Ball storage management system, game center system, computer program
The ball storage management system addresses the lack of standardized fee management in gaming parlors by using a third-party system to securely manage stored ball data, preventing unauthorized changes and maintaining operational integrity.
Patent Information
- Application Number
- JP2024202700
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-11-20
- Publication Date
- 2025-12-11
- Estimated Expiration
- 2041-07-15
AI Technical Summary
The existing ball saving and replay services in gaming parlors lack standardized fee management, leading to risks of tampering and unintended changes, which can result in losses for fans and damage to the parlor's reputation, and impose operational burdens on the parlor.
A ball storage management system that includes a communication means for managing stored ball data, a control means for setting and verifying values, and a registration means for secure ball storage and replay, ensuring appropriate management through a third-party system.
Ensures secure and standardized management of stored balls, preventing unauthorized changes and maintaining operational integrity of the ball saving and replay services.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a ball management technology for managing balls saved by fans who play on gaming machines. The "balls" are gaming media, such as physical gaming balls or gaming medals, that fans have acquired at gaming parlors. [Background technology]
[0002] Gaming parlors equipped with pachinko machines offer a variety of services aimed at encouraging repeat customers. One of the most common services is exchanging game media acquired by fans for prizes. Recently, a "save ball / replay" service has also been introduced, allowing fans to replay using saved balls. This service allows fans to save the game media they have acquired and use them for their next play or exchange them for prizes of higher value. This is thought to increase fans' motivation to play. Furthermore, since the same fans will return to play multiple times to increase their saved balls, the parlor hopes that this will encourage repeat customers. The saved balls are stored as saved ball data and can be consumed by fans at any time.
[0003] However, if an amusement parlor offering ball saving and replay services experiences problems such as closure or bankruptcy, fans' saved balls will become invalid. Therefore, to protect fans from such disadvantages, the applicant proposed a ball saving management system as disclosed in Patent Document 1 and elsewhere. However, as the number of fans using the ball saving and replay service increases, the burden of installing and maintaining the amusement parlor system that enables the service and the fees paid to third-party institutions increase. Furthermore, since ball saving and replay services allow games to be played without using ball dispensing machines, the profits of the amusement parlor are significantly reduced compared to games that do not use ball saving. For this reason, some amusement parlors impose a limit on the number of balls that can be replayed or charge fans a certain fee when using the ball saving and replay service. For example, Patent Document 2 discloses technology that deducts a fee for ball saving compensation from the number of balls a fan owns. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 4538393 [Patent Document 2] Japanese Patent Application Laid-Open No. 2007-151919 Summary of the Invention [Problem to be solved by the invention]
[0005] In the operation of ball saving and replay services, some amusement parlors charge fees for ball saving and replay, while others do not, and the handling of fees is not standardized within the gaming industry. Furthermore, when fees for ball saving and replay are collected from fans, the fee rate is generally set by the amusement parlor itself. Therefore, in amusement parlors that do not have a sufficient management system for ball saving and replay, there is a risk that fan data related to ball saving and replay will be tampered with or that unintended changes will occur due to system problems, etc., which could result in losses for fans who used ball saving at the amusement parlor, or damage (including reputational damage) to the amusement parlor or other amusement parlors.
[0006] In view of the above problems, the main objective of the present invention is to provide a technique for managing stored balls that can ensure the appropriate management of stored balls or replays. [Means for solving the problem]
[0007] The present invention provides a ball storage management system for stored ball data and an amusement facility system. The ball storage management system of the present invention stores game balls acquired by game parlor members on game machines. have an account with a communication means for communicating with a gaming facility system that enables replay using the stored balls; To determine the predetermined value required to maintain the accounta storage means for storing a first setting value; a control means for controlling the communication means to transmit the first setting value to the gaming center system and to store the first setting value in the gaming center system; To determine the predetermined value a second setting value is acquired from the gaming center system, and if the first setting value and the second setting value match, the gaming center system specified value Sign of and instructs the gaming center system to permit collection if the first set value and the second set value do not match. specified value Sign of and control means for instructing the limiting of collection.
[0008] In addition, the game center system of the present invention includes: The above ball storage management system and a game parlor system that allows game parlor members to communicate with each other and to replay using saved balls, The aforementioned A registration means for registering an account, and a means for registering all or part of the game balls acquired by the game parlor member in advance. Record a first means for storing the No. 2 Setting method to set the setting value and when replaying The aforementioned specified value In front Record and a second means for collecting from the account, No. 2 Set the value as above Ball storage management The collection is limited if transmission to the system is not possible for a predetermined period of time. [Effects of the Invention]
[0009] According to the present invention, the setting values for ball storage and replay are managed by a system other than the amusement facility, which has the effect of ensuring the appropriate operation of ball storage or replay at the amusement facility. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. 1 is an overall configuration diagram of a gaming management system. [Figure 2] FIG. [Figure 3] FIG. 1 is a diagram illustrating the configuration of an amusement center system. [Figure 4] FIG. 10 is a diagram illustrating the contents of an amusement center member DB. [Figure 5] An example of the contents of the ball savings account DB. [Figure 6] Functional block diagram of the ball storage management system. [Figure 7] An example of the contents of the ball saving member database. [Figure 8] An example of the contents of the ball savings account DB. [Figure 9] FIG. [Figure 10] FIG. 2 is a diagram illustrating the configuration of a fan terminal. [Figure 11] FIG. 10 is a flowchart showing a process for checking a setting value. [Figure 12] Processing procedure diagram for saving balls and replay. [Figure 13] A diagram of the processing procedure after the ball savings account is tallied. DETAILED DESCRIPTION OF THE INVENTION
[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. <Overall structure> FIG. 1 is an overall configuration diagram showing an embodiment of a gaming management system 1 to which the present invention is applied. The gaming management system 1 is an information processing system that enables ball saving and replay services, and is composed of an amusement facility system 10 installed at each gaming facility, a ball saving management system 20, and a fan terminal 30. The ball saving management system 20 is installed at a third-party organization that has no conflict of interest with the operator of each gaming facility. The fan terminal 30 is an information terminal such as a smartphone, tablet terminal, or personal computer that can be operated by a fan. The gaming facility system 10 and the ball saving management system 20, and the ball saving management system 20 and the fan terminal 30 are each connected via a communication network N.
[0012] When using the ball saving / replay service, fans use a membership card 40 that stores and associates the number of game balls acquired during play with the electronic money charged for game play or for maintaining the ball saving described below. Electronic money is data representing the amount of cash inserted by fans through a cash insertion device installed in an amusement facility, or the monetary value equivalent to cash acquired through a financial system (not shown). When electronic money is acquired, it is increased along with date and time information, and is decreased each time it is used in place of cash within the amusement facility. The electronic money after the increase / decrease process is sometimes called the "remaining balance."
[0013] The membership card 40 is a card that stores a card ID for identifying the card, as well as a member ID, which is identification information for identifying the fan who holds the card as a member (game parlor member or ball saving member). The membership card 40 can be used repeatedly even if the number of game balls or the remaining charge balance becomes zero. However, with regard to the remaining charge balance, a record of the increase / decrease processing and deduction processing remains on the membership card 40 as a gaming history.
[0014] In addition, if a fan only uses electronic money to play, that is, does not save balls or replay, the fan can use the general card 50. The general card 50 is an anonymous card that can only be used on play days, and is collected by the gaming machine when the number of game balls acquired through play on the charge day and the remaining charge balance of the electronic money both reach zero. The general card 50 does not record game history, but it can also record game history for a specified period in association with the general card ID. The member card 40 and the general card 50 can be used as prepaid cards as long as the remaining charge balance is not zero, regardless of the number of game balls acquired through play.
[0015] The membership card 40 is issued when a fan registers as an amusement parlor member (ball saving member) with the amusement parlor system 10. A card ID and / or a ball saving account associated with the member ID is also registered for the amusement parlor member. The ball saving account is an account that accumulates ball saving data indicating the number of balls that the fan has requested to save among the number of game balls that the fan has acquired through play and stored in the membership card 40. In one embodiment, in addition to the ball saving data, the remaining charge amount of electronic money is also recorded in the ball saving account or in a separate memory area associated with the ball saving account. In the following explanation, it is assumed that the remaining charge amount of electronic money is recorded in the ball saving account together with the ball saving data. This ball saving account is registered in the amusement parlor system 10 and backed up in the ball saving management system 20.
[0016] The ball saving management system 20 registers game parlor members as ball saving members. The ID for identifying the ball saving members managed by the ball saving management system 20 may be the same as the member ID, but a unique ID may be assigned instead of or in addition to the member ID. The ball saving management system 20 allows access with authorization information from the fan terminal 30 operated by the ball saving member, allowing the latest ball account contents to be viewed. The ball saving management system 20 also creates a two-dimensional image code representing the ball saving member's member ID and game parlor ID, and displays the two-dimensional image code on the display of the fan terminal 30 upon request from the accessing fan terminal 30. When a ball saving member visits the game parlor without a membership card 40 and uses the fan terminal 30 to save balls or replay, the two-dimensional image code displayed on the fan terminal 30 is recognized by the reader on the gaming machine. In this case, since the membership card 40 is not inserted in the gaming machine, the game balls acquired by the fan are stored on the general card 50.
[0017] Next, each individual system in the gaming management system 1 will be described. <Amusement Park System> The gaming center system 10 includes a card management device 11, a member management device 12, a gaming management device 13, a communication management device 14, and a card R / W (reader / writer) 111. These are connected to a LAN (Local Area Network) installed within the gaming center. The card management device 11 manages the information stored in the membership card 40 inserted in the card R / W 111. That is, when the membership card 40 is issued, the card management device 11 stores the member ID of the gaming parlor member and the gaming parlor ID of the gaming parlor. The card management device 11 also reads the information stored in the membership card 40 through the card R / W 111. The card R / W 111 can also read general cards 50.
[0018] The member management device 12, in cooperation with the card management device 11, stores personal information of the amusement parlor member, authorization information such as passwords, playing history, contract information between the amusement parlor as a ball saving member and a third-party institution, privilege information as an amusement parlor member, and other information about fans, which can be updated freely. The gaming management device 13 monitors the operation of each gaming machine 150 equipped with an inter-machine processing device, monitors the operating status of the inter-machine processing device, and performs various other controls related to gaming. The communication management device 14 periodically communicates with the ball storage management system 20, which has a communication address set. Encrypted communication is performed with the ball storage management system 20 using a virtual private line (VPN). Technology for realizing a virtual private line is described in detail, for example, in "Nikkei Open System," No. 46 (January 1997), p. 234. A communication control program for realizing a VPN has already been commercialized, so this can be used.
[0019] The gaming management device 13 is electrically connected to a plurality of gaming machines 150 via a plurality of repeaters 15 installed at predetermined locations in the gaming facility. The gaming machines 150 are, for example, pachinko gaming machines, and each is equipped with an inter-machine processing unit 17. As shown in FIG. 2, the inter-machine processing unit 17 includes a status display unit 171, a bill insertion slot 172, a display / operation unit 173, a card insertion slot 174a, and a terminal holder unit 174b. The inter-machine processing unit 17 also includes a nozzle unit 175 for supplying gaming balls to the gaming machine 150 and a counting unit 176 for counting the gaming balls discharged from the gaming machine 150. The counting unit 176 records the counting result on the membership card 40 or general card 50 attached to the card insertion slot 174a. The game balls counted by the counting unit 176 are collected in the inter-machine processing machine 17, similar to the collected balls collected within the game board, and can be supplied again from the nozzle unit 175.
[0020] The status display unit 171 displays the operating status of the gaming machine 150 and the inter-machine processing machine 17. If any trouble occurs during operation, the display content will change from normal operation. The bill insertion slot 172 is used to insert cash (bills) to be charged as electronic money to the membership card 40 or general card 50. The inserted cash is added to the remaining charge balance. The display operation unit 173 is a user interface between the fan and the machine, and includes a numeric keypad 173a and a display unit 173b. The numeric keypad 173a is used to select functions, use saved balls, start and end game commands, and enter other instructions. The display unit 173b displays the remaining charge balance, the number of saved balls, guidance information for the fan, and the like. The membership card 40 or general card 50 is inserted into the card insertion slot 174a during play.
[0021] While the membership card 40 is issued by the card R / W 111 as described above, the general card 50 is issued or rejected from the card insertion slot 174a if the number of remaining balls or the remaining charge amount is other than 0 when the fan stops playing on the gaming machine 150. On the other hand, if the number of game balls and the remaining charge amount both become 0, the general card 50 is not ejected from the card insertion slot 174a but is automatically collected as described above and stored for issuance to the next fan. The terminal holding unit 174b reads the two-dimensional image code displayed on the fan terminal 30 when allowing ball storage and replay using the fan terminal 30 instead of the membership card 40.
[0022] Next, the gaming management device 13 will be described with reference to Fig. 3. The gaming management device 13 is a type of computer to which peripheral devices such as a display, printer, keyboard, and storage device are connected. The gaming management device 13 executes a predetermined gaming management program to realize the functions of a data input unit 101, a personal authentication unit 102, a gaming medium management unit 103, a data transmission / reception unit 107, a data output unit 108, a ball account management unit 109, a setting unit 110, and a control unit 100. In addition, a gaming facility member database (hereinafter, database will be abbreviated as "DB") 104 and a ball account DB 105 are created in storage (not shown).
[0023] The data input unit 101 receives data input from the numeric keypad 173a, card insertion slot 174a, terminal holding unit 174b, etc. of the display operation unit 173 of the inter-machine processing machine 17 via the repeater 15, and data input from a keyboard or the like (not shown) connected to the gaming management device 13. The data input unit 101 also transmits the input data to the control unit 100, etc. The personal authentication unit 102 is activated when the membership card 40 is inserted into the card insertion slot 174a, and performs personal authentication of the game parlor member when exchanging for a prize, saving balls, replaying, etc. That is, the personal authentication of the game parlor member is performed by comparing the member ID and authority information entered through the data input unit 101 with the information stored in the game parlor member DB 104 at the time of registration.
[0024] The gaming media management unit 103 monitors the circulation status and number of gaming balls used in each gaming machine 150, which are notified from the gaming management device 13 via the repeater 15. It also performs processes such as adding gaming balls counted by the counting unit 176 of the inter-machine processing device 17 to the number of stored balls and subtracting gaming balls used during replays from the number of stored balls. The gaming parlor member DB 104 stores personal information of gaming parlor members managed by the member management device 12 on a file basis. The saved ball account DB 105 stores the saved ball account for each gaming parlor member. The information stored in these DBs 104 and 105 will be explained in detail later.
[0025] The amusement parlor member management unit 106 manages information related to amusement parlor members. That is, when a fan registers as a member, it assigns a member ID and creates a record area for each member ID in the amusement parlor member DB 104. Also, when a fan registers as a member, it opens a ball account and associates this ball account with the member ID and registers it in the ball account DB 105. Furthermore, information related to amusement parlor members is exchanged between the member management device 12, the amusement parlor member DB 104, and the ball account DB 105.
[0026] The data transmission / reception unit 107 enables the above-mentioned communication with the ball storage management system 20 via the communication management device 14 and the communication network N. The data output unit 108 displays various data, messages, etc. on the display unit 173b of each inter-machine processing machine 17 via the repeater 15. It also causes a printer (not shown) connected to the gaming management device 13 to print various data.
[0027] The saved ball account management unit 109 deducts saved ball maintenance fee data of a predetermined value required to maintain the member's saved ball account from the saved balls in the member's saved ball account, or deducts electronic money equivalent to the saved ball maintenance fee data from the stored charge balance. The saved ball maintenance fee data is a predetermined number of saved balls that are collected from the saved ball account when the member saves balls and replays. The saved ball maintenance fee data is determined by the saved ball account management unit 109 based on a setting value set in the setting unit 110. Details of the setting value will be described later. The setting unit 110 transmits the setting value to the saved ball management system 20 via the data transmission / reception unit 107 at predetermined intervals.
[0028] The control unit 100 comprehensively controls various functions when the gaming center system 10 is operating. It also creates various messages to be sent from the gaming center system 10 to the ball storage management system 20, decodes messages received from the ball storage management system 20, and causes the function block in charge of the corresponding function to execute processing according to the decoded messages.
[0029] Next, the game parlor member DB 104 and ball account DB 105 will be described. The amusement parlor member DB 104 stores records of personal information of fans who have become amusement parlor members, authorization information (e.g., passwords) used for personal authentication, and gaming history of the amusement parlor members (e.g., gaming dates and times), all associated with their member IDs. The contents stored in the amusement parlor member DB 104 are updated as appropriate. Figure 4 shows an example of the contents of such amusement parlor member DB 104.
[0030] The ball account DB105 registers the ball accounts of game parlor members in association with their member IDs. The ball accounts record ball data, the increase or decrease in the number of balls (number of balls increased or decreased) over a predetermined period (e.g., one day), electronic money (remaining charge amount), etc. The contents of the ball account are updated as needed in response to requests by game parlor members to accumulate balls, charge electronic money, use balls and electronic money, etc. Figure 5 is a diagram showing an example of the contents of such a ball account DB105.
[0031] <Ball storage management system> The ball storage management system 20 manages the ball storage accounts of the game parlor members of each game parlor received from the game parlor systems 10 installed in each of the multiple game parlors. In other words, the ball storage management system 20 serves as a backup system for the game parlor member DB104 and ball storage account DB105 in each game parlor system 10, and also provides value-added services other than those of the game parlor system 10. Typically, the ball storage management system 20 receives and updates information on the game parlor member DB104 and ball storage account DB105 from each game parlor system 10 once a day. Game parlor members are registered as ball storage members in the ball storage management system 20.
[0032] The saved ball management system 20 is a computer equipped with large-capacity storage and communication functions. Figure 6 is a functional block diagram of the saved ball management system 20 formed by a computer executing a computer program. The saved ball management system 20 is configured with a data transmission / reception unit 21, a personal authentication unit 22, a saved ball member management unit 25 that manages information about saved ball members using a saved ball member DB 23, a saved ball account management unit 26 that maintains and manages saved ball accounts using a saved ball account DB 24 for each gaming parlor, a memory unit 27, and a control unit 28 that comprehensively controls the operation of the saved ball management system 20.
[0033] The data transmission / reception unit 21 performs two-way communication, preferably encrypted communication, between the amusement facility system 10 and the fan terminal 30. The functions of the data transmission / reception unit 21 can be easily realized by using, for example, the network equipment and communication control program for constructing the VPN as described above, or equivalent products.
[0034] The ball saving member DB23 stores the personal information of fans who have become ball saving members, the password used for personal authentication, the amusement facility ID of the amusement facility where the ball saving member is a member, and the member ID as attribute information of the ball saving member. If a ball saving member is a member of multiple amusement facilities, the ball saving member DB23 holds the amusement facility IDs and member IDs of all of the amusement facilities. The contents of the ball saving member DB23 are updated in response to new registrations, deletions, changes to personal information, etc. of ball saving members in the amusement facility system 10. Figure 7 is a diagram showing an example of the contents of such a ball saving member DB23. In the example of Figure 7, the ball saving member is a member of two amusement facilities and has two amusement facility IDs and two member IDs.
[0035] The ball account DB24 stores (registers) the contents of the ball account sent from the gaming facility system 10 for each gaming facility. FIG. 8 is a diagram showing an example of the contents of the ball account DB24. In the example of FIG. 8, the gaming facility ID is stored in association with the ball account, saved ball data, electronic money, and the update date of the saved ball data sent from the gaming facility. The contents of the ball account DB24 are updated as needed, and the update date is rewritten. To emphasize reducing communication load, updates are performed approximately once a day, but if communication load is not an issue, updates may be performed several times a day or in real time. The contents of the ball account are the same as those of the ball account DB105 of the gaming facility system 10. For example, the ball account DB24 can be easily constructed by copying the contents of the ball account DB105 and managing it by assigning the gaming facility ID of the gaming facility from which the data was obtained.
[0036] The member ID of a ball saving member identifies the amusement parlor, the amusement parlor member, and the ball saving account of which the ball saving member is a member. In other words, the ball saving member's ball saving account can be searched using the member ID of the ball saving member. Even if a ball saving member is a member of multiple amusement parlors, the ball saving accounts of all the amusement parlors can be searched. The ball saving member DB23 and the ball saving account DB24 are formed, for example, in the mass storage device of the computer.
[0037] The personal authentication unit 22 performs personal authentication to allow the fan terminal 30 to access the ball saving management system 20. The personal authentication unit 22 performs personal authentication of the ball saving member by referring to a message including the ball saving member's system ID and authority information input from the fan terminal 30 via the data transmission / reception unit 21 and the information in the ball saving member DB 23. If the personal authentication is successful, the ball saving member can view the contents of his or her ball saving account through the fan terminal 30, for example.
[0038] When registering as a member, the ball saving member management unit 25 prompts the fan terminal 30 to input the game parlor ID, member ID, and authorization information (password, etc.). This information is stored in the ball saving member DB 23 in a file format for each ball saving member. When a request to view a ball saving account is received from the fan terminal 30, the ball saving member management unit 25 reads out the game parlor ID and member ID associated with the ball saving member from the ball saving member DB 23 based on the member ID.
[0039] The ball account management unit 26 registers a ball account for each ball saving member. Each ball saving account is created based on the ball account received from the gaming facility system 10. When a query request is received from a fan terminal 30 operated by a ball saving member, the ball account management unit 26 extracts the ball account of that ball saving member from the ball account DB 24 and makes it available for viewing on that fan terminal 30. This allows ball saving members to check their ball accounts managed by the ball saving management system 20 at any time. Furthermore, when a ball saving member requests that their ball account be frozen, the ball account management unit 26 restricts use of that ball saving member's ball account. This makes it possible to prevent fraudulent use by third parties.
[0040] The storage unit 27 stores setting values for saving balls and replays to be sent to the gaming facility system 10 shown in Fig. 1. These setting values are called "first setting values" to distinguish them from setting values that are actually set in the gaming facility system. The setting values that are set in the gaming facility system are called "second setting values."
[0041] The first set value is a condition value agreed upon between the operator of the amusement facility where the amusement facility system 10 is installed and the third-party organization that operates the saved ball management system 20, and various condition values can be set. As one example, the first set value can be set to the upper limit number of saved balls that can be used for replays, the number of saved balls with a value according to saved ball maintenance fee data, or electronic money. The first set value may be set to the same value in multiple amusement facilities (amusement facility systems 10), or a different value can be set for each amusement facility.
[0042] The first set value can also be changed for each member depending on the status of saved balls or the status of usage of saved balls. In this case, the status of saved balls is, for example, the number of saved balls, and the more the number, the more saved balls are collected or the more saved balls are available for replay. The status of usage of saved balls is, for example, the time elapsed since the last time the saved ball account was accessed, and the longer the elapsed time, the more saved balls are collected or the fewer saved balls are available for replay.
[0043] Fig. 9 is an example diagram of first setting values. In the example of Fig. 9, the same setting value is set in the gaming management devices 13 of the gaming facilities with gaming facility ID 1 and gaming facility ID 2. In the gaming management device 13 of the gaming facility with gaming facility ID 3, the same first setting value as in the gaming facilities with gaming facility ID 1 and ID 2 is set for member ID #0, but a different first setting value is set for member ID #P.
[0044] The control unit 28 comprehensively controls the operation of the ball storage management system 20. The control unit 28 also creates various telegrams to be sent from the ball storage management system 20 to each amusement arcade system 10 and fan terminal 30, and decodes telegrams received from each amusement arcade system 10 and fan terminal 30, causing each component or the accessing fan terminal 30 to execute processing according to the decoded telegrams.
[0045] In this embodiment, the control unit 28 transmits the first setting value stored in the memory unit 27 to the target amusement facility system 10 via the data transmission / reception unit 21. The control unit 28 also acquires a second setting value from the target amusement facility system 10 via the data transmission / reception unit 21. If no trouble occurs, the acquired second setting value will be the same as the first setting value stored in the memory unit 27. Therefore, the control unit 28 compares the first setting value with the second setting value. If they match, it is assumed that the first setting value stored in the memory unit 27 has not been changed on the amusement facility system 10 side and that no trouble, such as a system failure or communication environment problem, has occurred. Therefore, the control unit 28 instructs the amusement facility system 10 to permit a replay. Specifically, the control unit 28 instructs the amusement facility system 10 to permit the collection of ball maintenance fee data according to the second setting value. On the other hand, if the first setting value and the second setting value do not match, the control unit 28 instructs the amusement facility system 10 to restrict replays. This ensures proper operation of saved balls and replays.
[0046] <Fan terminal> The fan terminal 30 executes a program for ball saving members installed in the built-in or extended storage, thereby providing the ball saving members with the various services provided by the ball saving management system 20. In this embodiment, as shown in Fig. 10, the fan terminal 30 operates as a data transmission / reception unit 31, a data input unit 32, a data output unit 33, and a control unit 34.
[0047] The data transmission / reception unit 31 is used to access the ball storage management system 20 and perform two-way encrypted communication, and is a network device and communication control program for constructing a VPN as described above, or equivalent products.
[0048] The data input unit 32 is an input interface such as key buttons, a touch panel, etc. The data output unit 33 is an output interface such as a small liquid crystal display, an audio output device, etc. The small liquid crystal display presents various data, messages, etc. to the ball saving member in a form that can be seen, and the audio output device presents messages, etc. to the ball saving member by synthesized voice.
[0049] The control unit 34 comprehensively controls the operation of each functional block of the fan terminal 30. The control unit 34 also creates various messages to be sent to the ball management system 20, decodes messages received from the ball management system 20, and causes the corresponding functional block to execute processing according to the decoded messages. The above accesses include, for example, checking a ball account, obtaining a two-dimensional image code representing a ball member or member ID, and sending a request to freeze a ball account. In other words, a ball member can check his or her ball account at any time from outside the gaming facility by operating the fan terminal 30.
[0050] [Example of operation mode] Next, an example of the operation of the gaming management system 1 will be described. Figure 11 is an explanatory diagram of the processing procedure for checking the setting value. First, the control unit 28 of the ball storage management system 20 transmits the first setting value stored in the memory unit 27 to the target gaming parlor system 10 (S10). In the gaming parlor system 10, the gaming management device 13 stores the first setting value acquired from the ball storage management system 20, and based on this, the setting unit 110 sets condition values for ball storage and replay, etc. in the responsible functional block of the gaming parlor system 10, for example, the inter-machine processing machine 17 (S11).
[0051] After the control unit 100 sets the first setting value, the gaming management device 13 waits until a predetermined period of time has elapsed (S12:N). The predetermined period is the time required for the setting process of the setting unit 110. When the predetermined period of time has elapsed (S12:Y), the control unit 100 transmits the first setting value set in each unit by the setting unit 110 together with the gaming facility ID to the ball storage management system 20 (S13). At this time, it is desirable to transmit the setting time in association with the value.
[0052] In the ball storage management system 20, the control unit 28 compares the second setting value acquired from the amusement facility system 10 with the first setting value stored in the memory unit 27 (S14). The comparison is performed taking into consideration the predetermined time. If the first setting value and the second setting value match, the control unit 28 instructs the amusement facility system 10 to collect a ball storage maintenance fee according to the setting value and to permit replay (S15: Permit). As a result, in the amusement facility system 10, the control unit 100 of the gaming management device 13 permits the collection of a ball storage maintenance fee and permits the start or continuation of processing for replay (S17). On the other hand, if it is determined in S15 that the first setting value and the second setting value do not match, the control unit 28 instructs the amusement facility system 10 to collect a ball storage maintenance fee according to the second setting value and to restrict replay (S15: Restrict). As a result, in the gaming facility system 10, the game management device 13 restricts replay using the saved balls and also restricts the collection of saved ball maintenance fees from the members (S16).
[0053] The control unit 100 of the gaming management device 13 monitors whether the transmission of the first setting value was successful in the process of S13 (S18). For example, the control unit 100 determines whether the transmission was successful by obtaining a positive response from the ball storage management system 20 in response to the transmission of the first setting value. If the transmission was successful (S18: Y), the control unit 100 again waits until a predetermined period has elapsed (S12). If the transmission failed (S18: N), the control unit 100 restricts the collection of the ball storage maintenance fee and restricts replay (S16).
[0054] In the above example, a setting value is transmitted from the gaming management device 13 to the ball storage management system 20 after a predetermined period of time has elapsed. However, the first setting value may be transmitted at any timing. For example, the gaming management device 13 may determine the transmission timing so that the setting value is transmitted at a fixed time each day, such as at the start of work. Furthermore, the gaming management device 13 may transmit the first setting value by receiving a request to transmit the setting value from the ball storage management system 20.
[0055] FIG. 12 is an explanatory diagram of the procedure for saving balls and replaying, which is executed by the amusement facility system 10 (the control unit 100 of the gaming management device 13) when saving balls and replaying are permitted by the saved ball management system 20 in the amusement facility system 10. Fans visiting the amusement facility can choose to save balls and replay or play with cash. When saving balls and replaying is selected, there are two options: a first option is to access the saved ball account via a charging machine installed in the amusement facility, read the desired number of saved balls from the saved ball account, and add the saved balls to the membership card 40 in the same way as game balls; and a second option is to insert the membership card 40 into the inter-machine processing machine 17 installed adjacent to the gaming machine 150, read the saved balls, and store them in the inter-machine processing machine 17. An example of the second option is shown here.
[0056] If cash or electronic money is inserted without the membership card 40 being inserted into the inter-machine processing machine 17 (S20:N), the gaming facility system 10 performs control for normal play. On the other hand, if the membership card 40 is inserted into the inter-machine processing machine 17 (S20:Y), the gaming facility system 10 assumes that the fan has selected save balls / replay (S20:Y) and performs authorization authentication using the membership card 40 (S21). If unsuccessful (S22:N), the gaming facility system 10 transitions to control for normal play without using the membership card 40.
[0057] If the authentication is successful (S22: Y), the gaming center system 10 displays the number of saved balls that can be withdrawn from the ball account on the display unit 173b of the inter-machine processing machine 17 and waits for input from the fan (S23). The number of saved balls that can be input in one operation is determined by the first and second setting values. When the fan inputs the number of saved balls for one operation, the inter-machine processing machine 17 supplies a specified number of gaming balls to the gaming machine 150 from the nozzle unit 175. This allows the fan to play on the gaming machine 150 using the gaming balls (S24). The number of gaming balls increases or decreases during play. In other words, if the fan does not acquire any gaming balls through play, the fan repeats the process of S23 (S25: N). As a result, the number of saved balls in the ball account decreases. On the other hand, suppose that gaming balls are acquired through play. In this case, the counting unit of the inter-machine processing machine 17 adds the count value to the number of gaming balls. At this time, the gaming history is also stored on the membership card 40.
[0058] When a fan inputs that they have finished playing on a gaming machine by operating the operation panel 173 (S25: Y), the gaming parlor system 10 records the remaining number of gaming balls on the membership card 40 (S26). At that time, a selection screen is displayed on the display unit 173b, allowing the fan to select whether to save some or all of the remaining gaming balls or to leave them as gaming balls for use on another gaming machine 150. If saving balls is not selected (S27: N), the gaming parlor system 10 ejects the membership card 40 from the card insertion slot 174a and thereafter transitions to control for normal play. If saving balls is selected (S27: Y), the gaming parlor system 10 identifies the fan's saved ball account from the saved ball account DB 105 and updates the saved ball account (S28). When updating, the gaming parlor system 1 deducts the saved ball maintenance fee data (number of saved balls or electronic money) from the fan's saved ball account. The ball maintenance fee data is determined based on the fee rate set for the gaming facility or the fan. After that, the gaming facility system 10 ejects the membership card 40 from the card insertion slot 174a and transitions to control for normal play.
[0059] The gaming facility system 10 performs backup processing of the ball accounts for the ball management system 20. The backup processing may be performed periodically, for example, at the end of business hours for one day, or, as mentioned above, may be performed each time an update of a fan's ball account is completed. Figure 13 shows the procedure for the backup processing.
[0060] The gaming parlor system 10 (control unit 100 of the gaming management device 13) performs a calculation process of the ball account of each gaming parlor member (a fan who is also a ball saving member) using the gaming parlor member management unit 106 (S30). In this embodiment, gaming parlor members whose ball account balance has changed since the previous backup are extracted, and a calculation process is performed of the increase / decrease in the number of saved balls, the number of saved balls and replays, and electronic money in the ball account of each gaming parlor member. A calculation message is then created. The calculation message is created by adding the calculation results of the ball account of each gaming parlor member (the increase / decrease in the number of saved balls, the number of saved balls and replays, electronic money), etc. to the gaming parlor ID of the gaming parlor. The gaming parlor system 10 sends the created calculation message to the ball saving management system 20 via the data transmission / reception unit 107 (S31).
[0061] The ball saving management system 20 (control unit 28) receives the tally message sent from the gaming parlor system 10 and updates the ball account data of each ball saving member based on the tally message (S40). Specifically, the ball saving account management unit 26 identifies and updates the ball saving account for the member ID in the ball saving account DB 24 based on the gaming parlor ID, member ID, and ball saving account included in the tally message. By performing the backup process described above, the contents of the ball accounts stored in the gaming parlor system 10 and the ball saving management system 20 become the same.
[0062] As described above, in this embodiment, when the second setting value set by the amusement facility system 10 is the same as the first setting value set by the ball storage management system 20, collection of saved ball maintenance fee data and saved ball replay are possible. Various causes are conceivable for the phenomenon in which the second setting value differs from the first setting value. For example, it is conceivable that the second setting value cannot be sent to the ball storage management system 20 for a predetermined period of time due to tampering on the amusement facility system 10 side, a system failure of the amusement facility system 10, or a communication failure. Therefore, until the cause is determined, the amusement facility system 10 (control unit 100 of the gaming management device 13) restricts saved ball replay or collection of saved ball maintenance fee data. If the discrepancy between the first setting value and the second setting value is due to a communication failure, the amusement facility system 10 (control unit 100 of the gaming management device 13) can simply lift the restriction when it becomes possible to send the second setting value to the ball storage management system 20.
[0063] In this way, the third-party organization that operates the saved ball management system 20 can set and monitor replays, ensuring the appropriate operation of saved balls and replays.
Claims
1. A system operated by a third party organization that has no interest in the operator of the gaming facility system, in which gaming facility members have accounts for saved game balls acquired on gaming machines and can replay using the saved balls, A communication means for communicating with the gaming center system; a storage means for storing a first set value for determining a predetermined value required to maintain said account; A ball storage management system comprising: a control means that controls the communication means to transmit the first set value to the amusement facility system and obtains from the amusement facility system a second set value for determining the predetermined value stored in the amusement facility system, and instructs the amusement facility system to allow collection of the predetermined value if the first set value and the second set value match, and instructs the amusement facility system to restrict collection of the predetermined value if the first set value and the second set value do not match.
2. The control means instructs the gaming arcade system to permit the replay when the first set value and the second set value match, and instructs the gaming arcade system to restrict the replay when the first set value and the second set value do not match. The ball storage management system according to claim 1.
3. 2. A gaming facility system that enables communication with the ball storage management system according to claim 1 and allows gaming facility members to replay using the ball storage, a registration means for registering the account of the gaming facility member; a first means for storing in the account a part or all of the game balls acquired by the game parlor member; a setting means for setting the second set value; and second means for withdrawing the predetermined value from the account upon replay; The second means limits the collection when the second set value cannot be transmitted to the ball storage management system for a predetermined period of time. Playground system.
4. A computer program that causes a computer to operate as the ball storage management system according to claim 1.
5. A computer program that causes a computer to operate as the gaming center system according to claim 3.
Citation Information
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