Game center management system

The amusement facility management system addresses the inconvenience of game media handling by separately managing acquired and loaned game media, providing flexible services for exchanging and refunding unused borrowed media, ensuring players can continue playing without interruptions.

JP7790703B2Active Publication Date: 2025-12-23NIPPON GAME CARD
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Patent Information

Application Number
JP2021196811
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-12-03
Publication Date
2025-12-23
Estimated Expiration
2041-12-03

AI Technical Summary

Technical Problem

Existing amusement facility management systems do not provide highly convenient services for players, as they lack flexibility in handling game media lending and cannot efficiently manage and refund unused borrowed game media, leading to inconvenience when players are short of game media to reach the 'Perfect Ball Holding Mode' or when borrowed media are not used during gameplay.

Method used

An amusement facility management system that includes a gaming machine, a gaming media lending device, and a management device, which separately counts and manages acquired and loaned game media, allowing for flexible handling of game media, including the option to convert unused loaned media into usable game media or refund them, and provides services for exchanging game media for prizes.

Benefits of technology

The system enhances player convenience by allowing flexible management of game media, enabling players to easily exchange or reuse borrowed media, reducing the burden of borrowing large amounts and ensuring they can continue playing without interruptions.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game parlor management system capable of providing highly convenient services to a customer with counted balls, which are counted game media owned by the customer.SOLUTION: A game parlor management system manages game machines 1, a game media dispenser 2, etc. installed in a game parlor PP by a management device 3. The game media dispenser 2 for dispensing game media used for a game on the game machine 1 stores counted balls of a customer by dividing them into the number of acquired game media and the number of dispensed game media. The management device 3 stores the counted balls stored divided into the number of acquired game media and the number of dispensed game media by associating them with specific information on the customer so that a degree of freedom to handle dispensed game media that are yet to be subjected to a game is increased, thereby providing highly convenient services to the customer.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to an amusement facility management system that includes gaming machines that are installed in an amusement facility and that can be used to play games using specified gaming media, gaming media lending devices that are installed in association with the gaming machines and that can process the lending of the gaming media to players, and a management device that can manage various devices in the amusement facility, including the gaming machines and the gaming media lending devices. [Background technology]

[0002] Conventionally, amusement parlors offer games using gaming machines that use gaming media. For example, pinball gaming machines use gaming balls as gaming media, and players play by shooting the gaming balls into a gaming board. The gaming board has multiple prize areas (prize slots), and a predetermined number of gaming balls are awarded to the player as prize gaming media based on the passing of the gaming ball through a prize area. On the other hand, slot machine gaming machines use gaming medals as gaming media, and inserting gaming media causes the reels to spin. Based on the stopped state of the reel symbols, a predetermined number of gaming medals are awarded to the player as prize gaming media. In addition, in recent years, enclosed pinball gaming machines and medalless slot machine gaming machines have been introduced to the market. These gaming machines electronically manage the number of gaming balls and gaming medals, eliminating the cumbersome task of players handling gaming media.

[0003] In this way, the number of gaming media held by a player increases or decreases as gaming media are consumed through gaming and acquired as a result of gaming. When all gaming media are consumed, the player cannot continue playing on the gaming machine and the game ends, but the player can borrow additional gaming media and continue playing. Furthermore, if the player has gaming media remaining at the end of the game, the player can exchange them for prizes equivalent to the number of gaming media they have. When exchanging for a prize, it was common for the player to transfer the gaming media from the gaming machine to a box for carrying gaming media (a so-called dollar box) and take it to the prize counter, where the gaming media they had were inserted into a counter to be counted, and then exchanged for a prize of the player's choice within the count.

[0004] In recent years, to increase the convenience of prize exchange, some services have been developed that count the total number of gaming media using a counter installed in a gaming media lending device associated with each gaming machine, eliminating the need for players to carry gaming media to a prize counter. In an amusement center management system that can provide such services, a management device in the amusement center manages a management ID linked to the number of cards issued to players and the unique information of the portable wireless terminal device possessed by the player. The management ID is associated with the count value of the gaming media possessed by the player, and by presenting the card or portable wireless terminal device possessed by the player at the prize counter, the player can exchange the gaming media for a prize corresponding to the number of associated gaming media.

[0005] Also, a gaming media lending device has been proposed that operates a "perfect ball holding mode" in which a player sets a target number of balls corresponding to the prize they wish to exchange for, and when the set number of balls has been accumulated, a card associated with the set number of balls is issued (see, for example, Patent Document 1). By executing the "perfect ball holding mode" with the gaming media lending device described in Patent Document 1, the player can efficiently accumulate the number of gaming media necessary to exchange for the prize they wish to exchange for, thereby increasing convenience for the player. [Prior art documents] [Patent documents]

[0006] [Patent Document 1] Japanese Patent Publication No. 2020-039462 Summary of the Invention [Problem to be solved by the invention]

[0007] However, in the invention described in Patent Document 1, even if the number of game media acquired as a result of gameplay steadily increases, prize exchange cards are not issued unless the set value for the "Perfect Ball Holding Mode" is reached. For example, when a special prize state, in which a relatively large number of game media can be acquired in a short period of play, ends, if the number of game media is only a few balls (or a few pieces) short of the set value for the "Perfect Ball Holding Mode," the "Perfect Ball Holding Mode" continues. If the special prize state occurs again after the special prize state ends, the number of acquired game media may increase further and soon reach the set value for the "Perfect Ball Holding Mode," and a prize exchange card may be issued. However, there is also a possibility that regular game play, in which the possibility of acquiring game media is low, may continue for a long time. As regular game play continues, acquired game media are consumed as the game progresses, so the number of balls in possession gradually decreases, and the number of remaining balls moves away from the set value for the "Perfect Ball Holding Mode." Furthermore, as a result of continuing normal play, the player may run out of balls and be unable to continue playing unless they borrow additional game media. Therefore, it would be very convenient if there was a function that presented the player with the option to use borrowed game media (rented game media) to make up for the difference between the number of balls the player had immediately after the special prize state ended and the setting value for the "Perfect Ball Mode" and exchange them for a desired prize.

[0008] However, to realize the function of adding and replenishing loaned game media to acquired game media to make the number of balls exchangeable for a desired prize, a more flexible game media lending function is essential. In recent years, it has become common for game media to be lent out in units of 1,000 yen at amusement parlors. To lend out game media in units of 1,000 yen, a game media lending device is equipped with the function of accepting only banknotes, eliminating the need to handle coins at the amusement parlor and reducing labor at the amusement parlor. A game media lending in units of 1,000 yen would be, for example, 250 game balls for 4 yen or 50 game medals for 20 yen. Even if the number of game media required to replenish the balls to the "exact ball holding mode" setting is only a few balls (or a few coins), a player must borrow 1,000 yen's worth of game media, which places a heavy burden on the player and is inconvenient.

[0009] Furthermore, if game media borrowed by a player are not actually used in a game, it would be more convenient for the player if they could be refunded as unused game media. Normally, when a game begins, the borrowed game media are consumed to progress the game. However, as the game progresses and the gaming machine reaches a special prize state, the game progresses by consuming the acquired game media obtained as a result of the game. This means that the borrowed game media may not be used in the game and may remain. Ideally, the remaining number of game media loaned to a player by an amusement parlor should be returned in cash. However, for the convenience of the amusement parlor's system, the number of acquired game media as a result of the game plus the number of loaned game media is managed as a lump sum as the number of balls in possession. Therefore, it is not possible to identify the remaining number of loaned game media that are not used in a game, and therefore it is not possible to refund the remaining number of loaned game media.

[0010] As such, the gaming center management systems currently installed in gaming centers cannot be said to be able to provide players with highly convenient services such as exchanging their balls for prizes or handling remaining loaned gaming media.

[0011] Therefore, an object of the present invention is to provide an amusement facility management system that can provide highly convenient services to players by counting balls that count the gaming media held by the players. [Means for solving the problem]

[0012] In order to solve the above-mentioned problems, there is provided an amusement facility management system including a gaming machine installed in an amusement facility and capable of playing games using a predetermined gaming medium, a gaming medium lending device installed in association with the gaming machine and capable of lending the gaming medium to a player, and a management device capable of managing various devices in the amusement facility including the gaming machine and the gaming medium lending device, wherein the gaming medium lending device is equipped with at least a gaming medium lending means for consuming a valuable possessed by a player and lending the gaming medium that can be used for playing on the gaming machine, and a counting ball processing means for processing counting balls obtained by counting the gaming media possessed by the player and storing the counting balls in association with specific information recorded on a recording medium possessed by the player, and the counting ball processing means is equipped with at least a processing means for counting the gaming media possessed by the player and storing the counting balls in association with specific information recorded on a recording medium possessed by the player, and The acquired game media acquired through the progress of play on the gaming machine and the loaned game media loaned by the game media loaning means but not yet used for play are treated as counting balls possessed by the player, and the number of acquired game media counted as the total number of acquired game media and the number of loaned game media counted as the total number of loaned game media are stored separately.The management device is characterized by comprising: a counting ball management means capable of information management that links the number of acquired game media and the number of loaned game media stored by the counting ball processing means of the game media loaning device to the specific information of the player, and a service provision means that provides the player with services that can be exchanged for some or all of the counting balls within the range of the counting balls managed by the counting ball management means.

[0013] In addition, in the above configuration, the service providing means of the management device can provide a prize exchange service in which a prize requiring a predetermined number of exchange gaming media is exchanged by consuming the number of exchange gaming media corresponding to the prize from the number of acquired gaming media of the counting balls managed by the counting ball management means, and the gaming medium lending device may be equipped with a service intermediary means that acts as an intermediary to enable players to receive the prize exchange service by transmitting exchange prize information selected by the player's operation to the management device.

[0014] Furthermore, in the above configuration, the counting ball management means of the management device may be capable of performing an acquired gaming media number adjustment process to ensure the number of acquired gaming media exchangeable for the selected exchange prize by converting some or all of the number of loaned gaming media in the counting balls into the number of acquired gaming media when the number of exchange gaming media for the selected exchange prize selected by the player exceeds the number of acquired gaming media in the counting balls of the player.

[0015] In addition, in the above configuration, the gaming medium lending device may accept, through operation by the player, a donation of some or all of the number of lending gaming media in the counting balls held by the player, and notify the counting ball management means of the management device.

[0016] Furthermore, in the above configuration, the management device is equipped with a donation management means for managing donations collected from players, and the counting ball management means of the management device may delete the number of loaned gaming media donated by players from the number of loaned gaming media in the counting balls, and entrust the amount of valuable donation corresponding to the deleted number of loaned gaming media to the management of the donation management means.

[0017] In addition, in the above configuration, when the game medium lending means of the game medium lending device lends the game medium to a player by reducing the counting balls stored by the counting ball processing means, it may prioritize reducing the number of acquired game media over the number of lent game media.

[0018] In addition, in the above configuration, the game media lending device may send a lending signal to the management device each time the cumulative number of game media that the game media lending means has lent to players by reducing the number of lent game media exceeds n times (n is any integer) a predetermined number of lending units.

[0019] In addition, in the above configuration, the management device is equipped with an operation management means that generates setting information for setting the operation of the various devices installed in the gaming facility and manages the operation of the various devices by sending the setting information to the corresponding devices, and the operation management means may generate the setting information that switches the operation performed by the counting ball processing means to either a separate counting processing operation that separates and stores the number of acquired gaming media and the number of loaned gaming media, or a combined counting processing operation that adds up and stores the number of acquired gaming media and the number of loaned gaming media, and send it to the gaming medium lending device. [Effects of the Invention]

[0020] According to the present invention, the game media lending device is provided with a ball counting processing means for recording the number of acquired game media and the number of loaned game media separately, and the management device is provided with a ball counting management means for storing the number of acquired game media and the number of loaned game media linked to the player's specific information, thereby increasing the flexibility in handling loaned game media that have not yet been played. Therefore, a highly convenient service can be provided to players by using the ball counting means consisting of the number of acquired game media and the number of loaned game media. [Brief explanation of the drawings]

[0021] [Figure 1] 1 is a schematic configuration diagram of an amusement facility management system according to an embodiment of the present invention; [Figure 2] 1A and 1B are schematic front views of a game media lending device for a pinball game machine and a slot machine, respectively; [Figure 3] 1 is a front view of a display operation unit provided in a game medium lending device. [Figure 4] 1 is a schematic diagram illustrating the configuration of a game medium lending device. [Figure 5] 10 is a flowchart of a ball counting storage process performed by the game medium lending device. [Figure 6] This is the first counting ball increase / decrease state explanatory diagram that explains the increase / decrease in the number of counting balls according to the game results from the 0th game progress to the 19th game progress. [Figure 7]FIG. 2 is a schematic configuration diagram of a management device. [Figure 8] FIG. 2 is a schematic diagram of a ball counting management means in the management device. [Figure 9] FIG. 2 is a schematic diagram of a deposit management means in the management device. [Figure 10] FIG. 2 is a schematic configuration diagram of an operation management unit in the management device. [Figure 11] FIG. 2 is a schematic configuration diagram of a service providing unit in the management device. [Figure 12] This is a second counting ball increase / decrease state explanatory diagram that explains the increase / decrease in the number of counting balls due to game results from the 20th game progress to the 40th game progress. [Figure 13] This is a third counting ball increase / decrease state explanatory diagram that explains the increase / decrease in the number of counting balls due to game results from the 41st game progress to the 46th game progress. DETAILED DESCRIPTION OF THE INVENTION

[0022] Next, an embodiment of an amusement facility management system according to the present invention will be described in detail with reference to the accompanying drawings. As shown in FIG. 1 , an amusement facility PP is equipped with multiple gaming machines 1 and a gaming media lending device 2 capable of communicating with each gaming machine 1. Gaming media loaned from the gaming media lending device 2 can be used to play games on the gaming machines 1. The amusement facility PP also includes a management device 3 that manages the gaming machines 1 and the gaming media lending devices 2, a prize exchange POS 4, a payment settlement machine 5, and other devices. The various devices within the amusement facility PP are connected via an in-flight network 6. The management device 3 manages the setting information of the gaming media lending device 2 and the processing result information transmitted from the gaming media lending device 2. Gaming media resulting from games played on the gaming machines 1 are converted into electronic data by the gaming media lending device 2 and can be exchanged for prizes at the prize exchange POS 4. Furthermore, if there is any balance remaining in the amount equivalent to the amount of bills inserted into the gaming media lending device 2, the balance can be settled at the payment settlement machine 5.

[0023] The gaming machines 1 installed in the amusement center PP are divided into pinball gaming machines 1A and slot machine gaming machines 1B, depending on the gaming media used. The pinball gaming machine 1A uses gaming balls as gaming media, and players play by shooting the gaming balls into the gaming board. The gaming board is provided with multiple prize areas (prize openings), and a predetermined number of gaming balls are awarded to the player as prize gaming media based on the passing of the gaming ball through one of the prize areas. On the other hand, the slot machine 1B uses gaming medals as gaming media, and inserting the gaming media spins the reels, and based on the stopping status of the reel patterns, a predetermined number of gaming medals are awarded to the player as prize gaming media. A pinball game machine 1A that uses game balls as game media corresponds to a game media lending device 2A that can control the lending of game balls as game media, and a slot machine game machine 1B that uses game medals as game media corresponds to a game media lending device 2B that can control the lending of game medals as game media.

[0024] In the following description, when there is no need to distinguish between the pinball gaming machine 1A and the slot machine 1B, they will simply be referred to as the gaming machine 1 and the gaming medium lending device 2. Furthermore, gaming media acquired through play on the gaming machine 1 will be referred to as acquired gaming media, and gaming media loaned by the gaming medium lending device 2 but not yet used for play will be referred to as loaned gaming media. These acquired gaming media and loaned gaming media will be collectively referred to as counting balls and stored and processed by the gaming medium lending device 2. For convenience, the term "counting balls" will be taken to include the meanings of "counting balls" and "counting medals." Furthermore, while the gaming media used in the gaming parlor PP belong to the gaming parlor, players can freely carry and use both borrowed gaming media and gaming media acquired through play within the gaming parlor PP while it is open. Therefore, in the following, intangible electronic data gaming media will also be treated as belonging to the player. The counting balls possessed by a player can be used again for play or exchanged for prizes, but only within the same amusement parlor PP and on the same business day. Furthermore, if a player registers information such as their name, address, and phone number to become a member, they can receive a service that converts counting balls into saved balls. Saved balls is a service that allows players to deposit counting balls at the amusement parlor PP after a game so that they can be used again for play or exchanged for prizes the following day or later, but only within the same amusement parlor PP. Furthermore, a service that allows saved balls to be converted into counting balls (rented gaming media) and used may be provided, depending on the conditions. When saving balls are converted into counting balls, a fee may be subtracted from the number of rented gaming media.

[0025] Next, an overview of the game medium lending device 2 will be described with reference to Figure 2. The game medium lending device 2A is a device that handles game balls as game media and is installed on the left side of the pinball game machine 1A. The game medium lending device 2B is a device that handles game medals as game media and is installed on the right side of the slot machine 1B. The game medium lending devices 2A and 2B are equipped with a banknote insertion unit 21, a display operation unit 22, and a recording medium insertion / ejection port 23 in common. The game medium lending device 2A is equipped with a game ball lending unit 24 and a game ball counting unit 25, and the game medium lending device 2B is equipped with a game medal lending unit 26 and a game medal counting unit 27.

[0026] A player who does not have a recording medium 7 such as a membership card first inserts a banknote into the banknote insertion section 21. The banknote taken into the device through the banknote insertion section 21 is subjected to an authenticity check to determine whether it is a genuine banknote or a suspected counterfeit. If the banknote is recognized as a genuine banknote, the gaming medium lending device 2 takes the banknote inside and simultaneously stores an amount corresponding to the value of the banknote as a deposit (electronic data). The stored deposit can be confirmed by automatic display on the display operation section 22 (or by selection by the player through a predetermined display operation). Note that whether the deposit is displayed as an amount or as the number of gaming media equivalent to the amount is determined by a setting operation (described in detail later) by the management device 3. Furthermore, in order to manage the inserted amount as a deposit, the gaming medium lending device 2 issues a temporary card ID. As a result, the game medium lending device 2 manages the deposit by linking it to the specific information (card ID) of the recording medium 7 that has not been handed over to the player, and also performs storage processing of the counted balls (described in detail later) by linking it to this card ID, so that it is possible to provide services that are essentially equivalent to when the player owns the recording medium 7. If the remaining balance or the counted number of balls exceeds the card value at the end of the game, the card issuance conditions are met, and a recording medium 7 is issued with the temporary card ID recorded as the official card ID. Note that if there is almost no remaining balance or counted number of balls at the end of the game and the card issuance conditions are not met, the recording medium 7 should not be issued, and appropriate remaining ball processing should be carried out.

[0027] An example of the panel display of the display operation unit 22 is shown in Figure 3. The display operation unit 22 is broadly composed of a display unit 221 for displaying information and an operation unit 222 for touch operation. The operation unit 222 is provided with a prize selection button 222a, a menu display button 222b, a return button 222c, a lending button 222d, a counting button 222e, etc., and when a player selects and operates any of the buttons (touches the button display area on the operation unit 222), the game medium lending device 2 performs an operation corresponding to the operation.

[0028] For example, when the deposit can be confirmed on the display unit 221 of the display / operation unit 22, the game media are dispensed by pressing the dispense button 222d on the operation unit 222. In the case of the game media dispenser 2A in which the game media are game balls, the game balls are supplied from the game ball dispenser 24 to the ball tray of the pinball game machine 1A, and in the case of the game media dispenser 2B in which the game media are game medals, the game medals are supplied from the game medal dispenser 26 to the medal tray of the slot machine 1B. Note that, when a banknote inserted into the banknote insertion unit 21 is determined to be a genuine banknote and is taken in by the settings made by the management device 3 for the game media dispenser 2, convenience is improved by operating in an automatic dispense mode in which the number of game media corresponding to the minimum banknote unit price is dispensed and the deposit equivalent to the minimum banknote unit price is deducted without pressing the dispense button 222d.

[0029] The game media acquired as a result of playing games on the game machine 1 using the loaned game media are converted into electronic data as the real-time number of acquired game media by performing calculations as needed within the game media lending device 2. The counting of acquired game media is basically performed automatically by detecting the game media, but there are also systems that have a count button 222e and perform counting each time the count button 222e is pressed, as shown in the display operation unit 22 of Figure 3. Furthermore, in game machines 1 with enclosed game media, which have been attracting attention in recent years, a button for counting acquired game media is provided on the game machine 1 itself, rather than on the game media lending device 2.

[0030] If a deposit or counting balls is present, pressing the return button 222c issues a recording medium 7, on which the value information of the deposit or counting balls is recorded so that it can be used, via the recording medium insertion / ejection port 23 and provided to the player. While a thin IC card 7A containing an IC chip or a coin-shaped IC coin 7B is used as the recording medium 7, the type of medium is not particularly limited as long as it contains an electrically recognizable identifier (specific information). For example, a portable wireless terminal device such as a smartphone or tablet device owned by the player may also be used as the recording medium 7. There are two types of recording media 7, depending on the player to whom the recording medium 7 is issued. A member player whose personal information has been identified is issued a recording medium 7 serving as a member card, while a non-member player is issued a recording medium 7 serving as a general card. Since the value of a general card lies in the card itself, which contains an IC chip, the gaming medium lending device 2 has a function to prohibit the issuance of a card if the value of the deposit or counting balls does not equal the value of the card itself, in order to prevent theft of the general card.

[0031] A player can use the recording medium 7 ejected from the gaming medium lending device 2 to exchange it for a prize or move it to another gaming machine 1 to play again. When exchanging the recording medium 7 for a prize, the prize exchange POS 4 is used. When moving to another gaming machine 1, the player inserts the recording medium 7 into the recording medium insertion / ejection port 23 of the gaming medium lending device 2 attached to the desired gaming machine 1. The management device 3 displays information on the deposit and counted balls that are linked to the specific information on the recording medium 7 and managed, and the player can play again.

[0032] Furthermore, if there is a balance in the deposit linked to the specific information on the recording medium 7, the deposit can be settled at the settlement machine 5. Deposits are settled in cash, but a service may be provided that allows the player to add the amount to electronic money or the like, at their option. If the amount to be added to electronic money or the like can be settled at the game medium lending device 2 without having to go to the settlement machine 5, convenience for the player will be further improved.

[0033] Next, a gaming medium lending device 2B corresponding to the slot machine 1B will be described with reference to the functional block diagram shown in Fig. 4. The gaming medium lending device 2 has a control unit 201, a memory unit 202, a bill recognition unit 203, a display operation unit 22, a card processing unit 204, a medal payout unit 205, a medal counting unit 206, an external communication unit 207, and a gaming machine communication unit 208.

[0034] The banknote recognition unit 203 determines the authenticity of banknotes inserted through the banknote insertion unit 21. If the banknote recognition unit 203 determines that the banknote is genuine, it recognizes and determines the denomination of the banknote and then stores it internally. On the other hand, if the authenticity determination fails (if the banknote recognition unit 203 does not determine that the banknote is genuine), it returns the banknote to the player. Note that if the banknote recognition unit 203 determines that the banknote is genuine and stores it internally, the amount of the banknote is stored in the deposit memory area 202a of the memory unit 202 by the deposit management unit 201a of the control unit 201, and is thereafter managed as a deposit. Note that it is sufficient for the deposit memory area 202a to be able to store the latest remaining deposit amount, but it may also have a function to record the history of deposit increases and decreases.

[0035] As described above, the display operation unit 22 is an input / output device that displays various displays such as the deposit value, the number of counted balls, and the number of stored balls on the display unit 221, and also accepts operations such as requests to lend or return gaming media. Display control for the display operation unit 22 is performed by the display control unit 201c of the control unit 201, and operation control such as lending or returning gaming media is performed by the operation control unit 201d. The display unit 221 in the display operation unit 22 can be realized using a thin display panel such as an LCD or an organic EL panel, and the operation unit 222 in the display operation unit 22 can be realized using a touch panel that uses a resistive film method, a capacitive method, or the like.

[0036] The card processing unit 204 is a device that, under the control of the card control unit 201e, takes in a card (a thin card-shaped recording medium 7) inserted into the recording medium insertion / ejection slot 23 and reads the card identifier (specific information recorded on the recording medium 7 held by the player). The read card identifier is stored in the card data storage area 202d of the storage unit 202, and ball count information and other information (described in detail below) linked to the card identifier are received from the management device 3. The card processing unit 204 is also provided with a lock function to prevent malfunction, and activates the card lock function after taking the card in. When the player presses the return button 222c on the display / operation unit 22, the card lock is released and the card is returned when various conditions for card return (described in detail below) are met. The card processing unit 204 also mainly controls the issuance of new cards. Furthermore, if the card identifier recorded on the card can be transmitted via short-range wireless communication, such as when a portable wireless terminal device carried by a player is used as the recording medium 7, the card identifier can be read by holding the recording medium 7 over the card processing unit 204, thereby increasing convenience for the player.

[0037] When the card identifier is specified by the card processing unit 204, the card identifier is queried from the management device 3, and if there is ball count information, ball storage information, or deposit information linked to the card identifier managed by the management device 3, the information is sent to the game media lending device 2B. This allows the player to use the ball count information, ball storage information, and deposit information held by the game player in the game media lending device 2B. In response to a request to lend game medals, the deposit management unit 201a of the control unit 201 determines whether game media can be loaned based on the remaining balance data stored in the deposit memory area 202a of the memory unit 202. If the deposit management unit 201a determines that the game media can be loaned, it issues a medal payout instruction to the medal control unit 201f, subtracts the amount equivalent to the number of medals lent from the remaining balance data, and stores the new remaining balance in the deposit memory area 202a. In addition, if there is stored ball information linked to the card identifier, it is read from the stored ball data memory area 202c, and if there are stored balls in the amount requested for lending, the stored balls may be converted into counted balls, for example, by control of the counted ball management unit 201b.

[0038] When the player presses the lending button 222d on the display operation unit 22 to lend out the number of gaming media requested by the player, the medal payout unit 205 pays out gaming medals, for example, to a medal tray of the slot machine 1B under the control of the medal control unit 201f of the control unit 201. Note that if a gaming machine 1 with enclosed gaming media is connected, the medal payout unit 205 does not perform the payout operation of gaming medals, so the medal counting unit 201b can manage the number of medals lent out by the medal control unit 201f as lent gaming media in electronic data. Even if the gaming media lending device 2 is configured to actually pay out gaming media, the ball counting unit 201b can calculate the increase or decrease in the number of lent gaming media as the game progresses on the gaming machine 1, and manage the number of lent gaming media as real-time electronic data.

[0039] The medal counting unit 206 can count the game medals inserted by the game medal counting unit 27 under the control of the medal control unit 201f. The counted number of medals is a mixture of loaned game medals and acquired game medals, making it impossible to identify the number of loaned game medals and the number of acquired game medals. However, when a game machine 1 with enclosed game media is connected, the ball counting management unit 201b can calculate and manage the number of acquired game media in electronic data based on the game results transmitted from the game machine 1, and can also manage the number of loaned game media as electronic data. Note that even when the game media lending device 2 is configured to actually pay out game media, the ball counting management unit 201b can calculate the increase or decrease in the number of acquired game media as the game progresses on the game machine 1 and manage the number of acquired game media as real-time electronic data.

[0040] Therefore, the ball counting management unit 201b manages the number of loaned game media and the number of acquired game media individually as real-time electronic data, and stores the latest number of loaned game media and the latest number of acquired game media in the ball counting data 1 storage area 202b1 or the ball counting data 2 storage area 202b2 of the storage unit 202. In this way, managing the number of acquired game media and the number of loaned game media individually increases the flexibility in handling loaned game media that have not yet been played. While it is sufficient for the ball counting data 1 storage area 202b1 and the ball counting data 2 storage area 202b2 to store the latest number of acquired game media and the latest number of loaned game media, they may also have a function to record the increase / decrease history of the number of acquired game media and the number of loaned game media.

[0041] As described above, by calculating the number of loaned game media and the number of acquired game media as real-time electronic data using the ball counting management unit 201b and storing the calculated data in the ball counting data 1 storage area 202b1 and the ball counting data 2 storage area 202b2, the game media lending device 2 can properly manage the ball counting even when connected to a game machine 1 that does not include enclosed game media. Therefore, in a game media lending device 2 that stores the number of loaned game media and the number of acquired game media as real-time electronic data, the function of counting game media using the medal counting unit 206 is not essential, but providing the medal counting unit 206 allows the device to be used in the following ways.

[0042] The number of medals counted by the medal counting unit 206 should normally match the number of counted balls in the electronic data calculated by the ball counting management unit 201b. However, if a player inserts gaming medals obtained at another parlor into the gaming machine 1 or attempts to take some of the gaming medals out of the gaming machine 1, the counted value counted by the medal counting unit 206 will no longer match the number of counted balls managed by the ball counting management unit 201b. Therefore, when the medal counting unit 206 counts gaming media based on the player's operation of the count button 222e, the medal control unit 201f, for example, is provided with a function to determine whether the counted value by the medal counting unit 206 matches the number of counted balls managed by the ball counting management unit 201b. If the medal control unit 201f determines that there is a mismatch, it indicates a situation in which cheating by the player is suspected, and the game medium lending device 2 can take action such as notifying a gaming store staff member, allowing for a prompt response. On the other hand, if the medal control unit 201f determines that the count value by the medal counting unit 206 matches the number of counted balls managed by the counted ball management unit 201b, then internal processing can be performed to determine the number of counted balls at this time as the appropriate number of counted balls.

[0043] The external communication unit 207 enables communication with the management device 3 and the like connected via the in-game network 6. For example, under the control of the external communication control unit 201g, the external communication unit 207 downloads setting data, image data, and the like necessary for the operation of the gaming medium lending device 2B, and receives various information linked to the card identifier of the card inserted into the recording medium insertion / ejection slot 23 from the management device 3. The information linked to the card identifier is data stored in, for example, the deposit memory area 202a, the ball count data 1 memory area 202b1, the ball count data 2 memory area 202b2, the saved ball data memory area 202c, and the like. The external communication unit 207 also performs processes such as outputting various information stored in the memory unit 202 to the management device 3 and outputting data of the gaming machine 1 to a gaming machine data display device provided above the gaming machine. In addition, if the deposit memory area 202a, counted ball data 1 memory area 202b1, counted ball data 2 memory area 202b2, and saved ball data memory area 202c in the memory unit 202 record not only the latest data but also the update history during that time, the external communication unit 207 may perform the process of outputting the history as well.

[0044] Signals output to an external device via the external communication unit 207 include, for example, a deposit signal, a loan signal, a saved ball payout signal, a counted ball payout signal, and a counting signal. The deposit signal is a signal output corresponding to the denomination when the authenticity and denomination of a banknote inserted into the banknote insertion unit 21 have been properly determined by the banknote recognition unit 203. The loan signal is a signal output corresponding to the number of loaned game media when the number of loaned game media stored in the counted ball data 1 storage area 202b1 or the counted ball data 2 storage area 202b2 is subtracted and loaned out as game medals. The saved ball payout signal is a signal output corresponding to the number of loaned game media when part or all of the saved ball data stored in the saved ball data storage area 202c is converted into game media under the control of the medal control unit 201f and loaned out as game medals. The counting ball payout signal is a signal output corresponding to the number of lent medals when, under the control of the medal control unit 201f, some or all of the number of acquired game media or the number of lent game media stored in the counting ball data 1 storage area 202b1 or the counting ball data 2 storage area 202b2 is deleted and the medals are lent out as game medals that can be used for games on the gaming machine 1. The counting signal is a signal output corresponding to the number of counted medals when, under the control of the medal control unit 201f, game medals are counted and stored as counting balls in the counting ball data 1 storage area 202b1 or the counting ball data 2 storage area 202b2 of the storage unit 202.

[0045] Furthermore, by pressing the return button 222c, the external communications unit 207 sends the data recorded in the deposit memory area 202a, the counted ball data 1 memory area 202b1, the counted ball data 2 memory area 202b2, the saved ball data memory area 202c, and the card data memory area 202d of the memory unit 202 to the management device 3. Upon receiving this data, the management device 3 updates the information in the counted ball management table (described in detail later) and the deposit management table (described in detail later) linked to the card identifier. After the various information has been properly sent to the management device 3, the stored data in the deposit memory area 202a, the counted ball data 1 memory area 202b1, the counted ball data 2 memory area 202b2, the saved ball data memory area 202c, and the card data memory area 202d of the memory unit 202 is erased, and the card processing unit 403 performs the card return process. In addition, before returning the card, the exchange prize presentation unit 201i of the control unit 201 may be used to present the exchange prize on the display operation unit 22, allowing the player to exchange the card for the prize of their choice using the gaming media lending device 2B.

[0046] The gaming machine communication unit 208 is connected to the slot machine 1B via a dedicated cable, and the gaming machine communication control unit 201h communicates security confirmation and change information of the slot machine 1B. When gaming media are loaned by pressing the loan button 222d, gaming media loan information may be communicated to the gaming media enclosed gaming machine 1. Note that some gaming machines 1 are not equipped with a communication function, and in order to accommodate such gaming machines 1, some gaming media loaning devices 2 are not equipped with the gaming machine communication unit 208.

[0047] When playing a game on a slot machine 1B connected to a game medium lending device 2B configured as described above, the game begins by inserting the game medium (game medal) borrowed from the game medium lending device 2B into the medal insertion slot of the slot machine 1B.

[0048] The number of game media inserted into the medal slot of the slot machine 1B is called the "insertion number." In a standard slot machine 1B, the number of game media used in one game can be selected from 1 to 3, but some models have a fixed number of game media used in one game. In such models, a game cannot be played unless the insertion number is 3. Furthermore, game media paid out as a game result in the slot machine 1B are paid out from the payout port of the slot machine 1B. The number of game media paid out from the payout port of the slot machine 1B is called the "payout number." In a standard slot machine 1B, the number of prize game media paid out as a game result in one game ranges from 1 to 15. However, because three game medals are inserted to play a game, the number of game media actually acquired as a game result (the number of acquired game media) is considered to be the number of medals paid out minus the number of medals inserted. Therefore, the number of acquired gaming media acquired as a gaming result is expressed as in the following formula (1).

[0049]

number

[0050] The total number of balls held by a player as gaming media that can be used in games (hereinafter referred to as the counted number of balls) calculated by calculation is expressed by formula (2) and is the sum of the calculated number of acquired gaming media paid out from the slot machine 1B and the calculated number of loaned gaming media loaned by the gaming media lending device 2B. The calculated number of acquired gaming media paid out by the gaming machine 1 can be calculated by subtracting the total number of inserted gaming media from the total number of paid out gaming media transmitted from the gaming machine 1 each time a game is completed. In the case of a slot machine 1B that requires three gaming medals per game, the exact number of inserted gaming media can be calculated by multiplying the number of games played by three.

[0051]

number

[0052] On the other hand, the exact number of possessed balls, which are game medals remaining in a medal tray or the like of the slot machine type gaming machine 1B, can be determined by measuring it with the game medal counting unit 27. In other words, the total number of possessed balls (hereinafter referred to as the number of possessed balls), which are a mixture of acquired game media and loaned game media remaining in a medal tray or the like, can be determined by measuring it with the game medal counting unit 27. Therefore, if the game medal counting unit 27 counts the possessed balls that the player has at the end of the game, the number of possessed balls is determined as the total number of acquired game media and loaned game media without distinguishing between them, as shown in the following formula (2)'.

[0053]

number

[0054] In conventional gaming center management systems, the number of balls held at the end of a game is managed by the management device 3. In contrast, in the gaming center management system of this embodiment, the number of acquired gaming media and the number of loaned gaming media are managed as counted balls that are stored separately. In theory, the counted number of balls in equation (2) and the number of held balls in equation (2)' are the same, but in reality, the counted number of balls and the number of held balls may not be equal, and there may be cases where a "difference number" occurs, as shown in equation (3) below.

[0055]

number

[0056] As mentioned above, the discrepancy is likely due to the player bringing in or taking out gaming media. Since bringing in or taking out gaming media is prohibited, some systems detect a counting error when the discrepancy in the medal counting unit 27 exceeds a specified value and require employee intervention. In gaming machines 1 with enclosed gaming media, which have been gaining attention in recent years, the discrepancy is inevitably zero because the gaming media cannot be touched by the player. In the following explanation, the discrepancy is set to zero so that the relationship "counted ball count = number of held balls" holds true. When managing the ball count data, if the discrepancy is zero, the calculated number of acquired gaming media based on the game results transmitted from the gaming machine 1 to the gaming media lending device 2 and the calculated number of loaned gaming media loaned under the control of the gaming media lending device 2 can be treated as the accurate number of held balls. Therefore, the game medium lending device 2 can perform a process of linking and storing the counting balls (acquired game media and lending game media calculated by calculation) held by the player with specific information recorded on the recording medium 7 held by the player.

[0057] In the gaming medium lending device 2B of this configuration example, the control unit 201, memory unit 202, bill recognition unit 203, display operation unit 22, card processing unit 204, medal payout unit 205, etc. work together to function as gaming medium lending means. The gaming medium lending means consumes a valuable equivalent to the money inserted by the player to lend gaming medals that can be used for playing on the slot machine 1B. The gaming medium lending means also consumes a deposit (valuable value) linked to a card identifier recorded on the recording medium 7 held by the player to lend gaming medals that can be used for playing on the slot machine 1B. Therefore, the gaming medium lending device 2B of this configuration example can appropriately store the number of lending gaming media when gaming media are loaned within the amount of inserted bills, and the number of lending gaming media when gaming media are loaned using the inserted recording medium 7. Furthermore, even when a player who does not have a recording medium 7 inserts a banknote to borrow a gaming medium, the deposit is managed by linking it to the card ID of the virtually issued recording medium 7, so in effect, the deposit linked to the specific information recorded on the recording medium 7 that the player possesses is being consumed.

[0058] Furthermore, in the game medium lending device 2B of this configuration example, the control unit 201, memory unit 202, medal counting unit 206, game machine communication unit 208, etc. cooperate to function as a ball counting processing means that separates and stores the counted balls into the number of acquired game media and the number of loaned game media. As defined by equation (1), the number of acquired game media is the total number of game media acquired by the player through game play on the game machine 1. This number of acquired game media is stored, for example, by writing it to the ball count data 1 storage area 202b1 of the memory unit 202. The number of loaned game media is the total number of game media that have been loaned by the game medium lending means but have not yet been used in play. The loaned game media that have not yet been used in play are highly flexible data, as they can be reconverted into an equivalent value. This number of lending game media is stored, for example, by being written into the count ball data 2 storage area 202b2 of the storage unit 202.

[0059] In this way, by using the ball counting processing means to separate and store the counted balls into the number of acquired game media and the number of loaned game media, a service that enhances the convenience of players can be provided. FIG. 5 is a flowchart showing an example of the ball counting storage process in the game medium lending device 2. This control flow assumes that there is a deposit linked to the inserted banknote or card identifier of the recording medium 7, and that the loan button 222d, which consumes the deposit to loan game media, is displayed on the display operation unit 22. In addition, when explaining the ball counting storage process based on FIG. 5, reference will be made to the increase and decrease in the number of counted balls as the game progresses, as shown in FIG. 6.

[0060] In the counting ball storage process of FIG. 5, first, it is determined whether or not the player has operated the display operation unit 22 (step S01). If an operation has been performed, the operation content (operation type) is determined and an action corresponding to the operation type is performed (step S02). If the operation type is loan, it can be determined that the player has operated the loan button 222d, so the number of loaned game media equal to the loan amount is added (step S03), and the process returns to the determination process of step S01. If the press of the loan button 222d corresponds to a loan of 1,000 yen, 1,000 yen is deducted from the player's deposit, and 50 game medals are loaned as loaned game media. This corresponds to the 0th game progress PN00 (initial state before game execution) shown in FIG. 6. Since the number of acquired game media is 0 and the number of loaned game media is 50, the number of counted balls is 50.

[0061] If the player does not operate the display operation unit 22 in step S01, the presence or absence of a change state is determined based on information from the gaming machine 1. If there is no change, it means that no game is being played on the gaming machine 1, and the process returns to the determination process of step S01 again. On the other hand, if there is a change based on information from the gaming machine 1 in step S04, it is determined whether the change is a + change or a - change. If it is a - change, it can be determined that game media have been used to play, and the number of game media used for game play must be subtracted from the player's counting balls. At this time, if acquired game media remain in the counting balls, the acquired game media are used for game play preferentially over loaned game media, so it is first determined whether the number of game media used for game play can be subtracted from the number of acquired game media (step S05).

[0062] In the 0th game progress PN00 shown in FIG. 6, the number of acquired game media is 0, so in step S05, it is determined that subtraction is not possible. The acquired game media are all subtracted to zero (step S06), and the missing amount is subtracted from the number of loaned game media (step S07). In the first game progress PN01 shown in FIG. 6, the three medals used in the game are all subtracted from the loaned game media, so the number of loaned game media and the number of counted balls are both reduced to 47. In this way, the game media lending means of the game media lending device 2 performs an automatic lending operation to subtract the number of loaned game media owned by the player and lend game media to be used in the game only when the number of acquired game media owned by the player cannot be used (e.g., is zero). Since the game result in this first game progress PN01 was a loss, no game media were acquired. The game result of the subsequent second game progress PN02 is also a loss, the number of acquired game media does not increase, and the number of loaned game media and the number of counted balls both decrease to 44.

[0063] The game result of the subsequent third game progress PN03 is a small win, and since the information from the gaming machine 1 is determined to be a positive change in step S04, the positive change is added to the number of acquired game media (step S08). As a result, the number of acquired game media increases to 5, the number of lent game media remains at 44, and the number of counted balls increases to 49. The game result of the subsequent fourth game progress PN04 is a loss, and since the information from the gaming machine 1 is determined to be a negative change in step S04, it is determined in step S05 whether the negative change can be subtracted, and since the number of acquired game media is 5, the number of game media used in the game is subtracted from the number of acquired game media in step S09. As a result, the number of acquired game media decreases to 2, the number of lent game media remains at 44, and the number of counted balls decreases to 46. The game result of the following fifth game progress PN05 is also a loss, and since the information from the gaming machine 1 is determined to be a negative change in step S04, it is determined in step S05 whether the negative change can be subtracted, and since the number of acquired gaming media is two, two are preferentially subtracted from the number of acquired gaming media in step S06, and then one missing gaming media is subtracted from the number of lent gaming media in step S07. As a result, the number of acquired gaming media is reduced to 0, the number of lent gaming media is reduced to 43, and the number of counted balls is reduced to 43.

[0064] Since the game results for the subsequent sixth game progress PN06 to the nineteenth game progress PN19 are all losses, three medals are subtracted from the remaining number of loaned game media each time a game is played, leaving zero acquired game media, and one loaned game media and one counted ball. Since the next game cannot be played with one counted ball, additional loaned game media must be added using the deposit to continue the game. If the operation type in step S02 is the operation of the counting button 222e, the number of acquired game media is confirmed (step S10). If the operation type in step S02 is the operation of the return button 222c, the counted ball information is sent to the management device 3 (step S11), and the recording medium 7 is returned (step S12).

[0065] For example, consider a case where the game ends with the number of acquired game media increasing to 5 as a result of the game result of the third game progress PN03, the number of loaned game media being 44, and the number of counted balls being 49. In a game medium loaning device 2 of a conventional configuration, ball information for 49 balls is sent to the management device 3 without distinguishing between the number of acquired game media and the number of loaned game media, so that when a game is next played using this recording medium 7, the 44 loaned game media that have not yet been used in play are added to the 5 acquired game media, and the number of balls used in the game is 49.

[0066] In contrast, the game medium lending device 2 of this configuration example can transmit ball count information that distinguishes between the 5 acquired game media and the 44 loaned game media to the management device 3, and as will be described later, the management device 3 can also manage the ball count by separating the number of acquired game media from the number of loaned game media. Therefore, in the game center management system of this embodiment, the remaining number of loaned game media that have not yet been played can be treated as having the same value as the loan price, so the loaned game media can be treated as a deposit of 880 yen, which is the number of loaned game media multiplied by the loan price, allowing for highly convenient ball count management.

[0067] 6, when there are no more counting balls remaining to continue playing, pressing the counting button 222e and then the return button 222c to return the card will treat the remaining 20 yen, calculated by multiplying the number of loaned gaming media by the loan unit price, as if it were a deposit. Therefore, while current gaming center management systems only allow the user to return the recording medium 7 when there is only one counting ball left, the gaming center management system of this embodiment can provide a new, highly convenient service for players, such as a settlement process to refund 20 yen.

[0068] One example of a new service would be one that allows the loaned gaming media in counting balls to be used the next day and beyond. In the current system, counting balls must be exchanged for prizes on the same day, but deposits can be used the next day and beyond. Therefore, if the loaned gaming media in counting balls were treated the same as deposits, they could be used the next day and beyond. Furthermore, if a system were in place to manage third-party issued deposits, the service could be expanded to allow the loaned gaming media in counting balls to be used at multiple stores.

[0069] A second example of a new service is a service that allows the loaned game media portion of counted balls to be converted without being limited by the type of game media. In the current system, if the game balls used in the pinball game machine 1A are managed as counted balls, it is not permitted by law to convert those counted balls into game medals to be used in the slot machine 1B and then loan them out. Conversely, if the game medals to be used in the slot machine 1B are managed as counted balls, it is not permitted by law to convert those counted balls into game balls to be used in the pinball game machine 1A and then loan them out. However, the game center management system of this embodiment allows for counted ball management in which the loaned game media portion of counted balls is treated the same as a deposit, so the loaned game media portion can be loaned out as either game balls or game medals.

[0070] In this way, new services that can be provided by an amusement facility management system that can manage ball counting by separating the number of acquired gaming media from the number of loaned gaming media improve convenience for players. Furthermore, since this is likely to encourage players to return to the facility, the amusement facility PP also benefits by increasing customer attraction. The management device 3, which will be described later, is the entity that provides these services. However, if a service intermediation means (described in detail later) that mediates the provision of the services is provided in the gaming media lending device 2 so that these services can be enjoyed by operating the gaming media lending device 2, convenience can be further enhanced.

[0071] In addition, in the amusement facility management system of this embodiment, if the game medium lending device 2 manages the counting balls by separating the number of acquired game media from the number of loaned game media, if a loan signal is output at the time a player presses the loan button 222d to receive a loan, there is a possibility that a large difference will occur between the number of game media indicated by the output loan signal and the number of game media actually loaned.

[0072] In current systems, one pulse of the lending signal is generally output for every 100 yen, so the game media lending device 2B outputs one pulse every time five game medals (a predetermined number of lending units) are loaned. Therefore, in the current system, when a player presses the lending button 222d to select a 1000 yen loan, 50 game medals are loaned, and a 10-pulse lending signal is output all at once. However, in the game center management system of this embodiment, in response to a 1000 yen loan request, 50 game media are managed as the number of loaned game media that have not yet been used in a game, so it is not desirable to output a 10-pulse lending signal (for 1000 yen) all at once when 50 game media are set in the number of loaned game media (for example, the 0th game progress PN00 in FIG. 6).

[0073] Therefore, the ball counting means of the game media lending device 2 in the game center management system of this embodiment is configured to transmit a lending signal to the management device 3 each time the cumulative number of game media lent to players after the game media lending means reduces the number of lent game media exceeds n times (n is any integer) the predetermined number of lending units. For example, if the number of lent game media (50) set in the 0th game progress PN00 in Figure 6 is used in actual play and a lending signal is output when the number of lent game media is reduced, the remaining lent game media that have not yet been used in play will not be considered to have been lent out. The lending signal output condition for outputting a lending signal may be that the total number of lending game media used for play reaches a natural number multiple (e.g., 5, 10, 15, ...) of the number of lending units (5), but in the gaming center management system of this embodiment, the lending signal output condition is met and a lending signal is output each time the minimum lending unit price (100 yen) is consumed. Therefore, a lending signal is output to the management device 3 each time the total number of lending units (5) corresponding to the minimum lending unit price exceeds an integer multiple (e.g., 0, 5, 10, 15, ...).

[0074] In the first game progress PN01 shown in FIG. 6, a one-pulse lending signal (first time) is output when three game medals are subtracted (47 remaining). In the subsequent second game progress PN02, a one-pulse lending signal (second time) is output when three game medals are subtracted (44 remaining). In the subsequent third game progress PN03 and fourth game progress PN04, no subtraction of the lending game media is performed, so no lending signal is output. In the subsequent fifth game progress PN05, one game medal is subtracted, leaving 43 remaining, but this can be covered by the number of medals corresponding to two lending signals, so no lending signal is output. In the subsequent sixth game progress PN06, three game medals are subtracted, leaving 40 remaining, but this can be covered by the number of medals corresponding to two lending signals, so no lending signal is output. In the subsequent seventh game progress PN07, when three game medals are subtracted (37 medals remaining), a one-pulse lending signal (third time) is output.

[0075] In the following eighth game progress PN08, three game medals are subtracted from the remaining medals (34 medals remaining), and a one-pulse lending signal (fourth time) is output. In the following ninth game progress PN09, three game medals are subtracted from the remaining medals, leaving 31 medals remaining, but since this can be covered by the number of medals corresponding to four lending signals, no lending signal is output. In the following tenth game progress PN10, three game medals are subtracted from the remaining medals (28 medals remaining), and a one-pulse lending signal (fifth time) is output. In the following eleventh game progress PN11, three game medals are subtracted from the remaining medals, leaving 25 medals remaining, but since this can be covered by the number of medals corresponding to five lending signals, no lending signal is output. In the following twelfth game progress PN12, three game medals are subtracted from the remaining medals (22 medals remaining), and a one-pulse lending signal (sixth time) is output. In the subsequent thirteenth game progress PN13, a one-pulse lending signal (seventh time) is outputted at the timing when three game medals are subtracted (remaining 19 medals) as game medals.

[0076] In the following 14th game progress PN14, three game medals are subtracted, leaving 16 remaining medals, but since this can be covered by the number of medals corresponding to seven loan signals, no loan signal is output. In the following 15th game progress PN15, a one-pulse loan signal (8th time) is output when three game medals are subtracted (13 remaining medals). In the following 16th game progress PN16, three game medals are subtracted (10 remaining medals), but since this can be covered by the number of medals corresponding to eight loan signals, no loan signal is output. In the following 17th game progress PN17, a one-pulse loan signal (9th time) is output when three game medals are subtracted (7 remaining medals). In the following 18th game progress PN18, a one-pulse loan signal (10th time) is output when three game medals are subtracted (4 remaining medals). In the subsequent 19th game progress PN19, three game medals are subtracted, leaving one medal remaining, but since this can be covered by the number of medals corresponding to 10 loan signals, no loan signal is output.

[0077] In this way, in the gaming center management system according to this embodiment, the number of loaned gaming media is decremented by use in a game, and a loan signal is output each time the loan signal transmission condition is met, which is convenient for ball counting management in which loaned gaming media that have not yet been used in a game are treated the same as a deposit. Note that the output processing of the loan signal does not necessarily have to be performed by the ball counting processing means; the gaming medium loaning means may itself perform the output processing of the loan signal, or a loan signal output means may be separately provided that monitors the update status of the number of loaned gaming media by the ball counting processing means and outputs a loan signal.

[0078] Next, we will explain in detail the functions of the management device 3 to which the lending signal and the like are transmitted from the above-mentioned game medium lending device 2. The management device 3 is provided with a ball counting management means 31, a deposit management means 32, an operation management means 33, a service providing means 34, a donation management means 35, and the like. The management device 3 may be configured so that the various functions are installed in a single piece of hardware, or may be configured with different pieces of hardware.

[0079] The ball counting management means 31 manages information by linking the number of acquired game media and the number of loaned game media stored in the ball counting data 1 storage area 202b1 and the ball counting data 2 storage area 202b2 by the ball counting processing means of the game medium lending device 2 with the player's specific information (card identifier). As shown in Fig. 8, the ball counting management means 31 uses, for example, a first identifier management table 31a1, a second identifier management table 31a2, a third identifier management table 31a3, a ball counting management table 31b, etc. as databases for ball counting management. The first to third identifier management tables 31a1 to 31a3 are identifier management tables that manage identifiers for each type of recording medium 7 provided to the player.

[0080] If the recording medium 7 provided to the player is limited to one type (for example, only an IC card 7A), one identifier management table will suffice, but if multiple types of recording medium 7 are used, such as barcodes or mobile communication terminal devices, it is desirable to manage each medium separately in a separate management table. For example, if an IC card 7A is set as the first medium, the card ID of the IC card 7A can be used as the first medium ID, if an IC coin 7B is set as the second medium, the coin ID of the IC coin 7B can be used as the second medium ID, and if a mobile phone is set as the third medium, a mobile phone number or the like can be used as the third medium ID.

[0081] The first to third medium IDs in the first to third identifier management tables 31a1 to 31a3 are identifiers of the recording media 7 possessed by the player, and are associated with management numbers for ball count management. These management numbers are associated with each record in the ball count management table 31b. Therefore, when the identifier of the recording media 7 possessed by the player is transmitted from the game medium lending device 2, the stored contents of the ball count information corresponding to this identifier can be identified from the ball count management table 31b, and management operations can be performed such as reading the ball count information and transmitting it to the game medium lending device 2, or rewriting it with new ball count information.

[0082] The ball count management table 31b can manage one item (for one player) of counted ball information for each management number (e.g., database record number) linked to the first to third medium IDs in the first to third identifier management tables 31a1 to 31a3. The management items in the ball count management table 31b include the management number, gaming medium lending price, number of acquired gaming media, and number of loaned gaming media. The gaming medium lending price is stored separately as the gaming ball lending price (P price) and the gaming medal lending price (S price). The number of acquired gaming media is stored separately as the number of balls acquired in the pinball gaming machine 1A (P) and the number of medals acquired in the slot machine 1B (S). Similarly, the number of loaned gaming media is stored separately as the number of balls loaned in the pinball gaming machine 1A (P) and the number of medals loaned in the slot machine 1B (S). If multiple types of gaming media rental prices are set for the same type of gaming machine 1, management items can be set that allow multiple pieces of information to be managed for each gaming media rental price. The management items in the ball counting management table 31b are not limited to these, and management items can be increased or decreased as needed, such as the gaming machine number of the gaming machine 1 on which the player played, the time of operation such as the start or end of the game, and the player's membership number. Furthermore, if the ball counting data 1 storage area 202b1 and the ball counting data 2 storage area 202b2 of the gaming media rental device 2 record the ball counting increase / decrease history, the usage history can be managed for each management number.

[0083] As shown in FIG. 9, the deposit management means 32 includes a deposit management table 32a for managing deposit transfers. Each record in the deposit management table 32a is linked to a management number in the first to third identifier management tables 31a1 to 31a3 of the ball counting management means 31, and is configured with management items for a first amount and a second amount. In this configuration example, the deposit management means 32 manages the first and second amounts separately to perform detailed management when an additional deposit is made when a balance exists. However, if additional deposits are prohibited or detailed management is not performed, it is sufficient to manage only the first amount, and the second amount may be omitted from the management items. Furthermore, if a deposit increase / decrease history is recorded in the deposit data storage area 202a of the game media lending device 2, it may be managed as a usage history for each management number.

[0084] The operation management means 33 generates setting information for setting the operation of various devices installed in the gaming facility PP (gaming machines 1, gaming medium lending devices 2, management device 3, prize exchange POS 4, adjustment machine 5, etc.), and manages the operation of the devices by transmitting the setting information to the corresponding devices. As shown in FIG. 10, the operation management means 33 includes an overall setting unit 33a, a P / S-specific setting unit 33b, an island-specific setting unit 33c, a model-specific setting unit 33d, a corner-specific setting unit 33e, and an individual gaming medium lending device setting unit 33f. The overall setting unit 33a generates uniform setting information for the entire arcade. The P / S-specific setting unit 33b generates setting information for each pachinko / pachislot machine. The island-specific setting unit 33c generates setting information for each gaming island where the gaming machines 1 are installed. The model-specific setting unit 33d generates setting information for each gaming machine type. The corner-specific setting unit 33e generates corner-specific setting information, which is a unit that is easy for the amusement arcade PP to manage. The game media lending device individual setting unit 33f generates individual setting information for the game media lending device 2.

[0085] For example, when a certain game medium lending device 2 requests the management device 3 to acquire setting information by specifying the game machine number of a game machine 1 installed in association with the device itself, the management device 3 generates setting information corresponding to the requested game machine number from the various setting information in the operation management means 33 and returns it to the requesting game medium lending device 2. Upon receiving this, the game medium lending device 2 transmits the setting information sent from the management device 3 to the game machine 1 installed in association with the device itself, thereby determining the operation of the game machine 1 based on the setting information.

[0086] The operation management means 33 can also change the settings of the ball counting operation of the game media lending device 2. When the game media lending device individual setting unit 33f of the operation management means 33 generates setting information for a separate counting operation that separates and stores the number of acquired game media and the number of lent game media and sends this setting information to the game media lending device 2 that is the setting target, the game media lending device 2 is set to perform the separate counting operation. On the other hand, when the game media lending device individual setting unit 33f of the operation management means 33 generates setting information for a combined counting operation that adds up and stores the number of acquired game media and the number of lent game media and sends this setting information to the game media lending device 2 that is the setting target, the game media lending device 2 is set to perform the combined counting operation (the same operation as conventional ball management). In this way, by using the operation management means 33 of the management device 3 to set any game media lending device 2 to switch to either separate counting processing operation or combined counting processing operation, game store staff and the like can avoid the hassle of individually changing the settings of the game media lending device 2, allowing for efficient setting changes.

[0087] The operation management means 33 in the configuration example shown in Figure 10 has various setting functions, but if there is no need to perform operation settings by the management device 3 individually or in fixed units, the P / S-specific setting unit 33b, island-specific setting unit 33c, model-specific setting unit 33d, corner-specific setting unit 33e, and game media lending device individual setting unit 33f may be omitted.

[0088] The service providing means 34 controls the provision of certain services to players. The types of services that can be provided are not particularly limited. For example, a prize management table 34a such as that shown in FIG. 11 can be provided, allowing players to exchange their balls for prizes within the range of balls they own. Each record in the prize management table 34a includes management items such as the prize number, prize name, rental price P of game balls, number of exchanges P for game balls, rental price S of game medals, number of exchanges S for game medals, and the distribution price of the prize. The prize management table 34a of the service providing means 34 may have the same content as the prize exchange table managed by the prize exchange POS 4, or it may include different prizes as service targets. However, because prize exchanges at the amusement parlor PP are based on an exchange equivalent to the distribution price, the number of exchanges for each prize is calculated by dividing the distribution price by the rental price.

[0089] The donation management means 35 manages donations collected from players. There are no particular limitations on the method by which players make donations or the method by which collected donations are transferred to the recipients of donations, but at least the means has a function to hold some or all of the counting balls held by players as electronic data as donations.

[0090] The management device 3 described above receives the ball count information and deposit information stored in the game media lending device 2 in association with the specific information and manages them in a centralized manner based on the specific information. For example, when a player presses the return button 222c on the game media lending device 2 at the end of a game, the ball count information and deposit information are sent to the management device 3 along with the card ID and managed there. The player is then provided with a card (recording medium 7) on which the card ID is recorded. Therefore, if the player inserts the issued card into a game media lending device 2 corresponding to another game machine 1, the game media lending device 2 that reads the card ID inquires with the management device 3. The ball count information and deposit information from the end of the previous game are updated in the current game media lending device 2, enabling continued use. Furthermore, by centrally managing the ball count information and deposit information in the management device 3, even if a game media lending device 2 malfunctions, the device can be quickly restored by obtaining the ball count information and deposit information from the management device 3. Moreover, in the management device 3, the counted ball information is still managed separately as the number of acquired game media and the number of loaned game media, so there remains a high degree of freedom in handling loaned game media that have not yet been put to play.

[0091] If the amusement center PP is a large store, for example, and the scale of the amusement center management system becomes large, the burden on the management device 3 constructed with a single server is likely to become large, so in consideration of reducing the burden and dispersing the risk in the event of a device failure, it is desirable to configure at least the ball counting management means 31 and the deposit management means 32 on separate hardware. Also, the operation management means 33, service provision means 34, and donation management means 35 can be installed and operated on devices separate from the management device 3.

[0092] Furthermore, in the gaming center management system according to this embodiment, the service providing means 34 of the management device 3 cooperates with the game media lending device 2 used by the player, allowing the player to receive a prize exchange service from the game media lending device 2. To this end, the service providing means 34 can provide a prize exchange service in which a prize, the number of exchange game media required for exchange being a predetermined number (exchange number P or exchange number S), is exchanged by consuming a certain number of exchange game media from the counted balls managed by the ball counting management means 31. Furthermore, the game media lending device 2 is equipped with a service intermediation means that mediates the player's receipt of the prize exchange service by transmitting information about the exchange prize selected by the player's operation to the management device 3. The flow of a player's use of the prize exchange service will be described below with reference to FIG. 12.

[0093] The game progress in Figure 12 follows the 19th game progress PN19 in Figure 6 described above. In the 20th game progress PN20, the player borrows additional game media by pressing the loan button 222d. This brings the number of loaned game media to 51, allowing the player to play the next game. In the following 21st game progress PN21, the game result is a loss, and the three used game media are subtracted, leaving 48 remaining game media. In the following 22nd game progress PN22, the game result is a jackpot, with 12 acquired game media, 48 loaned game media, and 60 counted balls. This game result in the 22nd game progress PN22 marks the beginning of a jackpot win. Jackpot wins continue from the 23rd game progress PN23 to the 40th game progress PN40, so the number of acquired game media increases by 14 each time. Therefore, in the 40th game progress PN40, the number of acquired game media is 275, the number of loaned game media is 48, and the number of counted balls is 295.

[0094] In the 40th game progress PN40, when the player presses the count button 222e and then the return button 222c to return the card, the management device 3 manages the count ball information and deposit information linked to the specific information of the card held by this player. The count ball management means 31 then manages this count ball information as the number of acquired game media being 247, the number of lent game media being 48, and the number of counted balls being 295, but the 48 lent game media that have not yet been played are treated as a deposit of 960 yen.

[0095] In the current system, when a prize is exchanged, the ball count information associated with the specific information of the player's card indicates 295 balls. Therefore, when the player inserts the card into the prize exchange POS 4, the prize can be exchanged within the 295 ball count. In contrast, in the gaming center management system of this embodiment, the ball count information associated with the player's card indicates that 247 acquired game media are the number of game media that can be exchanged for prizes, resulting in a problem in which the prize cannot be exchanged within the 295 ball count. Therefore, the ball count management means 31 of this configuration example is capable of adjusting the number of acquired game media. The acquired game media number adjustment process involves converting some or all of the loaned game media into the number of acquired game media if the number of exchange game media for the selected exchange prize selected by the player exceeds the number of acquired game media in the ball count information, thereby ensuring the number of acquired game media available for exchange for the selected exchange prize. Furthermore, the process of adjusting the number of acquired gaming media by the counting ball management means 31 is not limited to when a card is inserted into the prize exchange POS 4 to receive the prize exchange service, but can be performed while the card is inserted into the gaming media lending device 2, which will make it even more convenient.

[0096] For example, after the 40th game progress PN40, the player presses the counting button 222e to confirm the counted number of balls, and after the counted ball information in the management device 3 is updated, the player presses the prize selection button 222a on the display operation unit 22, which sends a request for a prize exchange service to the management device 3. As a result, information on the exchange prizes sent from the service providing means 34 is displayed on the display unit 221 of the display operation unit 22, allowing the player to select the prize he or she desires. Note that the function of the service intermediary means that mediates the player's receipt of the prize exchange service by sending the exchange prize information selected by the player's operation to the management device 3 can be realized by cooperation between the control unit 201, memory unit 202, display operation unit 22, card processing unit 204, external communication unit 207, etc. of the gaming medium lending device 2.

[0097] If a player uses the service intermediation means of the game media lending device 2 to select two options, "large gold prize" and "small gold prize," a total of 275 game media (equivalent to 5,500 yen) will be eligible for exchange: one large gold prize (250 game media) and one small gold prize (25 game media). However, the ball counting information managed by the ball counting management means 31 of the management device 3 indicates that the number of acquired game media is 247, which is 28 game media short of the 275 game media to be exchanged. Therefore, the ball counting management means 31 converts 28 of the loaned game media into acquired game media, making the number of acquired game media 275, and subtracts the number of loaned game media from 20 (see the prize selection column at the bottom of Figure 12). In this way, if the ball counting management means 31 of the management device 3 automatically executes the acquired game media number adjustment process, even if the number of ball counts presented to the player differs from the number of acquired game media actually managed, the player can receive the prize exchange service without having to go through the trouble of selecting a prize. Of course, the ball counting management means 31 may not automatically execute the acquired game media number adjustment process, and the player may choose to convert the loaned game media to be treated as acquired game media.

[0098] As described above, the management device 3 in this configuration example can provide a prize exchange service to a player based on the ball count information linked to the card ID (specific information) on the information recording medium 7 held by the player, but can also accept donations as another service.

[0099] For example, when a player discards balls remaining after exchanging them for a prize at the prize exchange POS 4 or after settling their account at the settlement machine 5, the amount equivalent to the number of remaining balls is managed by the donation management means 35 of the management device 3, and is treated as a donation collected from the player. If such a donation acceptance function is provided in the gaming facility management system, if donations can be accepted at the game media lending device 2 at the end of a game, it will save players time and effort and make donations more familiar to them. Below, the flow of how a player uses the donation service will be explained with reference to Figure 13.

[0100] The game progress in Figure 13 follows the 40th game progress PN40 in Figure 12 mentioned above. In the 41st game progress PN41, the player played using three acquired game media, but the game result was a loss, with 244 acquired game media, 48 loaned game media, and 292 counted balls. In the subsequent 42nd game progress PN42, the game result is also a loss, and the three used game media are subtracted, leaving 241 remaining acquired game media. The game results in the subsequent 43rd game progress PN43 to 46th game progress PN46 are all losses, with 229 acquired game media, 48 loaned game media, and 277 counted balls.

[0101] After the 46th game progress PN46, the player presses the counting button 222e to confirm the number of counted balls and use the prize exchange service. If the player selects either the "large gold prize" or the "small gold prize," a total of 275 balls (equivalent to 5,500 yen) will be exchanged for one large gold prize (250 balls) and one small gold prize (25 balls). At this time, the ball counting management means 31 of the management device 3 performs an acquired game media number adjustment process, the number of acquired game media becomes 275, and the number of loaned game media is reduced to two (see the prize selection column at the bottom of Figure 13). In this way, when the player uses the prize exchange service, the acquired game media (275 balls) are consumed, and the remaining counting balls become two loaned game media. Because three game media are required to play on the gaming machine 1, it is not possible to play with only the remaining counting balls.

[0102] If the slot machine 1B is a three-coin slot machine, the player cannot play with only two remaining balls, so to continue playing, the player must borrow additional balls. In conventional systems, if the player wishes to end the game, the two remaining balls after the prize exchange cannot be processed by the gaming medium lending device 2. Therefore, the remaining balls cannot be processed unless the player returns the membership card and an employee assists the player at a prize counter or other facility. Furthermore, for general players who are not members of the gaming establishment, a card is not issued because the number of remaining balls is insufficient to cover the card's value. If a card is not issued, the player typically leaves the gaming medium or takes it home. It is illegal for other players to use abandoned gaming medium or take it out of the gaming establishment. For this reason, gaming establishment employees periodically collect abandoned gaming medium, which places a burden on the gaming establishment.

[0103] On the other hand, in the game center management system of this embodiment, if the game media lending device 2 performs a separate counting process that stores and processes counted balls separately as acquired game media and loaned game media, these two loaned game media can be treated as a deposit of 40 yen. Even in a game media lending device 2 where the handling of counted balls is restricted by law, if the counted balls stored as loaned game media are treated as a deposit, no legal issues arise, and the game media lending device 2 can donate the remaining balls.

[0104] For example, after the player selects an exchange prize, the display / operation unit 22 displays the remaining number of counted balls and a donation button. If the player clicks the donation button, the game media lending device 2 notifies the ball counting management means 31 of the management device 3 that the counted balls will be donated. The ball counting management means 31 of the management device 3 then deletes the number of loaned game media donated by the player (the remaining two) and entrusts the donation management means 35 with the management of a donation equivalent to the number of deleted loaned game media. In this way, if the game media lending device 2 encourages the player to donate the remaining loaned game media when it is difficult to handle them, and the donation is processed as a donation, there is no need for a prize counter as in conventional systems. Furthermore, more efficient handling at the prize counter is beneficial for both players and gaming establishments.

[0105] The timing for encouraging players to make donations is not limited to when the remaining number of rental game media is difficult to handle, and a donation button may be displayed at any time, or the donation button may be displayed at all times so that donations can be accepted at any time. Also, instead of donating all of the remaining rental game media, donation amounts according to the remaining number may be displayed on the display operation unit 22 so that players can donate a portion of the remaining rental game media, and they may be able to select any donation amount.

[0106] The above describes the amusement facility management system of the present invention based on an embodiment, but the present invention is not limited to this embodiment and encompasses within its scope of rights all amusement facility management systems that can be realized as long as the configuration described in the claims is not changed. [Explanation of symbols]

[0107] 1. Gaming machines 2 Gaming media lending device 22 Display operation section 201 Control Unit 202 Storage section 203 Banknote Identification Unit 204 Card Processing Unit 207 External Communications Department 208 Gaming Machine Communication Department 3 Management device 31 Counting ball management method 32 Deposit Management Methods 33 Operation management means 34 Means of service provision 35 Donation Management Tools 4. Prize exchange POS 5 Payment machine 6. On-site network PP Amusement Park

Claims

1. A gaming facility management system including: gaming machines installed in a gaming facility and capable of playing games using predetermined gaming media; gaming medium lending devices installed in association with the gaming machines and capable of lending the gaming media to players; and a management device capable of managing various devices in the gaming facility, including the gaming machines and the gaming medium lending devices; The game medium lending device a game medium lending means for consuming at least the valuables possessed by the player to lend out the game medium that can be used for playing on the game machine; a ball counting processing means for counting the game media held by a player and storing the counted balls in association with specific information recorded on a recording medium held by the player; Equipped with The counting ball processing means handles at least the acquired game media acquired by the player through the progress of play on the gaming machine and the loaned game media loaned by the game medium loaning means but not yet used for play as the counting balls possessed by the player, and enables processing to store the counting balls by dividing them into the number of acquired game media counted as the total number of acquired game media and the number of loaned game media counted as the total number of loaned game media; The management device a ball counting management means capable of managing information management by linking the number of acquired game media and the number of loaned game media stored by the ball counting processing means of the game medium lending device with the specific information of the player; a service providing means for providing a player with a service that can be exchanged for a part or all of the counting balls within the range of the counting balls managed by the counting ball managing means; An amusement facility management system comprising:

2. The service providing means of the management device can provide a prize exchange service in which a prize requiring a predetermined number of exchange game media for exchange is exchanged by consuming the number of exchange game media corresponding to the prize from the number of acquired game media of the counting balls managed by the counting ball management means, The amusement center management system described in claim 1, characterized in that the gaming medium lending device is equipped with a service intermediation means that acts as an intermediary to enable players to receive the prize exchange service by sending exchange prize information selected by player operation to the management device.

3. The amusement facility management system of claim 2, characterized in that the counting ball management means of the management device is capable of performing an acquired game media number adjustment process to ensure the number of acquired game media exchangeable for the selected exchange prize by converting some or all of the number of loaned game media in the counting balls into the number of acquired game media when the number of exchange game media for the selected exchange prize selected by the player exceeds the number of acquired game media in the counting balls of the player.

4. The gaming center management system described in claim 2 or claim 3, characterized in that the gaming medium lending device accepts, through the player's operation, a donation of some or all of the number of lending gaming media in the counting balls held by the player, and notifies the counting ball management means of the management device.

5. the management device includes a donation management means for managing donations collected from players; The amusement facility management system described in claim 4, characterized in that the counting ball management means of the management device deletes the number of loaned gaming media donated by the player from the number of loaned gaming media in the counting balls, and entrusts the amount of valuable donation corresponding to the deleted number of loaned gaming media to the management of the donation management means.

6. The gaming center management system described in any one of claims 1 to 5, characterized in that when the gaming medium lending means of the gaming medium lending device reduces the counted balls stored in the counting ball processing means and lends the gaming medium to a player, it reduces the number of acquired gaming media in priority to the number of lent gaming media.

7. The amusement center management system described in claim 6, characterized in that the game medium lending device sends a lending signal to the management device each time the cumulative number of game media that the game medium lending means has reduced the number of lending game media and lent to players exceeds n times (n is any integer) a predetermined number of lending units.

8. The management device includes an operation management means for generating setting information for setting the operations of the devices installed in the amusement facility and managing the operations of the devices by transmitting the setting information to the corresponding devices; The operation management means generates setting information that switches the operation performed by the counting ball processing means to either a separate counting processing operation that separates and stores the number of acquired game media and the number of loaned game media, or a combined counting processing operation that combines and stores the number of acquired game media and the number of loaned game media, and transmits the setting information to the game medium lending device.A game center management system as described in any one of claims 1 to 7, characterized in that the operation management means generates setting information that switches the operation performed by the counting ball processing means to either a separate counting processing operation that separates and stores the number of acquired game media and the number of loaned game media, or a combined counting processing operation that combines and stores the number of acquired game media and the number of loaned game media, and transmits the setting information to the game medium lending device.

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