored ball replay request.
[0062] The management device 50 subtracts a predetermined value from the remaining balance of the stored balls at the rate specified by the message from among the stored balls associated with the card ID in the message, and transmits the stored ball replay data including the remaining balance after subtraction to the inter-table card processor 10.
[0063] The inter-table card processor 10 receives the stored ball replay data, updates the remaining balance of the stored balls, notifies the gaming machine 20 of the number corresponding to the stored ball replay unit number, and adds it to the number of game balls. Further, it determines whether the remaining balance of the updated stored balls has become less than the stored ball replay unit number. If the remaining balance of the updated stored ball data is equal to or greater than the stored ball replay unit number, it is possible to receive the stored ball replay operation again, and if the stored ball replay operation is received, a stored ball replay request is transmitted. In the second and subsequent stored ball replay operations, confirmation of the PIN number is not required. If the remaining balance of the updated stored ball data becomes less than the stored ball replay unit number, the stored ball replay operation cannot be received.
[0064] Next, the transfer from the held balls to the stored balls during the store closing process will be described. The management device 50 checks the remaining balance of the held balls in the card management data during the store closing process, and if there is a held ball whose remaining balance is greater than "0", it adds the remaining balance of the held ball to the remaining balance of the stored balls and updates it. After that, the management device 50 clears the remaining balance of the held ball to zero.
[0065] <External Configuration of the Inter-table Card Processor 10 and the Gaming Machine 20> Next, the external configurations of the inter-base card processor 10 and the gaming machine 20 shown in FIG. 2 will be described. FIG. 3 is a diagram showing the external configurations of the inter-base card processor 10 and the gaming machine 20 shown in FIG. 2. In the figure, the inter-base card processor 10 that accepts only banknotes is illustrated, but a unit capable of accepting electronic money can also be provided.
[0066] As shown in FIG. 3, the inter-base card processor 10 is provided with a status display unit 11 that displays the status of the device of the inter-base card processor 10 by lighting or blinking a lamp of a predetermined color, a banknote insertion slot 12a for accepting various banknotes, a display operation unit 13 such as a touch panel display, a card insertion slot 14a for accepting a card associated with a card ID, and a holding unit 14b for holding a portable terminal owned by a player to associate a unique ID. Further, the holding unit 14b accepts a portable terminal associated with a unique ID and reads the unique ID.
[0067] The gaming machine 20 is provided with a game board surface, a handle 21 used when throwing the enclosed game balls onto the game board surface, and a counting button 22.
[0068] The counting button 22 is an operation button for performing a management transfer that subtracts the number of game balls of the gaming machine 20 and adds the corresponding number to the stored balls of the inter-base card processor 10, thereby transferring the management of the number of balls that can be thrown from the gaming machine 20 to the inter-base card processor 10. This management transfer corresponds to a counting process in which the inter-base card processor 10 counts the paid-out game balls and adds them to the stored balls in an open-type gaming machine 20 in which actual game balls are paid out upon winning.
[0069] <Configuration of the Inter-base Card Processor 10> Next, the configuration of the inter-base card processor 10 shown in FIG. 2 will be described. FIG. 4 is a functional block diagram showing the configuration of the inter-base card processor 10 shown in FIG. 2. As shown in FIG. 4, the inter-base card processor 10 includes a banknote transport unit 12, a display operation unit 13, a reader / writer 14, a communication unit 15, a storage unit 16, a control unit 17, and a game management unit 18.
[0070] 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 discriminating the denomination and authenticity of the bills. The display operation unit 13 is an input / output device such as a touch panel display that performs display of various information such as valuable value and accepts various operations such as the operation of lending balls.
[0071] The reader / writer 14 is a reading unit that reads the card ID from the card inserted into the card insertion slot 14a. Note that the card inserted into the card insertion slot 14a is stored in a card storage unit (not shown) via this 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.
[0072] The storage unit 16 is a storage device composed of a hard disk device, a non-volatile memory, etc. The storage unit 16 stores the self-device state data 16a, the card data 16b, and the complete state data 16c.
[0073] The self-device state data 16a is data indicating the state of the inter-stage card processor 10. This self-device state data 16a includes the inter-stage card processor ID, the gaming machine ID, the game type, etc. The inter-stage card processor ID is identification information for uniquely identifying the inter-stage card processor 10 in the game store. The game type is data indicating the rate set for the inter-stage card processor 10. When handling game balls of multiple rates in the game store, the game type name is set and managed for each rate, such as "ball 1" for 4-yen rate game balls, "ball 2" for 2-yen rate game balls, and "ball 3" for 1-yen rate game balls. The inter-stage card processor 10 selects the rate to be used in the game from these game types and stores it as the game type. The game type may be fixed for each section where the inter-stage card processor 10 is installed, or may be changeable by the operation of the game customer.
[0074] 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, the amount of coins in hand, the amount of coins stored, etc. The card ID is the card ID read by the reader / writer 14. When the card is conveyed from a card storage section (not shown) to the card insertion slot 14a and then discharged, the card data 16b is updated by the card ID read by the reader / writer 14 during this conveyance. Also, when the card is conveyed 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 conveyance. The prepaid value indicates the remaining balance of the prepaid value available for lending coins, and the amount of coins in hand and the amount of coins stored indicate their respective remaining balances.
[0075] The complete state data 16c is data indicating the presence or absence of the complete state of the gaming machine 20. The complete state data 16c is set to "ON (for example, '1' in binary data)" if the gaming machine 20 is in the complete state, and is set to "OFF (for example, '0' in binary data)" if the gaming machine 20 is not in the complete state.
[0076] The game management unit 18 is a processing unit that performs processes related to authentication and communication with the gaming machine 20. It is desirable to form this game management unit 18 on a circuit board different from the control unit 17. The game management unit 18 includes an authentication processing unit 18a, an authentication key management unit 18b, and a gaming machine state management unit 18c. In practice, by loading these programs into a CPU (Central Processing Unit) and executing them, processes corresponding to the authentication processing unit 18a, the authentication key management unit 18b, and the gaming machine state management unit 18c are respectively executed.
[0077] The authentication processing unit 18a performs the 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 fails, the authentication processing unit 18a prohibits the use of the gaming machine 20. Even if the authentication fails, if it is within a predetermined period from the last successful authentication, an operation permission may be transmitted to the gaming machine 20, and after the predetermined period has elapsed since the last successful authentication, an operation permission is not transmitted to the gaming machine 20, and the use of the gaming machine 20 may be prohibited.
[0078] 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 operation 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 energization time of the board on which the game management unit 18 is formed as the operation 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 acquires a new authentication key from the off-site authentication key management center via the management device 50 and updates the authentication key.
[0079] The gaming machine state management unit 18c is a processing unit that communicates with the gaming machine 20 and manages the state of the gaming machine 20. Specifically, the gaming machine state management unit 18c acquires the gaming machine ID from the gaming machine 20, transmits a request to add the number of game balls due to ball lending, transmits a management transfer request from the held balls to the number of game balls due to a held ball replay, transmits a request to add the number of game balls due to a stored ball replay, receives the game results such as the number of balls inserted and the number of prize balls in the gaming machine 20, and receives a management transfer request from the number of game balls to the held balls by counting. The communication between the inter-stage card processor 10 and the gaming machine 20 uses encrypted communication using a predetermined encryption method.
[0080] In addition, the gaming machine state management unit 18c further acquires the current number of game balls in the gaming machine 20, and states set for the game such as start, jackpot, jackpot type, and number of lottery draws. It is desirable to set the time interval at which the gaming machine state management unit 18c acquires the state of the gaming machine 20 to be shorter than the interval at which game balls are launched (used) in the gaming machine 20. Further, when the gaming machine state management unit 18c acquires the number of game balls from the gaming machine 20, it transfers the number of game balls to the control unit 17.
[0081] Note that the timing at which the gaming machine state management unit 18c newly acquires the gaming machine ID from the gaming machine 20 is not limited to before opening. When the power of the inter-stage card processor 10 is turned on or off, during regular communication, when processing related to the number of game balls (such as ball lending, replay, counting, etc.) is performed, or when returning from the offline state, it is possible to acquire the gaming machine ID and determine the replacement of the gaming machine 20. Also, these timings may be used in combination.
[0082] The control unit 17 is a control unit that performs overall control of the inter-stage card processor 10, and includes a data management unit 17a, a complete state management unit 17b, and a game control unit 17c. Actually, by loading these programs into the CPU and executing them, processes corresponding to the data management unit 17a, the complete state management unit 17b, and the game control unit 17c are executed respectively.
[0083] When a card is inserted, the data management unit 17a transmits a card insertion notification including the card ID and the inter-stage card processor ID to the management device 50. Also, when the data management unit 17a receives data including a valuable value (at least one of prepaid value, held balls, and stored balls) from the management device 50, it updates the card data 16b with the received valuable value.
[0084] Further, when a bill is inserted into the bill insertion slot 12a, the data management unit 17a transmits a deposit notification including the amount of the inserted bill, the card ID, and the inter-stage card processor ID to the management device 50.
[0085] 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-stage card processor ID to the management device 50. If a ball lending permission is received as a response to this ball lending request, the data management unit 17a subtracts the prepaid value of the card data 16b and instructs the game management unit 18 to add a predetermined number of balls to the number of game balls of the gaming machine 20.
[0086] In addition, when the data management unit 17a receives a hold ball replay operation, it subtracts and updates the hold balls in the card data 16b and instructs the game management unit 18 to add the corresponding number of balls to the number of game balls of the gaming machine 20.
[0087] In addition, when the remaining balance of the stored balls shown in the card data 16b is equal to or more than the stored ball replay unit number, the data management unit 17a displays a stored ball replay button on the display operation unit 13 to enable the reception of a stored ball replay operation. When a stored ball replay operation is performed by a player, the data management unit 17a transmits a stored ball replay request including the card ID and the inter-stage card processor ID to the management device 50. If stored ball replay data is received as a response to this stored ball replay request, the data management unit 17a updates the remaining 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 stored ball replay unit number to the number of game balls of the gaming machine 20. Note that at the time of the first stored ball replay operation, the input of a password is requested, and it is a condition for transmitting a stored ball replay request that it matches the password shown in the card data 16b.
[0088] In addition, when the game management unit 18 receives a transfer request of game balls from the gaming machine 20, the data management unit 17a adds and updates the number of balls instructed by the game management unit 18 to the hold balls in the card data 16b.
[0089] In addition, when the data management unit 17a receives a card return operation, it transmits a hold ball addition request including the card ID, the inter-stage card processor ID, and the remaining balance of the hold balls to the management device 50. Then, after clearing the card data 16b to zero, it transmits a card ejection notification to the management device 50 and ejects the card.
[0090] The complete state management unit 17b is a processing unit that manages the complete state data 16c. If the complete state management unit 17b receives a complete signal from the gaming machine 20, it sets the complete state data 16c to "ON". If the complete state management unit 17b receives a reset signal or a setting change signal from the gaming machine 20, it sets the complete state data 16c to "OFF".
[0091] The game control unit 17c is a processing unit that restricts operations related to the game. If the game control unit 17c receives a complete signal from the gaming machine 20, it displays a message prompting a counting operation on the gaming machine 20 on the display operation unit 13 and restricts operations on the display operation unit 13 other than employee call and card return.
[0092] Also, when the complete state data 16c is "ON", if the game control unit 17c receives a deposit, it displays a message indicating that the deposit cannot be accepted on the display operation unit 13 and returns the received banknote.
[0093] Also, when the complete state data 16c is "ON", if the game control unit 17c receives a card return operation, it returns the card and displays a message prompting an employee call on the display operation unit 13.
[0094] Next, a specific example of the data stored in the storage unit 16 of the inter-stage card processor 10 shown in FIG. 4 will be described. FIG. 5 is a diagram showing an example of the self-device state data 16a, card data 16b, and complete state data 16c shown in FIG. 4.
[0095] The self-device state data 16a shown in FIG. 5(a) indicates that the ID of the inter-stage card processor 10 is "A101", the gaming machine ID of the connected gaming machine 20 is "B201", and "Ball 1" is set as the game type of the inter-stage card processor 10.
[0096] The card data 16b shown in Fig. 5(b) indicates that the ID of the card inserted into the under-stage card processor 10 is "2001". Here, the upper digit of the card ID indicates the type of the card. A card with the upper digit "1" is a general card, and a card with the upper digit "2" is a membership card. Also, the card data 16b indicates that the PIN for replay of stored balls is "1234" and the prepaid value is in the state of "3000" units. Here, one unit of the prepaid value is equivalent to 1 yen.
[0097] Also, the card data 16b indicates that as the held balls, the remaining balance of the held balls of ball 1 is "1500" balls, the remaining balance of the held balls of ball 2 is "2500" balls, and the remaining balance of the held balls of ball 3 is "0" balls. As the stored balls, the remaining balance of the stored balls of ball 1 is "500" balls, the remaining balance of the stored balls of ball 2 is "400" balls, and the remaining balance of the stored balls of ball 3 is "150" balls.
[0098] The complete state data 16c shown in Fig. 5(c) indicates the state where the complete state is "ON".
[0099] <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 functional block diagram showing the configuration of the gaming machine 20 shown in Fig. 2. As shown in Fig. 6, the gaming machine 20 includes a communication control unit 23, a presentation 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 under-stage card processor 10. Communication with the under-stage card processor 10 uses encrypted communication with a predetermined encryption method.
[0100] When the gaming machine 20 is activated, the communication control unit 23 reads identification information from the control CPUs provided in the game control unit 25 and / or the game ball control unit 26, checks whether the identification information is appropriate, and if it is appropriate, establishes communication with the under-stage card processor 10 and enters the standby state. In the standby state, if an operation permission is received from the under-stage card processor 10, the presentation control unit 24, the game control unit 25, and the game ball control unit 26 are activated to enable the gaming state.
[0101] The game control unit 25 is a control unit that controls the game played by the gaming machine 20. Actually, by loading and executing a program corresponding to the game control unit 25 into the CPU, a process will be executed.
[0102] Specifically, the game control unit 25 performs control of the launch of game balls onto the game board by detecting handle operations, detection of game balls that have entered the winning holes on the game board, acquisition and lottery (special symbols and normal symbols) of random numbers (among random values from 0 to 65535, for which winning, minor winning, and losing numerical values are assigned for each predetermined range) by game balls that have entered the start hole, control of movable members (such as tulips) provided on the game board, display control of the special symbol display device provided on the game board, detection of abnormalities with a risk of fraud (such as the front frame being open, vibration being detected, etc.) and notification to the upper device, etc.
[0103] A large number of obstacle pins are implanted on the game board. The game balls launched onto the game board by handle operations fall between the obstacle pins and either win by entering the winning holes or the start hole, or are discharged outside the game board through the out hole of the game board without winning. When a game ball wins by entering the start hole, a lottery is conducted. If it is a big win, a big win game is performed in which a plurality of predetermined winning holes on the game board are controlled to be in an open state, and by making it easier for game balls to win through these winning holes, prize balls are awarded to the game players.
[0104] In addition, there is a jackpot game with a privilege in which, after the jackpot game ends, a predetermined privilege game is given to the player. The jackpot game with a privilege includes a probability-variable jackpot and a time-shortening jackpot. The probability-variable jackpot and the time-shortening jackpot each give a probability-variable game and a time-shortening game as privilege games after the jackpot. The time-shortening game is a privilege game that increases the number of lottery draws per unit time and increases the probability of winning the jackpot per unit time by shortening the variable time (the time from the start of the lottery process to the display of the result) of the normal symbol lottery (the opening and closing lottery of the movable member) and / or the special symbol lottery (the jackpot lottery by winning the game ball). This privilege game may include a normal symbol probability variation that increases the winning probability of the normal symbol. The time-shortening game by the time-shortening jackpot ends when the number of lottery draws of the special symbol lottery has been performed a predetermined number of times after the jackpot. The probability-variable game will be described later.
[0105] The game control unit 25 has a probability-variable function. The probability-variable function is a function that performs control to change the random number range of the jackpot used in the next lottery when the lottery result falls within a particularly specified random number range among the jackpots (generally, it is made about 10 times). The probability-variable game performs the special symbol lottery using the probability after this change. The probability-variable game continues until the next jackpot win. Also, the probability-variable game and the time-shortening game may be given simultaneously. However, in order to prevent unexpected damage to the game parlor, when the player obtains a certain number of game media after the start of the probability-variable game or the time-shortening game, it may be a stop processing (once the card is discharged and a prize exchange or a table movement is requested). In this case, it can be realized by counting the number of game media after the probability-variable game state is reached by the gaming machine 20 and performing game stop control such as stopping the emission of the game ball when this count value reaches a predetermined value.
[0106] When a reset or a setting change is performed, the game control unit 25 transmits a reset signal or a setting change signal to the inter-table card processor 10.
[0107] The performance control unit 24 is a control unit that controls the performance during the game, and includes a performance symbol lottery unit 24a and a performance lottery unit 24b. Actually, by loading these programs into the CPU and executing them, processes corresponding to the performance symbol lottery unit 24a and the performance lottery unit 24b will be executed respectively.
[0108] The performance symbol lottery unit 24a conducts a lottery of performance symbols (symbols displayed on a performance symbol display device such as a display device on the game board) based on the special symbol lottery in the game control unit 25 (specifically, whether to finally stop the display at 7, 7, 7, etc.).
[0109] The performance lottery unit 24b conducts a lottery of the types of performances (such as a character appearing and performing a reach performance) to be performed until the lottery result based on the performance symbols is displayed. Such performances are set so that the performances selected for the main lottery result are different.
[0110] The performance control unit 24 stores the performance data of each performance. Further, the performance control unit 24 controls the display of the performance symbol display device, and during the execution of the performance, overlays the performance data on the background symbol data to perform a performance display. Also, during probability variation, background color data different from the normal state is set.
[0111] The game ball control unit 26 is a control unit that controls the number of game balls and completion, and includes a game ball management unit 26a and a completion management unit 26b. Actually, by loading these programs into the CPU and executing them, processes corresponding to the game ball management unit 26a and the completion management unit 26b will be executed respectively.
[0112] The game ball management unit 26a is a processing unit that manages the number of game balls. The game ball management unit 26a stores the number of game balls in the playable number memory, subtracts "1" from the number of game balls each time a game ball is launched, and adds the number of prize balls obtained by winning to the number of game balls. Also, when the number of balls is notified from the inter-stage card processor 10, the notified number of balls is added to the number of game balls, and a confirmation signal indicating that the number of game balls has been added is transmitted to the inter-stage card processor 10. Further, the game ball management unit 26a can also perform cleaning control of the game balls (circulating balls) enclosed in the gaming machine 20.
[0113] Also, the game ball management unit 26a periodically transmits the number of game balls stored in the playable number memory to the inter-stage card processor 10. In this case, the game ball management unit 26a transmits the number of game balls at the time of data acquisition to the inter-stage card processor 10 while continuing to update the number of game balls according to the game state without clearing the content of the playable number memory to zero.
[0114] Also, the gaming machine 20 is provided with a counting button 22, and a signal indicating that the counting button 22 has been pressed is input to the game ball management unit 26a. The game ball management unit 26a detects the pressing operation of the counting button 22, and if the time from the rising edge to the falling edge of the detection signal is less than a certain time, it transmits a management transfer request to the inter-stage card processor 10 together with data on the number of game balls in a certain number (for example, 100 balls per operation). Then, the number of balls corresponding to the transfer to the management of the inter-stage card processor 10 is subtracted (invalidated) from the number of game balls. Also, if the pressing operation of the counting button 22 is detected and the falling edge is not detected for a predetermined time or more after the detection signal rises, a management transfer request is transmitted to the inter-stage card processor 10 together with data on the number of game balls in a certain number (for example, 200 balls per 5 seconds) each time the state where the detection signal has risen continues for a certain time. Then, the number of balls corresponding to the transfer to the management of the inter-stage card processor 10 is subtracted (invalidated) from the number of game balls. When subtracting from the number of game balls, methods such as decrementing the value to be subtracted from the value of 1 stored in the memory, updating the value stored in the memory with the value after subtraction, and deleting or logically deleting the value before subtraction to invalidate it can be considered, but there is no particular limitation as long as the value after subtraction can be specified.
[0115] The complete management unit 26b is a management unit that manages whether the gaming machine 20 is in a stopped state (complete state). When the number of balls reaches a predetermined number of balls (for example, 95,000 balls), the complete management unit 26b stops the launch of the game balls onto the game board surface and transmits a complete signal to the apron card processor 10.
[0116] The game control unit 25 and the game ball control unit 26 are each configured on separate circuit boards. The game control circuit board on which the game control unit 25 is configured and the game ball control circuit board on which the game ball control unit 26 is configured each have a unique ID. The gaming machine 20 combines the ID of the game control circuit board and the ID of the game ball control circuit board and uses them as the gaming machine ID.
[0117] <Configuration of the management device 50> Next, the configuration of the management device 50 shown in FIG. 2 will be described. FIG. 7 is a functional block 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.
[0118] The display unit 51 is a display device such as a liquid crystal panel or a display device. The input unit 52 is an input device such as a keyboard or a mouse. The external network communication unit 53 is an interface unit for data communication with an authentication key management center (not shown) 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 cashier 70 via a communication line in the game store.
[0119] The storage unit 55 is a storage device such as a hard disk device or a non-volatile memory, and stores card management data 55a, device management data 55b, and member management data 55c.
[0120] The card management data 55a is data that associates the prepaid value balance, remaining number of held tokens, etc. with the card ID. The device management data 55b is data related to the devices installed in the gaming parlor. This device management data 55b includes the inter-stage card processor ID, installation location, gaming table number, gaming machine ID, model data of the gaming machine 20, and the like.
[0121] The member management data 55c is data that associates the name of the member, stored token information, etc. with the card ID of the member card issued to the member.
[0122] The control unit 56 is a control unit that performs overall control of the management device 50, and includes a card management unit 56a, a device management unit 56b, and a member management unit 56c. Actually, by loading these programs into the CPU and executing them, processes corresponding to the card management unit 56a, the device management unit 56b, and the member management unit 56c will be executed respectively.
[0123] 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-stage card processor 10, the prize management device 60, and the redemption machine 70 to update the prepaid value and the remaining balance of the held tokens associated with the card ID. Also, when the card management unit 56a receives a card insertion notification from the inter-stage card processor 10, it notifies the valuable value and the remaining balance of the held tokens associated with the card.
[0124] 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-stage card processor ID, installation location, and gaming machine ID acquired from the inter-stage card processor 10.
[0125] The member management unit 56c is a processing unit that manages the member management data 55c. The member management unit 56c communicates with the prize management device 60 to update the remaining balance of the stored tokens associated with the card ID.
[0126] Here, the stored credit replay process by the member management unit 56c will be described. If the member management unit 56c receives stored credit replay request data from the pedestal card processing machine 10, among the stored credits associated with the card ID in the stored credit replay request data, it will subtract the remaining balance of the stored credit at the payout destination rate by the number of payout units, and recalculate the number of possible stored credit replays. Then, it will transmit the stored credit replay data including the remaining balance after subtraction and the number of possible stored credit replays to the pedestal card processing machine 10.
[0127] Next, a specific example of the data stored in the storage 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, device management data 55b, and member management data 55c shown in FIG. 7.
[0128] In the card management data 55a shown in FIG. 8(a), the prepaid value "0" times, the remaining balance of the held credits for each rate "0" credits, and the usage destination ID "A101" are associated with the card ID "1001". That is, the card with the card ID "1001" is inserted into the pedestal card processing machine 10 with the device ID "A101", and the management of the held credits has been transferred to the pedestal card processing machine 10. Therefore, the remaining balance of the held credits for each rate is zero.
[0129] Also, in the card management data 55a, the prepaid value "3000" times, and as held credits, the remaining balance of the held credits of 1 credit is "1500" credits, the remaining balance of the held credits of 2 credits is "2500" credits, and the remaining balance of the held credits of 3 credits is "0" credits are associated with the card ID "2001", but no usage destination ID is associated. That is, the card with the card ID "2001" is not inserted into the pedestal card processing machine 10, and the management of the held credits is performed by the management device 50.
[0130] The device management data 55b shown in FIG. 8(b) indicates that for the pedestal card processing machine 10 with the ID "A101", its installation location is "Island 1-1", the game table number is "11", the ID of the connected gaming machine 20 is "B201", the game type is "1 credit", the model of the gaming machine 20 is "EV01", and the manufacturing number is "a". It also indicates that this gaming machine 20 is in a state of being in use.
[0131] Also, the device management data 55b indicates that for the pedestal card processor 10 with the ID "A201", its installation location is "Island 2-1", the game table number is "21", the ID of the connected gaming machine 20 is "B506", the game type is "Ball 3", the model of the gaming machine 20 is "DX03", and the manufacturing number is "g". It also indicates that this gaming machine 20 is in the state of being in use.
[0132] The member management data 55c shown in FIG. 8(c) indicates the state where for the card ID "2001", the name is "Patent Taro", the remaining balance of the stored balls of "Ball 1" is "500" balls, the remaining balance of the stored balls of "Ball 2" is "400" balls, and the remaining balance of the stored balls of "Ball 3" is "150" balls.
[0133] <An example of the display on the pedestal card processor 10> Next, an example of the display on the pedestal card processor 10 according to the first embodiment will be described. FIG. 9 is a diagram showing an example of the display on the pedestal card processor 10 according to the first embodiment.
[0134] As shown in FIG. 9(a), when the pedestal card processor 10 receives a complete signal from the gaming machine 20, it displays a message prompting the counting operation on the gaming machine 20. Specifically, it displays "A complete signal has been received. Please count the game balls and end the game."
[0135] After that, when the pedestal card processor 10 performs the counting process of transferring from the number of game balls to the held balls and receives the number of held balls from the gaming machine 20, it displays an operation screen on which operations other than employee call and card return cannot be performed (see FIG. 9(b)).
[0136] In such a situation, if the under-stage card processor 10 accepts the insertion of a banknote, it displays a message indicating that the deposit cannot be made (see Fig. 9(c)) and returns the accepted banknote. Specifically, it displays "A complete signal has been received. The deposit cannot be made." Then, after a predetermined time has elapsed, it displays the operation screen shown in Fig. 9(b) again. Thus, if the complete signal is received from the gaming machine 10, the acceptance of currency will be prohibited.
[0137] Also, if the under-stage card processor 10 accepts a card return operation on the operation screen shown in Fig. 9(b), it returns the card and displays a message prompting the call of an employee. Specifically, it displays "A complete signal has been received, so gaming is not possible. Please call an employee." (see Fig. 9(d)).
[0138] <Processing Procedure When a Complete Signal is Received> Next, the processing procedure when a complete signal is received according to Embodiment 1 will be described. Fig. 10 is a flowchart showing the processing procedure when a complete signal is received according to Embodiment 1.
[0139] If the under-stage card processor 10 receives a complete signal from the gaming machine 20 (step S101; Yes), it displays a screen prompting counting (step S102). Then, if the counting process is completed (step S103; Yes), it displays an employee call and return operation screen (step S104).
[0140] If there is no banknote deposit (step S105; No), it proceeds to step S107. If a banknote deposit is accepted (step S105; Yes), it displays a banknote return message and returns the banknote (step S106).
[0141] If a card return operation is accepted and the card is returned (step S107; Yes), it displays a message prompting the call of an employee (step S108) and ends the process.
[0142] As described above, when the number of balls obtained by the gaming machine 20 becomes a predetermined number or more and the gaming machine 20 enters the stopped state (complete), the counter card processor 10 displays a message or the like prompting the counting process and restricts operations other than employee call and card return. Therefore, when the gaming machine 20 reaches the complete state, the operations related to the game on the counter card processor 10 can be restricted.
[0143] In the above-described Embodiment 1, the case where the operations related to the game on the counter card processor 10 are restricted when the gaming machine 20 enters the stopped state has been described. However, the present invention is not limited to this. It is also possible to configure the management device to notify the situation where the number of balls obtained by the gaming machine 20 becomes a predetermined number or more and the gaming machine 20 enters the stopped state, and to notify the employee. Further, the situation where the gaming machine 20 enters the stopped state can be notified to and displayed on the pedestal lamp.
[0144] Also, in the above-described Embodiment 1, the case where the operations related to the game on the counter card processor 10 are restricted when the number of balls obtained by the gaming machine 20 becomes a predetermined number or more and the gaming machine 20 enters the stopped state has been described. However, the present invention is not limited to this. A near-complete threshold before entering the stopped state (complete state) can be set, and when the number of balls reaches or exceeds the near-complete threshold, the functions of the counter card processor 10 such as deposit restriction can be restricted.
[0145] [Embodiment 2] Incidentally, in the above-described Embodiment 1, the case where the operations related to the game on the counter card processor 10 are restricted when the gaming machine 10 enters the stopped state has been described. However, the present invention is not limited to this. When the gaming machine 20 enters the stopped state, it is also possible to issue a completion certificate to the user terminal held by the game player. Therefore, in this Embodiment 2, the case where a completion certificate is issued to the user terminal when the gaming machine 20 enters the stopped state will be described.
[0146] <Overview of the Gaming System According to Embodiment 2> First, the overview of the gaming system according to Embodiment 2 will be described. FIGS. 11 and 12 are explanatory diagrams for explaining the overview of the gaming system according to Embodiment 2. As shown in FIG. 11, in the gaming system according to Embodiment 2, when the gaming machine 20 enters the stopped state (complete state) (S1), a QR code (registered trademark) is displayed on the display unit of the inter-base card processor 100 (S2).
[0147] The player reads the QR code (registered trademark) with the code reader of the user terminal 600 (S3), and receives the issuance of a completion certificate from an information management device 500 (not shown) (S4). When a plurality of players play games continuously and enter the stopped state (complete state), a completion certificate is issued to each player.
[0148] For example, as shown in FIG. 12, player A performs app authentication using the user terminal 600a before the start of the game (S11), and after obtaining a certain number of bonus balls, ends the game and leaves the store (S12). After that, player B performs app authentication using the user terminal 600b before the start of the game (S13), starts the game, obtains a number of bonus balls, and if the total number of bonus balls of player A and player B enters the stopped state (complete state) (S14), a completion certificate proving that all the players who have performed app authentication (that is, player A and player B) have stopped is issued. Specifically, the completion certificate is issued and notified to the user terminal 600a and the user terminal 600b.
[0149] <System Configuration According to Embodiment 2> Next, the system configuration of the gaming system according to Embodiment 2 will be described. FIG. 13 is a diagram showing the system configuration of the gaming system according to Embodiment 2. As shown in FIG. 13, in the game parlor, a plurality of gaming machines 20 and inter-base card processors 100 provided corresponding to each of the gaming machines 20 are installed.
[0150] The inter-station card processor 100 is connected to a communication line, which is an in-store network, via the island controller 30. The communication line is connected to the island controller 30, the management device 400, the video management device 300, the camera 200, the prize management device 60, and the cash register 70.
[0151] In addition, the management device 400 is connected to the Internet, which is an out-of-store network. The Internet is connected to the management device 400, the information management device 500, and the user terminal 600.
[0152] <Processing Procedure for Issuing Completion Certificate> Next, the processing procedure for issuing the completion certificate according to the second embodiment will be described. FIGS. 14 and 15 are explanatory diagrams for explaining the issuing procedure of the completion certificate according to the second embodiment. FIG. 14 shows the case where a single player's game has stopped, and FIG. 15 shows the case where the games of multiple players have stopped.
[0153] As shown in FIG. 14, if a player starts a game (S21), the camera 200 uses the video of the player playing the game to check for any change (replacement) of the person (S22) and notifies the video management device 300. For example, the cross-correlation between the face image of a person at a certain point in time and the face image of the person at the next point in time is calculated, and if the cross-correlation value is less than a predetermined value, it is determined that the person has been replaced. The video management device 300 manages the change of the person for each gaming machine 20 (S23).
[0154] If the gaming machine 20 enters the stop state (S24), the gaming machine 20 sends a completion signal to the inter-station card processor 100, and the inter-station card processing device 100 sends a completion signal to the management device 400 (S25).
[0155] The management device 400 inquires of the video management device 300 about the presence or absence of a person change for the gaming machine 20 that has entered the stop state, and the video management device 300 responds to this inquiry and notifies the management device 400 of the presence or absence of a person change (S26).
[0156] The management device 400 determines whether to issue a permit based on predetermined permit issuance conditions (S27). If it determines that issuance is permitted, it notifies the information management device 500 of a certificate issuance instruction including the store name, model, etc. (S28), and issues a QR issuance instruction to the counter card processor 100 (S29).
[0157] The counter card processor 100 issues and displays a QR code (registered trademark) (S30). The user terminal 600 reads the QR code (registered trademark) with a code reader (S31) and notifies the information management device 500 of a certificate issuance request (S32). The information management device 500 issues and notifies the user terminal 600 of a completion certificate based on the certificate issuance request (S32).
[0158] Also, as shown in FIG. 15, the first game player uses the user terminal 600a to read the QR code (registered trademark) displayed on the counter card processor 100 (S41). By holding the user terminal 600a over the shading part of the counter card processor 100, the counter card processor 100 acquires the terminal information of the user terminal 600a.
[0159] If the game starts, the counter card processor 100 notifies the management device 400 of game information while the game is continuing. If the game ends (S42), the counter card processor 100 notifies the management device 400 of the end of the game including the terminal information of the user terminal 600a (S43).
[0160] The management device 400 notifies the information management device 500 of the game information related to the user terminal 600a (S44), and the information management device 500 manages the user terminal 600a as a user waiting for certificate issuance (S45).
[0161] The next game player uses the user terminal 600b to read the QR code (registered trademark) displayed on the counter card processor 100 (S46). After holding the user terminal 600b over the shading part of the counter card processor 100, the game starts.
[0162] When the gaming machine 20 enters the stopped state (S47), it sends a complete signal to the inter-stage card processor 100. The inter-stage card processing device 100 sends a complete signal to the management device 400 (S48). At this time, the inter-stage card processor 100 notifies the management device 400 of the terminal information of the user terminal 600b.
[0163] The management device 400 notifies the information management device 500 of the gaming information related to the user terminal 600b (S49), and the information management device 500 issues a completion certificate to each authenticator who contributed to the stopped state (S50). That is, a completion certificate is issued and notified to the user terminal 600a and the user terminal 600b.
[0164] As described above, in the gaming system according to the second embodiment, a completion certificate can be issued to the user terminal possessed by the player who contributed to the stopped state.
[0165] In the above-described second embodiment, the case where it is determined whether or not the player continued to play based on the change in the person using the video of the player was described. However, the present invention is not limited to this. It is also possible to determine whether or not a single player continued to play using information such as biometric authentication, app authentication, and out non-detection time.
[0166] Also, in the above-described second embodiment, the case where a completion certificate is issued when a plurality of players play on the same gaming machine and enter the stopped state was described. However, the present invention is not limited to this. A completion certificate can also be issued when a plurality of players play on different gaming machines and the total number of the number of balls put out by all of these players satisfies a predetermined condition (for example, 95,000 balls or more in total within 5 hours).
[0167] [Embodiment 3] Incidentally, in the above-described Embodiment 1, the case where the operation related to the game in the apron card processing device 10 is restricted when the gaming machine 20 enters the pause state has been described. However, the present invention is not limited to this. It is also possible to display the remaining number of acquirable media at a predetermined number of difference balls before the gaming machine 20 enters the pause state, and to convert and display it into the number of acquirable media during a jackpot in a prize unique to each gaming machine. In the third embodiment, the case where the remaining number of acquirable media at a predetermined number of difference balls before the gaming machine 20 enters the pause state is displayed and converted and displayed into the number of acquirable media during a jackpot in a prize unique to each gaming machine will be described.
[0168] <Outline of the gaming system according to Embodiment 3> First, the outline of the gaming system according to the third embodiment will be described. FIGS. 16 and 17 are explanatory diagrams for explaining the outline of the gaming system according to the third embodiment. FIG. 16 shows the case where the game type is pachinko, and FIG. 17 shows the case where the game type is slot.
[0169] As shown in FIG. 16, in the gaming system according to the third embodiment, the information set in the gaming machine is managed as model information, and the information set in the store is managed as store settings.
[0170] First, the case where the game type is pachinko will be described. As shown in FIG. 16(a), in the model information, the game type "pachinko", the model name "Hokuto no G", the complete activation value "difference balls +95000" balls, the jackpot round 1 (50%) "10R 1000 balls", and the jackpot round 2 (50%) "5R 500 balls" are set. Also, in the store settings, the near-complete threshold value "difference balls +80000" balls, the display of the remaining acquirable number "yes", and the conversion of the remaining acquirable number "yes" are set. Also, the current gaming situation of the first unit of the model "Hokuto no G" is in the situation of "difference balls +80000" balls.
[0171] As shown in FIG. 16(b), when a jackpot occurs in the above situation, the pedestal card processor displays "Big Win on Slot Machine No. 1 of Hokuto's G!! 15,000 coins left until stop". After that, if a win of 1,000 coins occurs at 10R, it displays "Big Win on Slot Machine No. 1 of Hokuto's G!! 14,000 coins left until stop Remaining available R counts 10R approximately 14 times 5R approximately 28 times". After that, if a win of 500 coins occurs at 5R, it displays "Big Win on Slot Machine No. 1 of Hokuto's G!! 13,500 coins left until stop Remaining available R counts 10R approximately 14 times 5R approximately 27 times".
[0172] Next, the case where the game type is a slot will be described. As shown in FIG. 17(a), in the machine type information, the game type is set to "Slot", the machine name is set to "South Dipper G", the complete activation value is set to "Difference +19,000" pieces, the average number of BBs obtained is set to "200" pieces, and the average number of RBs obtained is set to "100" pieces. Also, in the store settings, the near-complete threshold value is set to "Difference +18,000" pieces, the display of the remaining available number is set to "Yes", and the conversion of the remaining available number is set to "Yes". Also, the current game situation on the first stage of the machine "South Dipper G" is a situation of "Difference +18,000" pieces.
[0173] As shown in FIG. 17(b), when a jackpot occurs in the above situation, the pedestal card processor displays "Big Win on Slot Machine No. 1 of South Dipper G!! 1,000 pieces left until stop". After that, if a win of 200 pieces occurs with a BB, it displays "Big Win on Slot Machine No. 1 of South Dipper G!! 800 pieces left until stop Remaining available set counts BB approximately 4 sets RB approximately 8 sets". After that, if a win of 100 pieces occurs with an RB, it displays "Big Win on Slot Machine No. 1 of South Dipper G!! 700 pieces left until stop Remaining available set counts BB approximately 4 sets RB approximately 7 sets".
[0174] As described above, in the game system according to the third embodiment, the remaining available medium number at a predetermined difference coin number before the gaming machine 10 enters the stop state (complete state) is displayed, and it can be converted and displayed into the remaining available medium number for winning a jackpot during a special prize, which is different for each gaming machine.
[0175] In the above-described Embodiment 3, the case where the remaining number of acquirable media at a predetermined number of difference balls before the stop state is displayed on the pedestal card processor has been described. However, the present invention is not limited to this, and it can also be displayed on a pedestal lamp, a prize management device, a mobile terminal, or the like.
[0176] Also, in the above-described Embodiment 3, the case where the display setting of the remaining number of acquirable media at a predetermined number of difference balls before the stop state is set by the store has been described. However, the present invention is not limited to this, and it can also be configured such that the player himself / herself sets it on the pedestal card processor.
[0177] Moreover, each configuration illustrated in the above-described embodiments is functionally schematic, and it is not necessarily physically configured as illustrated. That is, the form of distribution and integration of each device is not limited to that illustrated, and all or part of it can be functionally or physically distributed and integrated in any unit according to various loads, usage situations, and the like.
Industrial Applicability
[0178] The gaming system, gaming device, and gaming restriction method according to the present invention are suitable for the case where the gaming machine is stopped and the operations related to the game by the player are restricted.
Explanation of Signs
[0179] 10 Pedestal card processor 11 Status display unit 12 Banknote transport unit 12a Banknote insertion slot 13 Display operation unit 14 Reader / writer 14a Card insertion slot 14b Holding part 15 Communication unit 16 Storage unit 16a Self-device state data 16b Card data 16c Completion state data 17 Control unit 17a Data Management Unit 17b Complete Status Management Unit 17c Game Control Unit 18 Game Management Unit 18a Authentication Processing Unit 18b Authentication Key Management Unit 18c Gaming Machine Status Management Unit 20 Gaming Machine 21 Handle 22 Counting Button 23 Communication Control Unit 24 Presentation Control Unit 24a Presentation Symbol Lottery Unit 24b Presentation Lottery Unit 25 Game Control Unit 26 Pachinko Ball Control Unit 26a Pachinko Ball Management Unit 26b Complete Management Unit 30 Island Controller 50 Management Device 51 Display Unit 52 Input Unit 53 External Network Communication Unit 54 Store Network Communication Unit 55 Memory Unit 55a Card Management Data 55b Device Management Data 55c Member Management Data 56 Control Unit 56a Card Management Unit 56b Device Management Unit 56c Member Management Unit 60 Prize Management Device 70 Cash Register 100 Inter-Machine Card Processor 200 Camera 300 Video Management Device 400 Management Device 500 Information Management Device 600, 600a, 600b User Terminal
Claims
1. A gaming system having a gaming machine that enters a complete state indicating a pause state and transmits a complete signal when the number of acquired gaming media obtained in a predetermined period reaches a predetermined value, and a gaming device provided communicably with the gaming machine, wherein the gaming device includes predetermined display operation means, receiving means for receiving a complete signal from the gaming machine, display control means for controlling to change the display content displayed on the display operation means before receiving the complete signal received by the receiving means to display content including a message indicating that the complete state has been reached and a predetermined counting operation for causing a player to transfer the number of gaming media used in the game on the gaming machine to the held gaming media stored in the gaming device when the complete signal is received by the receiving means; and restriction means for restricting currency acceptance from a currency insertion slot after the receiving means receives the complete signal The gaming system is characterized by comprising.
2. The display control means The gaming system according to claim 1, wherein after completion of the counting process based on the counting operation, a display screen including an employee call button and a recording medium return button is controlled to be displayed on the display operation means.
3. The display control means The gaming system according to claim 2, wherein when an operation of the recording medium return button is received and the recording medium is returned, a display screen prompting an operation of the employee call button is controlled to be displayed on the display operation means.
4. A gaming device provided communicably with a gaming machine that enters a complete state indicating a pause state and transmits a complete signal when the number of acquired gaming media obtained in a predetermined period reaches a predetermined value, including predetermined display operation means, receiving means for receiving a complete signal from the gaming machine, If the complete signal is received by the receiving means, the display control means controls to change the display content displayed on the display operation means to a display content including the fact that the complete state has been reached and an operation content display for causing a player to perform a predetermined counting operation for transferring the number of game media used in the game on the gaming machine to the held game media stored in the own device, which is the display content before receiving the complete signal. Restricting means for restricting coin reception from the coin insertion slot after the receiving means receives the complete signal A gaming device, characterized by comprising the above.
5. A game restriction method in a game system having a gaming machine that enters a complete state indicating a stop state when the number of acquired game media obtained in a predetermined period reaches a predetermined value and transmits a complete signal, and a gaming device provided communicably with the gaming machine, comprising: A receiving step in which the gaming device receives a complete signal from the gaming machine; A display control step in which, if the gaming device receives the complete signal in the receiving step, the display control step controls to change the display content displayed on a predetermined display operation unit to a display content including the fact that the complete state has been reached and an operation content display for causing a player to perform a predetermined counting operation for transferring the number of game media used in the game on the gaming machine to the held game media stored in the gaming device, which is the display content before receiving the complete signal; A restriction step of restricting coin reception from the coin insertion slot after receiving the complete signal in the receiving step A game restriction method, characterized by including the above.
Citation Information
Patent Citations
Pachinko game machine controller
JP1994261980A
Game machine
JP2013081532A
Game system
JP2015083071A
Device for game and system for game
JP2016123694A
Device for game
JP2017164390A