Gaming system, external management device, and gaming value management method
The gaming system allows efficient ball lending across multiple facilities using a common gaming value through a user terminal and external management device, addressing inefficiencies in existing systems by enabling seamless communication and value transfer.
Patent Information
- Application Number
- JP2021192237
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-11-26
- Publication Date
- 2025-11-04
- Estimated Expiration
- 2041-11-26
AI Technical Summary
Existing gaming systems only allow ball lending using electronic money at a specific gaming facility, necessitating system replacements and terminal updates across multiple facilities for a common gaming value, which is inefficient.
A gaming system with a user terminal and external management device that enables communication between multiple gaming facilities, allowing a common gaming value to be used for ball lending through a user identification system, charge value storage, and transfer processing, including debit payment methods.
Enables players to use a common gaming value for gaming media rental processing across multiple gaming parlors, facilitating efficient ball lending without the need for system replacements.
Smart Images

Figure 0007763642000001 
Figure 0007763642000002 
Figure 0007763642000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming system, an external management device, and a gaming value management method that enable a player to use a common gaming value to receive gaming media rental processing at a plurality of gaming parlors. [Background technology]
[0002] Conventionally, when playing games at a gaming parlor such as a pachinko parlor, coins are inserted into a card processor attached to the gaming machine to obtain prepaid value, and balls are loaned out using this prepaid value. In the case of a managed gaming machine containing enclosed gaming balls, when a predetermined ball loan operation is accepted, a predetermined number (for example, 500 yen) is subtracted from the prepaid value, and 500 yen worth of gaming balls is added to the gaming balls stored in the gaming machine.
[0003] Here, if the player does not have cash, balls cannot be loaned. For this reason, techniques for cashless ball lending are known. For example, Patent Document 1 discloses a technique for subtracting an amount of electronic money stored in the IC chip of a mobile phone that is greater than the unit amount of balls to be loaned in one ball lending operation, and then valuing the value of the electronic money that was subtracted as prepaid value. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2009-118971 Summary of the Invention [Problem to be solved by the invention]
[0005] However, the technology of Patent Document 1 only enables ball lending using electronic money at a specific gaming facility, and does not enable ball lending at multiple gaming facilities. Therefore, in order for a player to use the same prepaid value (gaming value) to lend balls at multiple gaming facilities, it becomes necessary to replace the systems and terminals at each gaming facility with the cooperation of many gaming facilities, which is not efficient.
[0006] The present invention has been made to solve the problems (issues) of the above-mentioned conventional technology, and aims to provide a gaming system, an external management device, and a gaming value management method that enable players to receive gaming media rental processing at multiple gaming parlors using a common gaming value. [Means for solving the problem]
[0007] In order to solve the above problems, the present invention provides a gaming system having a user terminal held by a user who has registered as a member at multiple gaming facilities, and an external management device capable of communicating with a management device that manages the valuable value used when processing the lending of gaming media using each machine device attached to the gaming machines installed in each gaming facility, wherein the external management device is characterized by having: a reception means for receiving from the user terminal identification information that uniquely identifies the user, identification information of the member media issued to the user by each gaming facility, and a charge value paid by a specified payment means; a storage means for storing the user's identification information, the identification information of each member media, and the charge value received by the reception means in association with each other; and a transfer processing means for, when identification information of a specified member media is received from the management device, transferring the charge value corresponding to the member media stored in the storage means to the management device.
[0008] In addition, in the above invention, the present invention is characterized in that the management device is equipped with a charge value storage means for storing the charge value transferred from the external management device, and a lending processing means for, when a request for lending a gaming medium including the user's identification information is received from each of the machine devices, subtracting a predetermined number from the charge value stored in the charge value storage means and then issuing a lending instruction for the gaming medium to each of the machine devices.
[0009] In addition, in the above invention, the present invention is characterized in that when the transfer processing means receives identification information of a specified member medium from the management device, it transfers all charge values corresponding to the member medium stored in the storage means to the management device.
[0014] In addition, the present invention is characterized in that, in the above invention, it further comprises a settlement machine that, when a specified member medium is accepted, acquires from the management device at least a charge value corresponding to the identification information of the member medium, and dispenses coins corresponding to the acquired charge value.
[0015] In addition, in the above invention, the present invention is characterized in that when the member medium is returned from each machine device, the management device transfers the charge value associated with the member medium to the external management device.
[0016] In the above invention, the predetermined payment method is a debit payment.
[0017] The present invention also provides an external management device capable of communicating with a user terminal held by a user who has registered as a member at multiple gaming facilities and a management device that manages the valuables used when processing the lending of gaming media using each machine device attached to the gaming machines installed in each gaming facility, and is characterized in that it is equipped with: a reception means for receiving from the user terminal identification information that uniquely identifies the user, identification information of the member media issued to the user by each gaming facility, and a charge value paid by a specified payment means; a storage means for storing the user's identification information, the identification information of each member media, and the charge value received by the reception means in association with each other; and a transfer processing means for, when identification information of a specified member media is received from the management device, transferring the charge value corresponding to the member media stored in the storage means to the management device.
[0018] The present invention also provides a gaming value management method in a gaming system having a user terminal held by a user who has registered as a member at multiple gaming facilities, and an external management device capable of communicating with a management device that manages the valuable value used when processing the lending of gaming media using each machine device attached to the gaming machines installed in each gaming facility, and is characterized in that it includes: a reception process in which the external management device receives from the user terminal identification information that uniquely identifies the user, identification information of member media issued to the user by each gaming facility, and charge value paid by a specified payment method; a storage process in which the external management device associates the user's identification information, the identification information of each member media, and the charge value received by the reception process and stores them in a memory unit; and a transfer processing process in which, when the external management device receives identification information of a specified member media from the management device, the charge value corresponding to the member media stored in the memory unit is transferred to the management device. [Effects of the Invention]
[0019] According to the present invention, a player can use a common gaming value to receive gaming media rental processing at a plurality of gaming parlors. [Brief explanation of the drawings]
[0020] [Figure 1] FIG. 1 is an explanatory diagram for explaining an overview of a gaming system according to an embodiment. [Figure 2] FIG. 2 is a diagram showing the system configuration of the gaming system according to the embodiment. [Figure 3] FIG. 3 is a diagram showing the external configuration of the inter-machine card processing machine and the gaming machine shown in FIG. [Figure 4] FIG. 4 is a diagram showing the configuration of the inter-machine card processing machine shown in FIG. [Figure 5] FIG. 5 is a diagram showing an example of the device status data, card data, and charge setting data shown in FIG. [Figure 6] FIG. 6 is a diagram showing the configuration of the gaming machine shown in FIG. [Figure 7] FIG. 7 is a diagram illustrating the configuration of the management device illustrated in FIG. [Figure 8] FIG. 8 is a diagram showing an example of the card management data, the device management data, and the member management data shown in FIG. [Figure 9] FIG. 9 is a diagram showing an example of the charge setting data, the refund setting data, and the ball lending amount data shown in FIG. [Figure 10] FIG. 10 is a diagram illustrating a configuration of the data management device illustrated in FIG. [Figure 11] FIG. 11 is a diagram showing an example of the store data and the user data shown in FIG. [Figure 12] FIG. 12 is a diagram showing the configuration of the user terminal shown in FIG. [Figure 13] FIG. 13 is a diagram showing an example of the user data, the association data, and the charge balance data shown in FIG. [Figure 14] FIG. 14 is a diagram illustrating a configuration of the information processing device illustrated in FIG. [Figure 15] FIG. 15 is a diagram showing an example of the user data, upper limit data, and usage history data shown in FIG. [Figure 16] FIG. 16 is a diagram illustrating an example of charge settings according to the embodiment. [Figure 17] FIG. 17 is a diagram illustrating an example of a refund setting according to the embodiment. [Figure 18] FIG. 18 is a flowchart showing a processing procedure (part 1) regarding the transfer processing of the charge balance in the management device. [Figure 19] FIG. 19 is a flowchart showing a processing procedure (part 2) regarding the transfer processing of the charge balance in the management device. [Figure 20] FIG. 20 is a flowchart showing the processing procedure for the charge balance refund process in the management device. DETAILED DESCRIPTION OF THE INVENTION
[0021] The gaming system, external management device, and gaming value management method according to this embodiment will be described in detail below.
[0022] In this specification, "reserved balls" refers to data indicating gaming media acquired by a player through gaming, which can only be used again for gaming on the same day (before the gaming establishment's closing time). "Number of possessed balls" refers to the number of gaming media acquired by a player through gaming. "Saved balls" refers to data indicating gaming media deposited by a player at a gaming establishment, which can be used again for gaming from the next day onwards (after the gaming establishment's closing time). "Saved balls" refers to the number of gaming media deposited by a player at a gaming establishment. Reserved balls are available to both regular players and member players, and are used when a gaming machine is moved, for example. In principle, only member players can use saved balls, and are used when acquired gaming media are used to play a gaming machine from the next day onwards. "Number of gaming balls" refers to the number of playable balls available to a player for gaming. The charge balance refers to the payment amount settled by debit payment.
[0023] <Outline of gaming system according to embodiment> First, an overview of the gaming system according to this embodiment will be described. FIG. 1 is an explanatory diagram for explaining the overview of the gaming system according to this embodiment. Here, it is assumed that a predetermined application is pre-installed on the user terminal 90. This application is an application program that subtracts a specified payment request amount from the user's bank account using debit payment, and requests the data management device 80 to associate the charge amount of this payment request amount with the IDs of membership cards held by the user for multiple gaming parlors and manage them. It is also assumed that the card IDs of the membership cards held by the user for multiple gaming parlors have been registered with the user in advance.
[0024] 1, in the gaming system according to this embodiment, a player debits a specified amount from his / her bank account using a user terminal 90, and the charge balance obtained by adding a charge amount corresponding to the payment amount is associated with the membership card ID of gaming establishment A and managed by the data management device 80. Here, a case will be described in which the data management device 80 associates the charge balance with the membership card ID of gaming establishment A, but the membership card IDs of other gaming establishments B and C can also be associated.
[0025] When a member card is inserted into the machine-to-machine card processing device 10 of the gaming parlor A, the charge balance in the data management device 80 is notified to the management device 50. The management device 50 manages the charge balance in association with the card ID, just like the prepaid balance. A player can use this charge balance to lend balls.
[0026] Specifically, when a user performs a predetermined charge operation using the app, a debit payment request is made from the user terminal 90 to the information processing device 100 (S1). This debit payment request includes payment bank information, user registration information, bank account information, requested payment amount, etc. When the information processing device 100 accepts the debit payment request, it makes a debit payment request to the bank server 200 of the bank where the user's bank account is opened (S2).
[0027] When the bank server 200 receives a debit payment request, it determines whether or not the user's bank account has an account balance equal to or greater than the payment request amount, and if the account balance is equal to or greater than the payment request amount, it subtracts the payment request amount from the user's account balance and then notifies the information processing device 100 that the payment has been completed (S3), and the information processing device 100 notifies the user terminal 90 that the payment has been completed (S4). For the sake of convenience, detailed explanation will be omitted here, but if the user's bank account does not have an account balance equal to or greater than the payment request amount, the information processing device 100 is notified that the payment is not possible.
[0028] When the user terminal 90 receives a payment completion notice from the information processing device 100, it notifies the data management device 80 of charge information including the user ID and the charge amount (S5). The data management device 80 adds the charge amount to the charge balance of the user ID included in the charge information. As a result, the charge balance and the card IDs of the membership cards of multiple gaming parlors are managed in association with each other in the data management device 80 (S6).
[0029] Thereafter, when the player inserts the membership card (card ID "2001") into the inter-machine card processing machine 10 installed in the gaming parlor A (S7), the inter-machine card processing machine 10 notifies the management device 50 of the insertion of the membership card (including the card ID) (S8). The management device 50 notifies the data management device 80 of a charge balance request including the card ID (S9).
[0030] The data management device 80 notifies the management device 50 of the charge balance corresponding to the received card ID (S10), and the management device 50 stores the received charge balance in association with the card ID (S11).
[0031] When a ball lending operation is performed in the inter-machine card processing device 10, the inter-machine card processing device 10 issues a ball lending request to the management device 50. If there is no prepaid value in this card ID, the management device 50 subtracts a predetermined number of points (500 yen) from the charge balance, then issues a lending instruction to the inter-machine card processing device 10, and the inter-machine card processing device 10 issues a lending instruction to the gaming machine 20. This adds a predetermined number to the gaming balls stored in the gaming machine 20. When the card is returned from the inter-machine card processing device 10, the user's charge balance is returned to the data management device 80 and can be used at other gaming parlors. For example, if a user is registered as a member at gaming parlors A, B, and C, the ball lending process can be performed using the charge balance at gaming parlors B and C in the same way.
[0032] In this way, the gaming system according to this embodiment allows a player to use the charged balance to receive gaming media rental processing at a plurality of gaming parlors.
[0033] <System configuration according to the embodiment> Next, the system configuration of the gaming system according to this embodiment will be described. Figure 2 is a diagram showing the system configuration of the gaming system according to this embodiment. As shown in Figure 2, a gaming facility is equipped with a plurality of gaming machines 20 and an inter-machine card processing machine 10 provided corresponding to each gaming machine 20.
[0034] The inter-machine card processing machine 10 is connected to a communication line, which is an in-store network, via an island controller 30. The island controller 30, a management device 50, a prize management device 60, and a settlement machine 70 are connected to the communication line.
[0035] The management device 50 can communicate with the data management device 80, the user terminal 90, and the information processing device 100 via the Internet. The information processing device 100 is connected to a bank server 200 via a CAFIS (Credit and Finance Information System) network having a clearing center (not shown). For the sake of convenience, only the bank server 200 of one bank is shown here, but the bank server 200 is connected to server devices of various financial institutions, including banks.
[0036] The gaming machine 20 is a device in which game balls enclosed within the device are shot onto a game board. 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. The game board of the gaming machine 20 is provided with multiple prize areas (prize openings), and a predetermined number of game balls are awarded as prize balls when a game ball passes through a prize area. The game board is also provided with a predetermined number of start areas (start openings), and a predetermined lottery is held when a game ball passes through a start area. If the lottery results in a jackpot, a predetermined movable member or the like is activated, thereby increasing the probability of the game ball passing through the aforementioned prize area or another start area, thereby providing an advantage in the game. An area may also serve as both a start area and a prize area.
[0037] Each of the winning areas is provided with a winning sensor for detecting the passage of a gaming ball into the winning area, and the winning sensor detects the passage (winning) of a gaming ball shot into the winning area. The control unit of the gaming machine 20 also has a prize ball memory for storing the number of gaming balls to be awarded as prize balls for each winning area, and a playable number memory for indicating the number of gaming balls. The control unit of the gaming machine 20 also periodically transmits the number of gaming balls to the machine-to-machine card processing machine 10.
[0038] When the inter-machine card processing machine 10 receives a deposit from a player, it associates prepaid value corresponding to the amount of the deposit with the identification information (card ID) of the card stored inside the machine. This prepaid value can be used to lend game balls. The inter-machine card processing machine 10 can also accept the insertion of a card associated with prepaid value, owned balls, saved balls, etc. Then, at the end of a game, it ejects the card associated with prepaid value, owned balls, saved balls, etc. and returns it to the player. The inter-machine card processing machine 10 also transmits a history of operations such as deposits, card insertions, and card ejections to the management device 50.
[0039] When a predetermined number of game balls are shot onto the game board, the gaming machine 20 transmits out data to the inter-machine card processor 10. Furthermore, when a game ball passes through a winning area (so-called winning) and a predetermined number of prize balls are added to the game balls, the gaming machine 20 transmits safe data to the inter-machine card processor 10. Furthermore, when a special state such as a jackpot occurs during play, the gaming machine 20 transmits special prize data indicating the occurrence of such state to the inter-machine card processor 10.
[0040] The out data corresponds to the number of balls inserted, which is the number of balls inserted by the player onto the gaming board. The safe data corresponds to the number of balls won as a result of winning. The special prize data indicates the status of the gaming machine 20, such as a jackpot. Each piece of data is transmitted to the management device 50 via the inter-machine card processing device 10, and the management device 50 can obtain the operation history of the gaming machine 20 by accumulating the out data, safe data, and special prize data.
[0041] The inter-machine card processing machine 10 accepts deposits, lends game balls, and communicates with the management device 50 and the gaming machines 20. When the inter-machine card processing machine 10 accepts the bills inserted by the player, it sends a deposit notification including the deposit amount to the management device 50, thereby adding the prepaid value equivalent to the deposit amount to the prepaid value managed by the management device 50.
[0042] Furthermore, when the inter-machine card processing device 10 receives a predetermined ball lending operation, it sends a ball lending request to the management device 50, subtracts a predetermined number (for example, 500 yen) from the prepaid balance managed by the management device 50, and adds the subtracted number to the number of playing balls in the gaming machine 20. Furthermore, if the prepaid value balance is 0, it subtracts a predetermined number from the charge value managed by the management device 50, and adds the subtracted number to the number of playing balls in the gaming machine 20. Note that, although the case where the charge value can be used when the prepaid value balance is 0 has been described here, it is also possible to select either the prepaid value or the charge value when making a ball lending request.
[0043] Furthermore, when the inter-machine card processing machine 10 accepts the insertion of a card, it sends a card insertion notification to the management device 50. Furthermore, when the inter-machine card processing machine 10 receives the prepaid value, charge value, charge balance, balance of held balls, and balance of saved balls from the management device 50, it stores each balance. Then, when it stores the balance of held balls, it sends a request to the management device 50 to subtract held balls, thereby clearing the balance of held balls (number of held balls) managed by the management device 50 to zero. Note that the charge balance is the charge balance transferred from the data management device 80 to the management device 50, and the charge value is the charge value of the charge balance that can be used to lend balls. The reason the inter-machine card processing machine 10 stores the charge balance and charge value is for the display of usable charge value and for offline operation.
[0044] Furthermore, when the inter-machine card processing machine 10 receives a held ball replay operation, it subtracts a predetermined number from the number of held balls it manages, notifies the gaming machine 20 of the number corresponding to the subtracted held balls, and adds it to the number of game balls. Furthermore, when the inter-machine card processing machine 10 receives a saved ball replay operation, it sends a saved ball replay request to the management device 50, thereby subtracting a predetermined number from the number of saved balls it manages, and notifies the gaming machine 20 of the number corresponding to the subtracted saved balls, and adds it to the number of game balls.
[0045] Furthermore, when the inter-machine card processing machine 10 receives a card return operation, it sends a ball addition request including the number of balls held to the management device 50, and after having the management device 50 add the number of balls held, it sends a card ejection notification to the management device 50 and controls the ejection of the card. Note that if a counting operation is received from the gaming machine 20 before the card return operation, the number of game balls is added to the number of balls held.
[0046] The inter-machine card processing device 10 has a function of acquiring a gaming machine ID from the gaming machine 20 and authenticating the gaming machine 20 using the acquired gaming machine ID and an authentication key received from the management device 50. This authentication is performed during opening processing, etc., and the gaming machine 20 becomes playable on the condition that the authentication is successful.
[0047] The island controller 30 is a device that bundles together a group of gaming machines 20 and inter-machine card processors 10 installed on the gaming island, and relays various information to the management device 50.
[0048] When the management device 50 receives a card insertion notification from the inter-machine card processing device 10, it manages the identification information of the inserted card (hereinafter referred to as the "card ID") in association with the inter-machine card processing device 10, and transmits the prepaid value and remaining balls associated with the card ID to the inter-machine card processing device 10.
[0049] Furthermore, if the card ID indicated in the card insertion notification is the card ID of a membership card, the management device 50 sends a charge balance request to the data management device 80. Then, when the charge balance is received from the data management device 80, the charge value that can be used for ball lending out of the charge balance is stored and sent to the machine-to-machine card processing machine 10.
[0050] Furthermore, if the card ID indicated in the card insertion notification is the card ID of a membership card, the management device 50 transmits stored ball replay data including the balance of stored balls corresponding to this card ID and the PIN number to the inter-machine card processing device 10. Furthermore, when the management device 50 receives a stored ball replay request from the inter-machine card processing device 10, it subtracts a predetermined number from the balance of stored balls associated with the card ID indicated in the stored ball replay request, and transmits stored ball replay data including the balance of stored balls after the subtraction to the inter-machine card processing device 10.
[0051] Furthermore, when the management device 50 receives a card ejection notification from the inter-machine card processor 10, it transmits the charge balance to the data management device 80 and clears the charge balance.
[0052] In addition, when the management device 50 receives a request to subtract balls held from the inter-machine card processing machine 10, it clears the balance of balls held to zero, and when it receives a request to add balls held from the inter-machine card processing machine 10, it adds the number of balls held indicated in the request to add balls held to the balance of balls held.
[0053] Furthermore, when the management device 50 receives a ball lending request from the inter-machine card processing device 10, it subtracts a predetermined value from the prepaid value associated with the card ID and sends ball lending permission to the inter-machine card processing device 10. When the balance of the prepaid value associated with the card ID is 0, it subtracts a predetermined number from the charge value and sends ball lending permission to the inter-machine card processing device 10. Then, when a saved ball replay request is received, it sends saved ball replay data to the inter-machine card processing device 10.
[0054] Furthermore, when the management device 50 receives a card ID from the prize management device 60, it transmits the number of balls held associated with this card ID to the prize management device 60. Furthermore, when the management device 50 receives a card ID from the settlement machine 70, it transmits the prepaid value associated with this card ID to the settlement machine 70. Furthermore, when the settlement machine 70 is set to be able to settle the charge value, and the management device 50 receives a card ID from the settlement machine 70, it transmits the prepaid value and charge value associated with this card ID to the settlement machine 70.
[0055] The management device 50 also acquires gaming machine IDs from the inter-machine card processing device 10 and manages the gaming machines 20 installed in its own parlor. It also acquires authentication keys for authenticating the gaming machines 20 set in its own parlor from an authentication key management center (not shown) outside the parlor, and distributes the authentication keys to the inter-machine card processing device 10.
[0056] The management device 50 also manages the member management data of members who have registered with the gaming establishment. Specifically, the management device 50 manages the number of balls stored, the PIN number, the name, etc. in association with the member card ID issued to the member.
[0057] Furthermore, when the management device 50 receives an inquiry about the number of stored balls from the prize management device 60, it notifies the prize management device 60 of the balance of stored balls corresponding to the specified card ID.
[0058] The prize management device 60 is a terminal device for prize exchange installed next to the prize exchange counter in the gaming facility, and performs the prize exchange process for won balls, saved balls, and held balls. This prize management device 60 is connected to a card reader that reads the card ID of the card and a prize payout device that pays out prizes. 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 held balls for that card ID. Furthermore, when saved balls are to be exchanged for prizes, it requests the remaining balance of saved balls from the management device 50.
[0059] When the settlement machine 70 accepts a card, it transmits the card ID of the card to the management device 50, obtains the prepaid value associated with the card, and dispenses cash equivalent to the obtained prepaid value. Furthermore, if the settlement machine 70 is set to be able to settle charge value, it transmits the card ID of the card to the management device 50, obtains the prepaid value and charge value associated with the card, and dispenses cash equivalent to the sum of the obtained prepaid value and charge value.
[0060] The data management device 80 is a device that manages multiple card IDs and charge balances in association with each other. When the data management device 80 receives a charge amount from the user terminal 90, it adds this charge amount to the charge balance. When the data management device 80 receives a charge balance request from the management device 50, it notifies the management device 50 of the charge balance.
[0061] The user terminal 90 is a terminal device such as a smartphone or tablet owned by the player, and has installed thereon an app that debits the charge amount and notifies the data management device 80. The user terminal 90 makes a debit payment request, including the requested payment amount, to the information processing device 100 at the information processing center. Upon receiving a payment completion notification from the information processing device 100, the user terminal 90 notifies the data management device 80 of the payment amount as the charge amount.
[0062] The information processing device 100 is a device installed in an information processing center that performs debit payment processing, and upon receiving a debit payment request from a user terminal 90, notifies the bank server 200 of the bank where the user's bank account included in the debit payment request is located of the debit payment request. Upon receiving a payment completion notification from the bank server 200, the information processing device 100 notifies the user terminal 90 of the completion of the settlement.
[0063] The bank server 200 is a device that manages bank accounts and performs debit payments, and is a server device of a bank that manages the bank account of a user who has made a debit payment request. When the bank server 200 receives a debit payment request from the information processing device 100, it subtracts the requested payment amount from the account balance of the account number included in the debit payment request and notifies the information processing device 100 that the payment has been completed. If the account balance is less than the requested payment amount, it notifies the information processing device 100 that the payment is not possible.
[0064] Next, the ball lending process in the gaming system according to this embodiment will be explained. When a player performs a predetermined ball lending operation on the inter-machine card processing machine 10 (for example, pressing the ball lending button), the inter-machine card processing machine 10 sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, and a ball lending request.
[0065] When the management device 50 receives a message including a ball lending request, it checks whether there is a prepaid value associated with the card ID in the message, and if there is a prepaid value, it subtracts a predetermined value (for example, 500 points indicating 500 yen when 1 point is 1 yen) from the prepaid value to update the card management data, and sends a ball lending permission to the inter-machine card processing machine 10 that sent the message. On the other hand, if there is no prepaid value, it subtracts a predetermined value from the charge value to update the card management data, and sends a ball lending permission to the inter-machine card processing machine 10 that sent the message. The inter-machine card processing machine 10 that has received the ball lending permission sends an addition signal to the gaming machine 20 requesting that the number corresponding to the subtracted prepaid value or charge value (for example, "125") be added to the number of gaming balls.
[0066] When the gaming machine 20 receives an addition signal from the inter-machine card processing machine 10, it adds a predetermined number to the number of gaming balls and transmits the number of gaming balls after the addition to the inter-machine card processing machine 10. The inter-machine card processing machine 10 compares the sum of the number of gaming balls before the addition and the number of balls lent with the number of gaming balls after the addition, and determines whether the addition of the number of gaming balls has been performed appropriately.
[0067] Next, the held ball replay process in the gaming system according to this embodiment will be explained. When the inter-machine card processing machine 10 accepts the insertion of a general card or a membership card, it sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.
[0068] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it transmits to the inter-machine card processing machine 10 the balance of the balls held at the rate specified by the message, among the balls held associated with the card ID in the message.
[0069] The inter-machine card processing machine 10 stores the balance of held balls received from the management device 50. Then, it sends a message to the management device 50 including information specifying the card ID and rate, and a request to subtract held balls. When the management device 50 receives the request to subtract held balls, it clears the balance of held balls specified by the card ID and rate to zero. Furthermore, when the inter-machine card processing machine 10 accepts a request to replay held balls, it subtracts a certain number from the balance of held balls, notifies the gaming machine 20 of the corresponding number, and adds it to the number of game balls.
[0070] When the inter-machine card processing device 10 receives a management transfer request from the gaming machine 20 to transfer its management by making the number of gaming balls of the gaming machine 20 the balls held by the inter-machine card processing device 10, it adds the number of gaming balls indicated in the management transfer request to the balls held by its own device. After that, when it accepts a card return operation, it sends a message including a request to add balls held to the management device 50. This message includes the card ID of the card to be discharged, an address or any identification information that identifies the inter-machine card processing device 10 that sent it, information for identifying the rate of the inter-machine card processing device 10, the balance of balls held, and a request to add balls held.
[0071] When the management device 50 receives the request to add the balls in hand, it updates the balance (number of balls in hand) of the balls in hand at the rate specified by the message to the received value among the balls in hand associated with the card ID in the message. After that, the inter-machine card processing device 10 sends a card ejection notification to the management device 50 and controls the ejection of the card.
[0072] Next, the stored ball replay process in the gaming system according to this embodiment will be explained. When the inter-machine card processing machine 10 accepts a membership card, it sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.
[0073] The management device 50 transmits stored ball replay data to the inter-machine card processing machine 10, which includes the PIN associated with the card ID in the message and the balance of stored balls at the rate specified by the message.
[0074] The inter-machine card processing machine 10 stores the received saved ball replay data, and is able to accept a saved ball replay operation if the balance of saved balls indicated in the saved ball replay data is equal to or greater than the payout unit number of game balls in saved ball replay (saved ball replay unit number, for example, "125 balls").
[0075] When the inter-machine card processing machine 10 receives a saved ball replay operation for the first time after storing the saved ball replay data, it requests the player to input a password and checks whether the input password matches the password shown in the saved ball replay data.
[0076] If the PIN numbers match, the inter-machine card processing machine 10 sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, and a request to replay the saved balls.
[0077] The management device 50 subtracts a predetermined value from the balance of stored balls at the rate specified by the message among the stored balls associated with the card ID in the message, and transmits stored ball replay data including the balance after subtraction to the machine-to-machine card processing machine 10.
[0078] The inter-machine card processing device 10 receives the saved ball replay data, updates the saved ball balance, and notifies the gaming machine 20 of the number corresponding to the saved ball replay unit number to add it to the number of game balls. It also determines whether the updated saved ball balance is less than the saved ball replay unit number. If the updated saved ball data balance is equal to or greater than the saved ball replay unit number, it can accept a saved ball replay operation again, and if it accepts a saved ball replay operation, it sends a saved ball replay request. For the second or subsequent saved ball replay operation, there is no need to confirm the PIN. If the updated saved ball data balance is less than the saved ball replay unit number, it cannot accept a saved ball replay operation.
[0079] Next, we will explain the transition from held balls to saved balls during the store closing process. The management device 50 checks the balance of held balls in the card management data during the store closing process, and if there are held balls whose balance is greater than "0", it adds the balance of those held balls to the balance of saved balls and updates them. After that, the management device 50 clears the balance of those held balls to zero.
[0080] <External Configuration of the Inter-machine Card Processing Machine 10 and the Gaming Machine 20> Next, we will explain the external configuration of the inter-machine card processing machine 10 and gaming machine 20 shown in Fig. 2. Fig. 3 is a diagram showing the external configuration of the inter-machine card processing machine 10 and gaming machine 20 shown in Fig. 2. In this figure, the inter-machine card processing machine 10 that accepts only paper money is shown, but it is also possible to provide a unit that can accept electronic money.
[0081] 3, the inter-machine card processing machine 10 is provided with a status display unit 11 that displays the status of the inter-machine card processing machine 10 by lighting or flashing a lamp of a predetermined color, a bill insertion slot 12a that accepts various types of bills, a display operation unit 13 such as a touch panel display, a card insertion slot 14a that accepts cards associated with a card ID, and a holding unit 14b that accepts a mobile terminal held by a player to associate the unique ID. In addition, the holding unit 14b accepts the mobile terminal associated with the unique ID and reads the unique ID.
[0082] The gaming machine 20 is provided with a gaming board, a handle 21 used to release enclosed gaming balls onto the gaming board, and a counting button 22.
[0083] The count button 22 is an operation button for performing a management transfer, which transfers the management of the number of balls that can be dispensed from the gaming machine 20 to the inter-machine card processing machine 10, by subtracting the number of gaming balls in the gaming machine 20 and adding the corresponding number to the balls held by the inter-machine card processing machine 10. In an open gaming machine 20 in which actual gaming balls are dispensed upon winning, this management transfer corresponds to the counting process in which the inter-machine card processing machine 10 counts the dispensed gaming balls and adds them to the balls held.
[0084] <Configuration of the inter-machine card processing machine 10> Next, we will explain the configuration of the inter-machine card processing machine 10 shown in Fig. 2. Fig. 4 is a diagram showing the configuration of the inter-machine card processing machine 10 shown in Fig. 2. As shown in Fig. 4, the inter-machine card processing machine 10 has a banknote transport unit 12, a display operation unit 13, a reader / writer 14, a communication unit 15, a memory unit 16, a control unit 17, and a game management unit 18.
[0085] The banknote transport unit 12 is a transport unit that transports banknotes inserted through the banknote insertion slot 12a to a banknote storage unit (not shown) while determining the denomination and authenticity of the banknotes. The display operation unit 13 is an input / output device such as a touch panel display that displays various information such as value and accepts various operations such as ball lending operations.
[0086] The reader / writer 14 is a reading unit that reads a card ID from a card inserted into the card insertion slot 14a and a unique ID from a mobile terminal held over the holding unit 14b. The card inserted into the card insertion slot 14a is stored in a card storage unit (not shown) via the reader / writer 14. The communication unit 15 is an interface unit for performing data communication with the management device 50 via the island controller 30.
[0087] The storage unit 16 is a storage device including a hard disk drive, a nonvolatile memory, etc. The storage unit 16 stores device status data 16a, card data 16b, and charge setting data 16c.
[0088] The machine status data 16a indicates the status of the inter-machine card processing machine 10. The machine status data 16a includes the machine ID, the gaming machine ID, the game type, etc. The machine ID is identification information for uniquely identifying the machine ID within the gaming parlor. The game type is data indicating the rate set in the machine ID. When gaming balls of multiple rates are handled within the gaming parlor, a game type name is assigned to each rate and managed, such as "Ball 1" for a 4-yen rate ball, "Ball 2" for a 2-yen rate ball, and "Ball 3" for a 1-yen rate ball. The machine ID is stored as the game type. The machine ID is a fixed game type for each section in which the machine ID is installed, or the game type may be changeable by the player.
[0089] Card data 16b is data related to the card being used by the player. Card data 16b includes card ID, PIN, prepaid value, charge value, charge balance, held balls, saved balls, etc. Card ID is the card ID read by reader / writer 14. When a card is transported from a card storage section (not shown) to the card insertion slot 14a and then ejected, card data 16b is updated with the card ID read by reader / writer 14 during this transport. Also, when a card is transported from the card insertion slot 14a to a card storage section (not shown), card data 16b is updated with the card ID read by reader / writer 14 during this transport. Prepaid value and charge value indicate the balance of the respective values that can be used for ball lending. Charge balance indicates the balance of the charge that cannot be used for ball lending. Owned balls and saved balls indicate their respective balances.
[0090] Charge setting data 16c is data indicating the charge setting and the set amount. The charge setting can be set to full balance, store specified, member specified, unit specified, or loan amount. Full balance is a setting in which the full amount of the charge balance is charged as the charge value. Store specified is a setting in which a set amount set in advance by the store is charged as the charge value. Member specified is a setting in which a set amount set in advance by a member player is charged as the charge value. Unit specified is a setting in which the amount accepted each time by the machine-to-machine card processing machine 10 is charged as the charge value. Loan amount is a setting in which the value required for ball lending is subtracted from the charge balance when balls are loaned.
[0091] The gaming management unit 18 is a processing unit that performs processing related to authentication and communication with the gaming machine 20. It is desirable that this gaming management unit 18 be formed on a different board from that of the control unit 17. The gaming management unit 18 has an authentication processing unit 18a, an authentication key management unit 18b, and a gaming machine status management unit 18c. In practice, by loading and executing these programs into a CPU (Central Processing Unit), the authentication processing unit 18a, the authentication key management unit 18b, and the gaming machine status management unit 18c will execute processes corresponding to each of them.
[0092] The authentication processing unit 18a authenticates the gaming machine 20 using the authentication key received from the management device 50. If the authentication is successful, the authentication processing unit 18a transmits an operation permission to the gaming machine 20. If the authentication is unsuccessful, the authentication processing unit 18a prohibits the use of the gaming machine 20. Note that even if the authentication is unsuccessful, the authentication processing unit 18a may be configured to transmit an operation permission to the gaming machine 20 if it is within a predetermined period since the last successful authentication, and not transmit an operation permission to the gaming machine 20 after the predetermined period has elapsed since the last successful authentication, and to prohibit the use of the gaming machine 20.
[0093] The authentication key management unit 18b is a processing unit that manages authentication keys. A usage time is set for each authentication key, and when the cumulative operating time of the gaming machine 20 reaches the usage time of the authentication key, the authentication key becomes unusable. Specifically, the authentication key management unit 18b uses the power-on time of the board on which the gaming management unit 18 is formed as the operating time of the gaming machine 20 to manage the usage time of the authentication key. When the authentication key becomes unusable, the authentication key management unit 18b obtains a new authentication key from an authentication key management center outside the parlor via the management device 50 and updates the authentication key.
[0094] The gaming machine status management unit 18c is a processing unit that communicates with the gaming machine 20 and manages the status of the gaming machine 20. Specifically, the gaming machine status management unit 18c acquires the gaming machine ID from the gaming machine 20, transmits a request to add to the number of gaming balls by ball lending, transmits a request to switch management from held balls to the number of gaming balls by replaying held balls, transmits a request to add to the number of gaming balls by replaying saved balls, receives game results such as the number of balls inserted and the number of balls paid out in the gaming machine 20, and receives a request to switch management from the number of gaming balls to held balls by counting. Such communication between the inter-machine card processing machine 10 and the gaming machine 20 uses encrypted communication using a predetermined encryption method.
[0095] The gaming machine status management unit 18c also acquires the status set for the game, such as the current number of gaming balls, start, jackpot, jackpot type, and number of lotteries of the gaming machine 20. The time interval at which the gaming machine status management unit 18c acquires the status of the gaming machine 20 is preferably set shorter than the interval at which gaming balls are shot (used) in the gaming machine 20. Furthermore, once the gaming machine status management unit 18c acquires the number of gaming balls from the gaming machine 20, it passes the number of gaming balls to the control unit 17.
[0096] The timing at which the gaming machine status management unit 18c acquires a new gaming machine ID from the gaming machine 20 is not limited to before opening. The gaming machine status management unit 18c can acquire a gaming machine ID or determine whether to replace the gaming machine 20 when the inter-machine card processing machine 10 is powered on or off, during periodic communication, when processing related to the number of gaming balls (ball lending, replay, counting, etc.) is performed, when returning from an offline state, etc. Furthermore, these timings may be used in combination.
[0097] The control unit 17 is a control unit that controls the entire inter-machine card processing machine 10, and has a data management unit 17a, a setting management unit 17b, and a charge management unit 17c. In practice, by loading these programs into the CPU and executing them, the data management unit 17a, the setting management unit 17b, and the charge management unit 17c will execute the processes corresponding to them, respectively.
[0098] When a card is inserted, the data management unit 17a sends a card insertion notification including the card ID and the machine-to-machine card processor ID to the management device 50. Furthermore, when the data management unit 17a receives data including valuable value (at least one of prepaid value, charge value, charge balance, number of held balls, and number of saved balls) from the management device 50, it updates the card data 16b with the received valuable value. The reason for managing the prepaid value, charge value, charge balance, and number of saved balls is to make each balance displayable on the display operation unit 13 and to make them available for use during offline operation. Processing related to ball lending using the prepaid value or charge value and saved ball replay using the number of saved balls is performed using data stored in the management device 50.
[0099] Furthermore, when the data management unit 17a receives a bill from the bill insertion slot 12a, it transmits to the management device 50 a deposit notification including the amount of the received bill, the card ID, and the inter-machine card processor ID.
[0100] Furthermore, when a ball lending operation is performed by a player, the data management unit 17a transmits a ball lending request including the card ID and the inter-machine card processor ID to the management device 50. If permission to lend balls is received from the management device 50 in response to this ball lending request, the data management unit 17a subtracts the prepaid value from the prepaid value or charge value of the card data 16b and transmits an addition signal to the gaming management unit 18 to add a predetermined number of balls to the number of game balls in the gaming machine 20.
[0101] In addition, when the data management unit 17a receives an operation to replay the held balls, it instructs the game management unit 18 to subtract and update the held balls in the card data 16b and add the corresponding number of balls to the number of game balls in the gaming machine 20.
[0102] Furthermore, if the balance of saved balls indicated in the card data 16b is equal to or greater than the number of saved ball replay units, the data management unit 17a displays a saved ball replay button on the display operation unit 13, making it possible to accept a saved ball replay operation. When a saved ball replay operation is performed by a player, the data management unit 17a transmits a saved ball replay request including the card ID and the machine-to-machine card processor ID to the management device 50. If saved ball replay data is received in response to this saved ball replay request, the data management unit 17a updates the saved ball balance in the card data 16b and instructs the gaming management unit 18 to add the number of balls corresponding to the number of saved ball replay units to the number of game balls in the gaming machine 20. Note that when a saved ball replay operation is performed for the first time, the input of a PIN is required, and a match with the PIN indicated in the card data 16b is a condition for transmitting a saved ball replay request.
[0103] In addition, when the game management unit 18 receives a request to transfer game balls from the game machine 20, the data management unit 17a adds the number of balls instructed by the game management unit 18 to the held balls in the card data 16b to update it.
[0104] Furthermore, when the data management unit 17a receives a card return operation, it sends a ball addition request including the card ID, the machine-to-machine card processing machine ID, and the remaining ball balance to the management device 50. Then, after clearing the card data 16b, it sends a card ejection notification to the management device 50 and ejects the card.
[0105] The setting management unit 17b is a processing unit that manages the charge setting data 16c. When the setting management unit 17b receives the charge setting data from the management device 50, the setting management unit 17b stores the received data in the charge setting data 16c.
[0106] The charge management unit 17c is a processing unit that manages the charge value. When the charge setting data 16c specifies a unit, if the charge management unit 17c receives a charge balance from the management device 50, the charge management unit 17c displays this charge balance on the display operation unit 13. If the charge management unit 17c receives an amount to be charged from the display operation unit 13, the charge management unit 17c notifies the management device 50 of this charge amount.
[0107] Next, an example of data stored in the memory unit 16 of the inter-machine card processing machine 10 shown in Fig. 4 will be described. Fig. 5 is a diagram showing an example of the machine status data 16a, card data 16b, and charge setting data 16c shown in Fig. 4.
[0108] The own device status data 16a shown in Figure 5(a) indicates a state in which the ID of the inter-machine card processing machine 10 is "A101", the gaming machine ID of the connected gaming machine 20 is "B201", and "Ball 1" is set as the game type of the inter-machine card processing machine 10.
[0109] The card data 16b shown in FIG. 5(b) indicates that the ID of the card inserted into the machine-to-machine card processing device 10 is "2001." Here, the first digit of the card ID indicates the type of card, with a card with a first digit of "1" being a general card and a card with a first digit of "2" being a membership card. The card data 16b also indicates that the PIN number for replaying saved balls is "1234," the prepaid value is "3000" points, the charge value is "5000" points, and the charge balance is "15000" points. Each value of points is equivalent to 1 yen.
[0110] Furthermore, card data 16b indicates that, in terms of held balls, the balance of held balls for ball 1 is 1500 balls, the balance of held balls for ball 2 is 2500 balls, and the balance of held balls for ball 3 is 0 balls, and, in terms of saved balls, the balance of saved balls for ball 1 is 500 balls, the balance of saved balls for ball 2 is 0 balls, and the balance of saved balls for ball 3 is 0 balls.
[0111] <Configuration of gaming machine 20> Next, the configuration of the gaming machine 20 shown in Fig. 2 will be described. Fig. 6 is a diagram showing the configuration of the gaming machine 20 shown in Fig. 2. As shown in Fig. 6, the gaming machine 20 has a communication control unit 23, a performance control unit 24, a game control unit 25, and a game ball control unit 26. The communication control unit 23 is a control unit for controlling data communication with the inter-machine card processing machine 10. Communication with the inter-machine card processing machine 10 uses encrypted communication using a predetermined encryption method.
[0112] When the gaming machine 20 is started up, the communication control unit 23 reads the identification information from the control CPU provided in the game control unit 25 and / or game ball control unit 26, checks whether the identification information is appropriate, and if it is appropriate, establishes communication with the inter-machine card processing machine 10 and goes into standby mode. In the standby mode, if an operation permission is received from the inter-machine card processing machine 10, the performance control unit 24, game control unit 25, and game ball control unit 26 are started up and the gaming machine is ready to play.
[0113] The game control unit 25 is a control unit that controls games played by the gaming machine 20. In practice, a program corresponding to the game control unit 25 is loaded into the CPU and executed to execute a process.
[0114] Specifically, the game control unit 25 controls the launch of game balls onto the game board by detecting handle operation, detects game balls that have entered the winning hole on the game board, obtains random numbers (random numbers from 0 to 65535, with numbers assigned to indicate a big win, small win, or loss within a predetermined range) using game balls that have entered the starting hole and draws lots (special and normal patterns), controls movable parts (tulips, etc.) installed on the game board, controls the display of special pattern display devices installed on the game board, detects abnormalities that may indicate fraud (the front frame is open, vibrations are detected, etc.) and notifies the higher-level device, etc.
[0115] A large number of obstacle pins are set on the game board, and game balls launched onto the game board by operating the handle fall between the obstacle pins and either enter a prize hole or a starting hole, or are ejected from the game board through an outlet hole without entering a prize. When a game ball enters a starting hole, a lottery is held, and if a jackpot is awarded, a jackpot game is played in which a predetermined prize hole on the game board is controlled to be open multiple times, and by making it easier for game balls to enter these prize holes, prize balls are awarded to the player.
[0116] Furthermore, jackpot games include bonus jackpot games that grant players a specified bonus game after the jackpot game ends. Bonus jackpot games include probability-changing jackpots and time-saving jackpots. Probability-changing jackpots and time-saving jackpots grant probability-changing and time-saving games as bonus games, respectively, after a jackpot. Time-saving games are bonus games that increase the number of draws per unit time by shortening the fluctuation time (the time from the start of the lottery process to the display of the results) of the normal pattern lottery (the lottery for opening and closing the movable member described above) and / or the special pattern lottery (the jackpot lottery resulting from the winning of a game ball described above), thereby increasing the number of draws per unit time and increasing the probability of winning a jackpot per unit time. This bonus game may also include normal pattern probability fluctuation, which increases the probability of winning a normal pattern. Time-saving games resulting from a time-saving jackpot end when the special pattern lottery has been drawn a specified number of times after the jackpot. Probability-changing games will be described later.
[0117] The game control unit 25 has a probability variation function. This function controls the random number range for the next jackpot lottery (typically by approximately 10 times) when the lottery result falls within a specific random number range for the jackpot. The probability variation game involves drawing a special symbol using this changed probability. The probability variation game continues until the next jackpot is won. The probability variation game and time-saving game may be simultaneously offered. However, to prevent unexpected losses to the gaming parlor, if a player acquires a certain number of game media after the probability variation game or time-saving game has started, the game may be stopped (the player's card may be temporarily ejected and the player may be requested to exchange for a prize or move to another machine). In this case, the gaming machine 20 counts the number of game media after the probability variation game state has begun, and when this count reaches a predetermined value, game stop control is performed, such as stopping the release of game balls.
[0118] The effect control unit 24 is a control unit that controls the effects during play, and has an effect symbol lottery unit 24a and an effect lottery unit 24b. In practice, by loading these programs into the CPU and executing them, the effect symbol lottery unit 24a and the effect lottery unit 24b will execute processes corresponding to them, respectively.
[0119] The effect pattern lottery unit 24a performs lottery (specifically, whether to stop the display at 7, 7, 7) for effect patterns (patterns to be displayed on effect pattern display devices such as display devices on the game board) based on the special pattern lottery in the game control unit 25.
[0120] The effect selection unit 24b selects the type of effect to be performed before the result of the selection based on the effect symbols is displayed (such as a character appearing to perform a reach effect). The effect is set so that the effect selected differs depending on the main selection result.
[0121] The effect control unit 24 stores effect data for each effect. Furthermore, the effect control unit 24 controls the display of the effect pattern display device, and when an effect is executed, the effect data is superimposed on the background pattern data to display the effect. Furthermore, when the probability fluctuates, background color data different from that in the normal state is set.
[0122] The game ball control unit 26 is a control unit that controls the number of game balls. In practice, a program corresponding to the game ball control unit 26 is loaded into the CPU and executed to execute the process. The playable number management unit 26a is a management unit that manages the playable number, i.e., the number of game balls.
[0123] Specifically, the game ball control unit 26 stores the number of game balls in a playable number memory, subtracts "1" from the number of game balls each time a game ball is fired, and adds the number of prize balls won by winning to the number of game balls. Also, when the number of balls is notified by the inter-machine card processing machine 10, it adds the notified number of balls to the number of game balls and sends a confirmation signal to the inter-machine card processing machine 10 indicating that the number has been added to the number of game balls. The game ball control unit 26 can also control cleaning of the game balls (circulating balls) enclosed in the game machine 20.
[0124] Furthermore, the game ball control unit 26 periodically transmits the number of game balls stored in the playable number memory to the machine-to-machine card processing machine 10. In this case, the game ball control unit 26 continues to update the number of game balls according to the game status without clearing the contents of the playable number memory to zero, and transmits the number of game balls at the time of data acquisition to the machine-to-machine card processing machine 10.
[0125] The gaming machine 20 is also provided with a counting button 22, and a signal indicating that the counting button 22 has been pressed is input to the gaming ball control unit 26. The gaming ball control unit 26 detects the pressing of the counting button 22, and if the detection signal takes less than a certain time from rising to falling, it sends a management transfer request to the inter-machine card processor 10 along with data on the number of gaming balls in increments of a certain number (for example, 100 balls per operation). Then, it subtracts (invalidates) the number of balls that have been transferred to the management of the inter-machine card processor 10 from the number of gaming balls.
[0126] Furthermore, when the counting button 22 is pressed and no falling is detected for a predetermined time or longer after the detection signal rises, a management transfer request is sent to the inter-machine card processor 10 along with data on the number of gaming balls, in increments of a certain number (for example, 200 balls per 5 seconds), each time the detection signal remains in a rising state for a certain period of time. Then, the number of balls that have been transferred to the inter-machine card processor 10's management is subtracted (invalidated) from the number of gaming balls. When subtracting from the number of gaming balls, possible methods include decrementing the value to be subtracted from a value of 1 stored in memory, or updating the value stored in memory with the value after the subtraction and deleting or logically deleting the value before the subtraction to invalidate it, but there are no particular limitations as long as the value after the subtraction can be identified.
[0127] The game control unit 25 and the game ball control unit 26 are each configured on a separate board. The game control board on which the game control unit 25 is configured and the game ball control board on which the game ball control unit 26 is configured each have their own unique ID. The gaming machine 20 combines the ID of the game control board and the ID of the game ball control board and uses this as the gaming machine ID.
[0128] <Configuration of management device 50> Next, a description will be given of the configuration of the management device 50 shown in Fig. 2. Fig. 7 is a diagram showing the configuration of the management device 50 shown in Fig. 2. As shown in Fig. 7, the management device 50 is connected to a display unit 51 and an input unit 52, and has an external network communication unit 53, a store network communication unit 54, a storage unit 55, and a control unit 56.
[0129] The display unit 51 is a display device such as an LCD panel or display device. The input unit 52 is an input device such as a keyboard or mouse. The external network communication unit 53 is an interface unit for data communication with the data management device 80 and 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, prize management device 60, and settlement machine 70 via communication lines within the gaming store.
[0130] The memory unit 55 is a storage device such as a hard disk drive or non-volatile memory, and stores card management data 55a, device management data 55b, member management data 55c, charge setting data 55d, refund setting data 55e, and ball loan amount data 55f.
[0131] The card management data 55a is data that associates a card ID with a prepaid value, a charge value, a charge balance, a balance of owned balls, etc. The device management data 55b is data related to the devices installed in the gaming facility. This device management data 55b includes an inter-machine card processing machine ID, an installation location, a gaming machine number, a gaming machine ID, model data of the gaming machine 20, etc.
[0132] The member management data 55c is data indicating information related to the member. This member management data 55c includes the card ID, name, PIN number, remaining ball balance, etc. The charge setting data 55d is data indicating the charge setting and set amount. The charge setting can be set to the full balance, store specified, member specified, unit specified, or loan amount. Store specified is a setting in which a set amount set in advance by the store is charged as the charge value. Member specified is a setting in which a set amount set in advance by the member player is charged as the charge value. Unit specified is a setting in which the amount accepted each time by the machine-to-machine card processing machine 10 is charged as the charge value. The loan amount is a setting in which the value required for ball lending is subtracted from the charge balance when balls are loaned.
[0133] The refund setting data 55e is data indicating the refund setting for the charge value. The refund setting can be set to either settlement, app refund, or no refund. Settlement is a setting that allows the charge value associated with the card to be settled at the settlement machine. App refund is a setting that transfers the charge value to the data management device 80. When the data management device 80 receives a specified operation, it refunds the charge value to the app installed on the user terminal 90. No refund corresponds to the loan amount in the charge setting and is a setting that does not result in a refund. Ball lending amount data 55f is data that indicates the amount required for ball lending.
[0134] The control unit 56 is a control unit that performs overall control of the management device 50, and includes a card management unit 56a, a device management unit 56b, a member management unit 56c, a setting management unit 56d, and a charge management unit 56e. In practice, by loading these programs into a CPU and executing them, the card management unit 56a, the device management unit 56b, the member management unit 56c, the setting management unit 56d, and the charge management unit 56e will execute their respective corresponding processes.
[0135] The card management unit 56a is a processing unit that manages the card management data 55a. The card management unit 56a communicates with the inter-machine card processing machine 10, the prize management device 60, and the settlement machine 70, and updates the prepaid value, charge value, and balance of held balls associated with the card ID. In addition, when the card management unit 56a receives a card insertion notification from the inter-machine card processing machine 10, it notifies the inter-machine card processing machine 10 of the value and balance of held balls associated with the card.
[0136] The device management unit 56b is a processing unit that manages the device management data 55b. The device management unit 56b generates and updates the device management data 55b based on the inter-machine card processor ID, the installation location, and the gaming machine ID acquired from the inter-machine card processor 10.
[0137] The member management unit 56c is a processing unit that manages the member management data 55c. The member management unit 56c communicates with the prize management device 60 and updates the balance of the saved balls associated with the card ID.
[0138] Here, the stored ball replay processing by the member management unit 56c will be explained. When the member management unit 56c receives stored ball replay request data from the machine-to-machine card processing machine 10, it deducts the balance of stored balls at the payout rate from the stored balls associated with the card ID in the stored ball replay request data by the payout unit number, and recalculates the number of stored balls that can be replayed. Then, it sends stored ball replay data including the balance after subtraction and the number of stored balls that can be replayed to the machine-to-machine card processing machine 10.
[0139] The setting management unit 56d is a processing unit that manages the charge setting data 55d, the refund setting data 55e, and the ball loan amount data 55f. When the setting management unit 56d receives the charge setting and the set amount from the input unit 52, it stores the received data in the charge setting data 55d and notifies the inter-machine card processor 10 of the charge setting data 55d.
[0140] When the setting management unit 56d receives a refund setting from the input unit 52, it stores this refund setting in the refund setting data 55e, and when it receives a ball lending amount, it stores this ball lending amount in the ball lending amount data 55f.
[0141] The charge management unit 56e is a processing unit that manages the charge value and charge balance of the card management data 55a. When the charge management unit 56e receives a card insertion notification of a membership card from the inter-machine card processing device 10, it sends a charge balance request including the user ID of the card management data 55a to the data management device 80. When the charge management unit 56e receives the charge balance from the data management device 80, it stores this charge balance as the charge balance of the card management data 55a.
[0142] In addition, when the charge management unit 56e receives the charge balance from the data management device 80, if the charge setting data 55d is "full balance," it stores the received charge balance as the charge value in the card management data 55a and clears the charge balance in the card management data 55a.
[0143] Furthermore, when the charge management unit 56e receives the charge balance from the data management device 80, if the charge setting data 55d is "store specified" or "member specified," it compares the received charge balance with the set amount in the charge setting data 55d. If the charge balance is less than the set amount, it stores the charge balance as the charge value in the card management data 55a and clears the charge balance in the card management data 55a. If the charge balance is greater than the set amount, it stores the set amount as the charge value in the card management data 55a and subtracts the set amount from the charge balance in the card management data 55a.
[0144] In addition, when the charge setting data 55d is "unit specified," if the charge management unit 56e receives a charge amount from the machine-to-machine card processing machine 10, it stores this charge amount as the charge value in the card management data 55a and subtracts the charge amount from the charge balance in the card management data 55a.
[0145] In addition, when the charge setting data 55d is "rented amount," if the charge management unit 56e receives a ball lending request from the machine-to-machine card processing machine 10, it prioritizes the prepaid value from the total of the prepaid value and charge value in the card management data 55a and subtracts the ball lending amount in the ball lending amount data 55f.
[0146] In addition, when the charge value and charge balance of the card management data 55a are updated, if a card associated with these values is inserted into the inter-machine card processing machine 10, the charge management unit 56e notifies the inter-machine card processing machine 10 of the card management data 55a.
[0147] In addition, when the refund setting data 55e is "app refund", if the charge management unit 56e receives a card ejection notification from the machine-to-machine card processing machine 10, it notifies the data management device 80 of the sum of the charge value and charge balance in the card management data 55a as the charge balance, and clears the charge value and charge balance in the card management data 55a.
[0148] In addition, when the refund setting data 55e is other than "app refund", if the charge management unit 56e receives a card ejection notification from the machine-to-machine card processing machine 10, it notifies the data management device 80 of the charge balance in the card management data 55a and clears the charge balance in the card management data 55a.
[0149] Next, an example of data stored in the storage unit 55 of the management device 50 shown in Fig. 7 will be described. Fig. 8 and Fig. 9 are diagrams showing examples of the card management data 55a, device management data 55b, member management data 55c, charge setting data 55d, refund setting data 55e, and ball loan amount data 55f shown in Fig. 7.
[0150] In the card management data 55a shown in Figure 8(a), the card ID "1001" is associated with a user ID "-", a prepaid value of "0" points, a charge value of "0" points, a charge balance of "0" points, a balance of "0" balls in possession for each rate, and a destination ID of use "A101". In other words, the card with card ID "1001" is inserted into the machine-to-machine card processing machine 10 with the device ID "A101", and management of the balls in possession has been transferred to the machine-to-machine card processing machine 10. Therefore, the balance of the balls in possession for each rate is zero.
[0151] In addition, in the card management data 55a, the card ID "2001" is associated with the user ID "789GHI", the prepaid value "3000" points, the charge value "5000" points, the charge balance "15000" points, and the balance of balls held as ball 1 "1500" balls, the balance of balls held as ball 2 "2500" balls, and the balance of balls held as ball 3 "0" balls, but is not associated with the destination ID. In other words, the card with card ID "2001" is not inserted into the inter-machine card processing machine 10, and the management of the held balls is performed by the management device 50.
[0152] 8(b) shows that for the inter-machine card processing machine 10 with ID "A101", its installation location is "Island 1-1", the gaming machine number is "11", the ID of the connected gaming machine 20 is "B201", the game type is "Ball 1", the model of the gaming machine 20 is "EV01", and the serial number is "a". It also shows that this gaming machine 20 is in use.
[0153] The device management data 55b indicates that the installation location of the inter-machine card processing machine 10 with ID "A201" is "Island 2-1," the gaming machine number is "21," the connected gaming machine 20 has ID "B506," the game type is "Ball 3," the gaming machine 20 model is "DX03," and the serial number is "g." It also indicates that this gaming machine 20 is in use.
[0154] 8(c) indicates the name, PIN, saved balls, etc. associated with the card ID. Specifically, for card ID "2001," member management data 55c indicates the name "Toku Kaiko," PIN "1234," the balance of saved balls for "Ball 1" being "500," the balance of saved balls for "Ball 2" being "0," and the balance of saved balls for "Ball 3" being "0," and for card ID "2005," the name "Tokkyo Taro," PIN "5678," the balance of saved balls for "Ball 1" being "1500," the balance of saved balls for "Ball 2" being "200," and the balance of saved balls for "Ball 3" being "0."
[0155] Charge setting data 55d shown in Figure 9(a) indicates that the charge setting is "store specified" and the set amount is "5000" yen. Refund setting data 55e shown in Figure 9(b) indicates that the refund setting is "app refund." Ball lending amount data 55f shown in Figure 9(c) indicates that the ball lending amount is "500" yen.
[0156] <Configuration of Data Management Device 80> Next, a description will be given of the configuration of the data management device 80 shown in Fig. 2. Fig. 10 is a diagram showing the configuration of the data management device 80 shown in Fig. 2. As shown in Fig. 10, the data management device 80 is connected to a display unit 81 and an input unit 82, and has a communication unit 83, a storage unit 84, and a control unit 85.
[0157] The display unit 81 is a display device such as a liquid crystal panel or a display device. The input unit 82 is an input device such as a keyboard or a mouse. The communication unit 83 is an interface unit for data communication with the management device 50 and the user terminal 90 via the Internet.
[0158] The storage unit 84 is a storage device such as a hard disk drive or nonvolatile memory, and stores store data 84a and user data 84b. The store data 84a is data indicating information about gaming parlors that allow ball lending using the charge balance, and includes the store ID, store name, etc. The user data 84b is data indicating information about players who lend balls using the charge balance, and includes the user ID, user name, charge balance, etc.
[0159] The control unit 85 is a control unit that performs overall control of the data management device 80, and includes a store management unit 85a, a user management unit 85b, and a charge management unit 85c. In practice, these programs are loaded into a CPU and executed, causing the store management unit 85a, the user management unit 85b, and the charge management unit 85c to execute their respective corresponding processes.
[0160] The store management unit 85a is a processing unit that manages the store data 84a. When the store management unit 85a receives a store ID and a store name from the input unit 82, the store management unit 85a stores the received data in the store data 84a.
[0161] The user management unit 85b is a processing unit that manages the user data 84b. When the user management unit 85b receives a user ID, a user name, a store ID, and a card ID from the user terminal 90, the user management unit 85b stores the received data in the user data 84b.
[0162] The charge management unit 85c is a processing unit that manages the charge balance of the user data 84b. When the charge management unit 85c receives a charge amount and a user ID from the user terminal 90, the charge management unit 85c adds the charge amount to the charge balance of the user data 84b corresponding to the user ID and stores the result.
[0163] Furthermore, when the charge management unit 85c receives a charge balance request from the management device 50, it notifies the management device 50 of the charge balance of the user data 84b corresponding to the user ID included in the charge balance request, and clears the charge balance of this user data 84b. When the charge management unit 85c receives a charge balance from the management device 50, it adds this charge balance to the charge balance of the user data 84b corresponding to the user ID and stores the result.
[0164] Furthermore, when the charge balance in the user data 84b is updated, the charge management unit 85c notifies the user terminal 90 of this charge balance.
[0165] Next, a description will be given of an example of data stored in the storage unit 84 of the data management device 80 shown in Fig. 10. Fig. 11 is a diagram showing an example of the store data 84a and the user data 84b shown in Fig. 10.
[0166] In the store data 84a shown in FIG. 11(a), the store name "Game Store A" is associated with the store ID "ABC123," and the store name "Game Store B" is associated with the store ID "DEF456."
[0167] User data 84b shown in Figure 11(b) associates user ID "789GHI" with user name "Toku Kaiko", charge balance "15000" points, and store ID / card ID "ABC123 / 2001" and "DEF456 / 2035".
[0168] <Configuration of User Terminal 90> Next, the configuration of the user terminal 90 shown in Fig. 2 will be described. A specific application has been pre-installed on this user terminal 90. This application is an application program that subtracts a specified requested payment amount from the user's bank account using debit payment, and requests the data management device 80 to associate the requested payment amount with the member card IDs of multiple gaming establishments that the user holds and manage them.
[0169] Fig. 12 is a diagram showing the configuration of the user terminal 90 shown in Fig. 2. As shown in Fig. 12, the user terminal 90 has an operation display unit 91, a communication unit 95, a storage unit 96, and a control unit 97. Here, a functional block diagram of the user terminal 90 including the above-mentioned app is shown.
[0170] The operation display unit 91 is an input / output device such as a liquid crystal touch panel, etc. The communication unit 95 is an interface unit for communicating data with the data management device 80 and the information processing device 100 via the Internet.
[0171] The memory unit 96 is a storage device such as a hard disk drive or non-volatile memory, and stores user data 96a, associated data 96b, and charge balance data 96c. The user data 96a is data indicating information about the user who lends balls using the charge balance, and includes the account number, name, address, etc. The associated data 96b is data indicating information about the gaming parlor that allows ball lending using the charge balance, and includes the store ID and card ID of the gaming parlor. The charge balance data 96c is data indicating the charge balance.
[0172] The control unit 97 is a control unit that performs overall control of the user terminal 90, and has a setting management unit 97a, an association management unit 97b, and a charge balance management unit 97c. In practice, by loading and executing these programs into the CPU, the setting management unit 97a, the association management unit 97b, and the charge balance management unit 97c will execute the processes corresponding to them.
[0173] The setting management unit 97a is a processing unit that manages the user data 96a. When the setting management unit 97a receives, from the operation display unit 91, information on the user who will use the charge balance to lend balls, such as the bank account number, name, address, etc., the setting management unit 97a stores this data in the user data 96a and notifies the information processing device 100.
[0174] The association management unit 97b is a processing unit that manages the association data 96b. When the association management unit 97b receives the store ID and the card ID from the operation display unit 91, the association management unit 97b stores the received data in the association data 96b.
[0175] The charge balance management unit 97c is a processing unit that manages the charge balance data 96c. When the charge balance management unit 97c receives the charge amount from the operation display unit 91, it sends a debit payment request including the charge amount (payment amount) and the user data 96a to the information processing device 100.
[0176] Furthermore, when the charge balance management unit 97c receives a payment completion notification from the information processing device 100, it notifies the data management device 80 of charge information including the charge amount, which is the payment amount, and the user ID. When the charge balance management unit 97c receives a notification from the information processing device 100 that payment is not possible, it displays this notification on the operation display unit 91. When the charge balance management unit 97c receives a charge balance as a refund from the data management device 80, it stores this charge balance in the charge balance data 96c.
[0177] Next, a description will be given of an example of data stored in the storage unit 96 of the user terminal 90 shown in Fig. 12. Fig. 13 is a diagram showing an example of the user data 96a, the associated data 96b, and the charge balance data 96c shown in Fig. 12.
[0178] The user data 96a shown in FIG. 13(a) associates the user ID "789GHI", the account number "123-45678900", the name "Toku Kaiko", and the address "Shinjuku-ku, Tokyo...".
[0179] The association data 96b shown in Figure 13(b) associates the store ID "ABC123" with the card ID "2001," and associates the store ID "DEF456" with the card ID "2035." The charge balance data 96c shown in Figure 13(c) indicates that the charge balance is "15,000" points.
[0180] <Configuration of information processing device 100> Next, a description will be given of the configuration of the information processing device 100 shown in Fig. 2. Fig. 14 is a diagram showing the configuration of the information processing device 100 shown in Fig. 2. As shown in Fig. 14, the information processing device 100 has a communication unit 130, a storage unit 120, and a control unit 110.
[0181] The communication unit 130 is an interface unit for performing data communication with the data management device 80 and the user terminal 90 via the Internet, and with the bank server 200 via the CAFIS network.
[0182] The storage unit 120 is a storage device such as a hard disk drive or non-volatile memory, and stores user data 120a, upper limit data 120b, and usage history data 120c. The user data 120a is data indicating information about users who use debit payments. The upper limit data 120b is data indicating the upper limit for debit payments. The usage history data 120c is data indicating the usage history of debit payments.
[0183] The control unit 110 is a control unit that performs overall control of the information processing device 100, and includes a setting management unit 110a, a determination unit 110b, a payment regulation unit 110c, and a payment processing unit 110d. In practice, by loading these programs into a CPU and executing them, the setting management unit 110a, the determination unit 110b, the payment regulation unit 110c, and the payment processing unit 110d will each execute a corresponding process.
[0184] The setting management unit 110a is a processing unit that manages user data 120a and upper limit data 120b. When the setting management unit 110a receives an account number, name, address, and PIN from the user terminal 90, it stores this received data in the user data 120a. When the setting management unit 110a receives a usage upper limit from the user terminal 90, it stores this usage upper limit in the upper limit data 120b.
[0185] The determination unit 110b is a processing unit that determines whether the amount of a debit payment exceeds the upper limit. When the determination unit 110b receives a charge request from the user terminal 90, it adds the payment amount included in the charge request to the cumulative payment amount in the usage history data 120c, and determines that the payment is possible if the sum is less than the upper limit of the upper limit data 120b, and determines that the payment is not possible if the sum exceeds the upper limit.
[0186] The payment restricting unit 110c is a processing unit that restricts debit payment when the determining unit 110b determines that the payment is not possible. When the determining unit 110b determines that the payment is not possible, the payment restricting unit 110c notifies the user terminal 90 that the payment is not possible.
[0187] The payment processing unit 110d is a processing unit that processes debit payment when the determination unit 110b determines that the payment is possible. When the determination unit 110b determines that the payment is possible, the payment processing unit 110d notifies the bank server 200 of the payment amount included in the charge request received from the user terminal 90 and data such as the account number corresponding to the user data as a payment request. When the payment processing unit 110d receives the payment amount from the bank server 200, it notifies the user terminal 90 of this payment amount and user ID as the charge amount.
[0188] Next, a description will be given of an example of data stored in the storage unit 120 of the information processing device 100 shown in Fig. 14. Fig. 15 is a diagram showing an example of the user data 120a, the upper limit data 120b, and the usage history data 120c shown in Fig. 14.
[0189] The user data 120a shown in Figure 15(a) associates the name "Toku Kaiko", the address "Shinjuku-ku, Tokyo...", and the PIN "1234" with the account number "123-45678900", and the name "Tokkyo Taro", the address "Shibuya-ku, Tokyo...", and the PIN "5678" with the account number "456-12345678".
[0190] The upper limit data 120b shown in FIG. 15(b) associates a spending upper limit of "10,000" yen with the account number "123-45678900" and associates a spending upper limit of "30,000" yen with the account number "456-12345678."
[0191] The usage history data 120c shown in Figure 15(c) associates the account number "123-45678900" with a cumulative payment amount of "8,000" yen and the number of uses "2", and the account number "456-12345678" with a cumulative payment amount of "15,000" yen and the number of uses "3".
[0192] <Example of charge setting according to the embodiment> Next, an example of charge settings according to this embodiment will be described. Fig. 16 is a diagram showing an example of charge settings according to this embodiment. As shown in Fig. 16, charge settings according to this embodiment are divided into five patterns.
[0193] Pattern 1 is the full balance, and the full amount of the charge balance is charged as the charge value. Pattern 2 is specified by the store, and a set amount set in advance by the store is charged as the charge value. Pattern 3 is specified by the member, and a set amount set in advance by the member player is charged as the charge value.
[0194] Pattern 4 is a unit specification, and the specified amount is charged as the charge value each time in the inter-machine card processing machine 10. Pattern 5 is a lending amount, and when a ball is lent, the amount (value) required for the ball lending is charged. Specifically, the amount (value) required for the ball lending is subtracted from the charge balance.
[0195] <Example of refund setting according to the embodiment> Next, an example of the refund setting according to this embodiment will be described. Fig. 17 is a diagram showing an example of the refund setting according to this embodiment. As shown in Fig. 17, the refund setting according to this embodiment is divided into three patterns.
[0196] Pattern 1 is a settlement setting in which the charge value associated with the card is settled at the settlement machine. Pattern 2 is an application refund setting in which the remaining unused charge value is transferred to the data management device 80. In this setting, the charge value associated with the card is cleared after being transferred to the data management device 80.
[0197] Pattern 3 is a no-refund setting, which corresponds to the loan amount in the charge settings and is a setting in which no refund is made. If the loan amount is selected in the charge settings, no-refund is automatically selected in the refund settings.
[0198] <Processing procedure for transferring charge balance in management device 50> Next, a description will be given of the processing procedure for transferring the charge balance in the management device 50. Figures 18 and 19 are flowcharts showing the processing procedure for transferring the charge balance in the management device 50.
[0199] First, when a card insertion notification of a membership card is received from the inter-machine card processor 10 (step S101; Yes), the charge balance is requested from the data management device 80 (step S102).
[0200] The charge balance is received from the data management device 80 (step S103; Yes), and if this charge balance is 0 or less (step S104; No), the processing ends. If the received charge balance is greater than 0 (step S104; Yes), this charge balance is stored in the card management data 55a (step S105).
[0201] If the charge setting in the charge setting data 55d is "rented amount" (step S106; Yes), the card management data 55a is notified to the inter-machine card processing machine 10 (step S118), and then, if a ball lending request is received (step S119; Yes), a predetermined value is subtracted from the prepaid value or charge balance in the card management data 55a (step S120). If a card ejection notification is not received from the inter-machine card processing machine 10 (step S121; No), the process proceeds to step S119 and the series of processes is repeated, and if a card ejection notification is received (step S121; Yes), the process ends.
[0202] If the charge setting in the charge setting data 55d is "full balance" (step S106; No, step S107; Yes), the charge balance in the card management data 55a is stored as the charge value in the card management data 55a (step S115), the charge balance in the card management data 55a is cleared (step S116), and the process proceeds to step S117.
[0203] If the charge setting in the charge setting data 55d is "store specified" or "member specified" (step S107; No, step S108; Yes), the charge balance in the card management data 55a is compared with the set amount in the charge setting data 55d (step S112).
[0204] If the charge balance is less than the set amount (step S112; No), the charge balance in the card management data 55a is stored as the charge value in the card management data 55a (step S115), the charge balance in the card management data 55a is cleared (step S116), and the process proceeds to step S117.
[0205] If the charge balance is greater than the set amount (step S112; Yes), the set amount is stored as the charge value in the card management data 55a (step S113), the set amount is subtracted from the charge balance (step S114), and the process proceeds to step S117.
[0206] If the charge setting in the charge setting data 55d is "unit specified" (step S108; No) and the charge amount is received from the inter-machine card processing device 10 (step S109; Yes), this charge amount is stored as the charge value in the card management data 55a (step S110), and the charge amount is subtracted from the charge balance in the card management data 55a (step S111).
[0207] The card management data 55a is notified to the inter-machine card processor 10 (step S117), and the process ends.
[0208] <Processing Procedure for Refunding Charge Balance in Management Device 50> Next, a description will be given of the processing procedure for the refund process of the remaining charge balance in the management device 50. Fig. 20 is a flowchart showing the processing procedure for the refund process of the remaining charge balance in the management device 50.
[0209] First, a card ejection notification of the membership card is received from the inter-machine card processor 10 (step S201; Yes), and if the refund setting data 55e is not "app refund" (step S202; No), the process ends.
[0210] If the refund setting data 55e is "app refund" (step S202; Yes), the sum of the charge value and charge balance in the card management data 55a is notified to the data management device 80 (step S203), the charge value and charge balance in the card management data 55a are cleared (step S204), and the processing is terminated.
[0211] As described above, in this embodiment, a player uses the user terminal 90 to debit a specified amount from his or her own bank account and charges this amount to the data management device 80. When a member card is inserted into the inter-machine card processing machine 10 at the gaming facility, the charge balance in the data management device 80 is notified to the management device 50, so that a player can use the charge value to receive gaming media rental processing at multiple gaming facilities.
[0212] In the above embodiment, the case where there is a single data management center has been described, but the present invention is not limited to this and can also be applied to a case where there are multiple data management centers.
[0213] Furthermore, in the above embodiment, a configuration was described for an enclosed gaming machine, but the present invention is not limited to this, and can also be configured to target an individual machine counting type gaming machine.
[0214] Furthermore, the components illustrated in the above embodiments are merely functional schematics and are not necessarily physically configured as shown. In other words, the distribution and integration of each device is not limited to that illustrated, and all or part of the devices can be functionally or physically distributed and integrated in any unit depending on various loads, usage conditions, etc. [Industrial Applicability]
[0215] The gaming system, external management device, and gaming value management method according to the present invention are suitable for cases where a player can use a common gaming value to receive gaming media rental processing at multiple gaming parlors. [Explanation of symbols]
[0216] 10 machine-to-machine card processing machines 11 Status display section 12 Banknote transport section 12a Bill insertion slot 13 Display operation section 14 Reader / Writer 14a Card slot 14b Holding section 15 Communications Department 16 Memory section 16a Device status data 16b Card Data 16c Charge setting data 17 Control Unit 17a Data Management Department 17b Settings management section 17c Charge Management Department 18 Gaming Management Department 18a Authentication processing section 18b Authentication key management unit 18c Gaming Machine Status Management Department 20 Gaming machines 21 Handle 22 Count button 23 Communication control section 24 Production Control Unit 24a Design lottery section 24b Production Lottery Section 25 Game control unit 26 Game ball control unit 26a Playable Number Management Department 30 Island Controller 50 Management device 51 Display section 52 Input section 53 External Network Communication Section 54 Store Network Communications Department 55 Storage section 55a Card Management Data 55b Equipment Management Data 55c Membership Management Data 55d Charge Setting Data 55e Refund setting data 55f Ball loan amount data 56 Control Unit 56a Card Management Department 56b Equipment management department 56c Membership Management Department 56d Settings Management Department 56e Charge Management Department 60 Prize Management Device 70 Payment machine 80 Data management device 81 Display section 82 Input section 83 Communications Department 84 Memory section 84a Store Data 84b User Data 85 Control Unit 85a Store Management Department 85b User Management Department 85c Charge Management Department 90 User terminals 91 Operation display section 95 Communications Department 96 Memory section 96a User Data 96b Associated Data 96c Charge balance data 97 Control Unit 97a Settings management section 97b Association Management Department 97c Charge balance management section 100 Information processing device 110 control section 110a Settings management section 110b Judgment section 110c Payment Regulation Department 110d Payment processing section 120 Storage section 120a User Data 120b upper limit data 120c Usage history data 130 Communications Department 200 Bank Server
Claims
1. A gaming system having a user terminal possessed by a user who has registered as a member at a plurality of gaming establishments, and an external management device capable of communicating with a management device that manages the value used when performing a lending process of gaming media by each machine device attached to a gaming machine installed at each gaming establishment, The external management device A receiving means for receiving, from the user terminal, identification information that uniquely identifies the user, identification information of a member's medium issued to the user by each gaming establishment, and a charge value paid by a predetermined payment means; a storage means for storing the identification information of the user, the identification information of each member's medium, and the charge value received by the reception means in association with each other; a transfer processing means for, when receiving identification information of a predetermined member's medium from the management device, transferring the charge value corresponding to the member's medium stored in the storage means to the management device; A gaming system comprising:
2. The management device a charge value storage means for storing the charge value transferred from the external management device; a lending processing means for, when receiving a lending request for a gaming medium including the user's identification information from each of the machine devices, subtracting a predetermined number from the charge value stored in the charge value storage means, and then issuing an instruction to each of the machine devices to lend the gaming medium; 2. The gaming system according to claim 1, further comprising:
3. The transfer processing means A gaming system as described in claim 1 or 2, characterized in that when identification information of a specified member medium is received from the management device, all charge values corresponding to the member medium stored in the storage means are transferred to the management device.
4. A gaming system as described in any one of claims 1 to 3, further comprising a settlement machine that, when a specified member medium is accepted, obtains from the management device at least a charge value corresponding to the identification information of the member medium, and dispenses currency corresponding to the obtained charge value.
5. The management device A gaming system as described in any one of claims 1 to 3, characterized in that when the member medium is returned from each machine device, the charge value associated with the member medium is transferred to the external management device.
6. 6. The gaming system according to claim 1, wherein the predetermined payment method is a debit payment.
7. An external management device capable of communicating with a user terminal possessed by a user who has registered as a member at a plurality of gaming establishments and a management device that manages the value used when performing a lending process of gaming media by each machine device attached to a gaming machine installed at each gaming establishment, A receiving means for receiving, from the user terminal, identification information that uniquely identifies the user, identification information of a member's medium issued to the user by each gaming establishment, and a charge value paid by a predetermined payment means; a storage means for storing the identification information of the user, the identification information of each member's medium, and the charge value received by the reception means in association with each other; a transfer processing means for, when receiving identification information of a predetermined member's medium from the management device, transferring the charge value corresponding to the member's medium stored in the storage means to the management device; An external management device comprising:
8. A gaming value management method in a gaming system having a user terminal owned by a user who has registered as a member at a plurality of gaming facilities, and an external management device capable of communicating with a management device that manages the value used when performing a rental process of gaming media by each machine device attached to a gaming machine installed in each gaming facility, comprising: a receiving step in which the external management device receives, from the user terminal, identification information that uniquely identifies the user, identification information of a member's medium issued to the user by each gaming establishment, and a charge value paid by a predetermined payment means; a storage step in which the external management device stores the identification information of the user, the identification information of each member's medium, and the charge value received in the receiving step in a storage unit in association with each other; a transfer processing step in which, when the external management device receives identification information of a predetermined member's medium from the management device, the charge value corresponding to the member's medium stored in the storage unit is transferred to the management device; A gaming value management method comprising:
Citation Information
Patent Citations
Electronic money system for game playing, and service-providing server
JP2007041972A
Mobile terminal and specified program
JP2007222535A
System for game
JP2007229358A
Recording medium issuing device and recording medium issuing method
JP2008011910A
Game device
JP2008029519A