System for amusement facilities

The system addresses theft of gaming value by distinguishing gameplay and non-gameplay activities, activating a suppression state when no information is detected, and delaying its release, effectively preventing fraud while maintaining gameplay integrity.

JP7832852B2Active Publication Date: 2026-03-18DAIKOKU DENKI KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-24
Publication Date
2026-03-18

AI Technical Summary

Technical Problem

Existing gaming systems face issues where players leaving their seats can lead to illegal issuance of recording media, resulting in theft of gaming value, and current fraud prevention methods either hinder legitimate gameplay or fail to prevent fraud effectively.

Method used

A system that includes first and second detection means to distinguish between operational information related to gameplay and non-gameplay activities, activating a suppression state when no information is detected for a period, and delaying its release based on gameplay-specific information, while allowing non-gameplay activities to continue.

Benefits of technology

Prevents fraudulent theft of gaming value by minimizing disruption to legitimate gameplay, ensuring smooth resumption for legitimate players and deterring fraudsters by delaying suppression state release.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To prevent a game from being hindered while preventing fraud such as theft of a game value.SOLUTION: If neither an out nor a count value is detected for a predetermined period of time, a safe mode is activated that suppresses issuance processing to prevent fraud such as theft of a game value, and the safe mode is cancelled when an out is detected. On the other hand, there is a case where the safe mode is not cancelled even when a count value is detected, and operation information for canceling the safe mode and operation information for not canceling the safe mode is distinguished from among the operation information for determining a shift to the safe mode. When a game is performed by a player who owns game balls for example while making it difficult for the safe mode to be canceled in the event of fraud, the risk that the safe mode continues unnecessarily, as well as the risk of shifting to the safe mode unnecessarily can be reduced, making it less likely that a problem occurs in the game.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0006] , , ,

[0001] The present invention relates to a gaming system.

Background Art

[0002] In a gaming hall, a recording medium associated with the gaming value acquired by a player can be issued. However, when the player who is the owner of the recording medium leaves the seat, there are not a few cases where an illegal person illegally issues the recording medium, and the gaming value acquired by the player is stolen. To prevent such cases, for example, as shown in [FIG. 36] of Patent Document 1, when gaming-related information is not detected for a predetermined period, a prohibition flag corresponding to each process is stored, and then when a predetermined operation or gaming-related information is detected, an error down is performed to prevent fraud such as the above-mentioned theft.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in such a case, if the player leaves the seat for a break, the prohibition flag is stored. Therefore, even if the player who has finished the break tries to resume the game, an error down occurs, which hinders the game. On the other hand, if the prohibition flag is canceled by detecting gaming-related information, it becomes difficult to prevent the above-mentioned fraud.​​​​​​​​​ The invention described in claim 1 includes a first detection means (e.g., gaming device 2) that detects the occurrence of first operational information (e.g., out, safe, start, number of jackpots, etc.) that is updated in accordance with the playing of a game on the gaming machine, and a second detection means (e.g., gaming device 2) that detects the occurrence of second operational information (e.g., count value corresponding to counting processing, number of loans and deposit amount corresponding to lending processing, number of replays corresponding to replay processing, etc.) that is updated even without playing a game on the gaming machine, and a means that detects the relationship between the first operational information and the second operational information. If the occurrence of the above is not detected for a predetermined period, a suppression state activation means (e.g., gaming device 2) activates a suppression state (e.g., a state that prohibits issuance processing, lending processing, replay processing, etc., safe mode) that suppresses the use of the player's game value by fraudsters, and a suppression state release means (e.g., gaming device 2) that, while in the activated state of the suppression state, releases the suppression state when the occurrence of the first operational information is detected, but does not release the suppression state even when the occurrence of the second operational information is detected. In the state in which the suppression state is activated, if the occurrence of the first operational information is detected, a delay means is provided to delay the release of the suppression state for a predetermined time, It is equipped with.

[0007] With this configuration, if neither the first operational information nor the second operational information is detected for a predetermined period, a suppression state is activated, for example, to suppress the issuance process. This suppression state is then released when the first operational information is detected, but not when the second operational information is detected. In this way, operational information that releases the suppression state and operational information that does not release it are distinguished from operational information used to determine the transition to the suppression state, thus preventing fraudulent activities such as the theft of game value while minimizing disruption to gameplay. [Brief explanation of the drawing]

[0008] [Figure 1] A schematic diagram showing the configuration of a game arcade system in one embodiment. [Figure 2] Front view of a gaming machine and gaming device [Figure 3] Diagram showing Safe Mode related settings information [Figure 4] flowchart [Modes for carrying out the invention]

[0009] The following describes one embodiment with reference to the drawings. Figure 1 shows the overall configuration of the amusement arcade system. Within the amusement arcade, two gaming machines 1, two gaming devices 2 (corresponding to the first detection means, second detection means, suppression state activation means, suppression state release means, and delay means), and two information display devices 3 are connected to a relay device 4. The relay device 4 is connected to a management device 6 via a LAN 5. The management device 6 receives game information indicating the game status of the gaming machines 1 and manages the game information for each gaming machine 1. The game information from the gaming machines 1 is received by the management device 6 sequentially from the gaming machine 1 side, through the gaming devices 2 and the relay device 4. On the other hand, various setting information managed by the management device 6 is received by the gaming devices 2 from the management device 6 side via the relay device 4. Prize exchange terminals (hereinafter referred to as POS) 7 and payment machines (not shown) are also installed in the amusement arcade, and the POS 7 and payment machines are also connected to the management device 6 via a LAN 5.

[0010] POS7 processes prize exchanges based on the game value, such as balls or tokens held or stored, which is identified by IC cards 8, such as membership cards or general cards, issued by the gaming device 2. When processing prize exchanges, POS7 identifies the game value eligible for prize exchange by reading the balls or tokens held by the player from the IC card 8, or by identifying a member who wishes to exchange for a prize and obtaining online the stored value (stored balls, stored tokens) that the player has deposited at the gaming facility as that member from the management device 6.

[0011] When an IC card 8 is inserted into the card slot, the payment machine accepts the inserted IC card 8, reads the deposit balance (monetary value, hereinafter referred to as "balance") recorded on the IC card 8 using a card reader (not shown), and returns banknotes or coins corresponding to the read deposit balance from the return slot. The payment machine is also equipped with a banknote slot into which banknotes are inserted, and when banknotes are inserted, the amount inserted can be added to the deposit balance recorded on the IC card 8. Member cards and general cards, as IC cards 8, are recording media capable of identifying a valuable value, which is at least one of game value or monetary value. General cards are general recording media issued to an unspecified number of general players, while member cards are member recording media issued to members who have registered in advance.

[0012] The management device 6 is a management system installed, for example, in an office within a gaming facility, and includes a keyboard 9, monitor 10, printer (not shown), etc., operated by the gaming facility manager. Although detailed illustrations are omitted, the control unit of the management device 6 is mainly composed of a microcomputer having a CPU and memory units such as ROM and RAM.

[0013] In the management device 6, the control unit, which is the main control unit, is connected to the keyboard 9, monitor 10, printer, etc., as well as a transmitting and receiving unit that sends and receives various signals to and from the gaming machine 1 (gaming machine 1 and gaming device 2), etc. Although not shown in Figure 1, in reality, for example, several hundred gaming machines 1 are managed by the management device 6. The management device 6 manages the operating status of gaming machines 1, gaming devices 2, POS 7, payment machines, etc. installed in the gaming hall.

[0014] Game machine 1 is a sealed-type pachinko machine that uses a circulating game medium (for example, circulating pachinko balls) that is pre-sealed inside the machine. The game value (game medium) used in game machine 1 is a virtual pachinko ball, but it is a game value stored in the machine's memory unit. Unlike conventional payout-type game machines, the balls launched onto the board circulate and are not dispensed outside the machine even if a winning combination is achieved. The number of game balls, which represent the game value in the memory unit, increases or decreases according to the game.

[0015] Gaming machine 1 stores and manages the remaining balance, acquired value of balls, and stored value of balls owned by the player, and the value of game balls (acquired). Provided that there are game balls (game value) remaining in the machine's memory, it supplies circulating pachinko balls (also simply called "balls") from its internal memory unit to the launching device and launches them onto the game board. When a player wins a prize and acquires game balls, the machine manages the game state by adding the game balls to the data without dispensing them (prize awarding process).

[0016] As shown in Figure 2, the gaming machine 1 includes a game board 11 from which pachinko balls are launched, an operating handle 12 that constitutes the launching device, a dispensing button 13 for converting the balance into gaming balls, a return button 14 for issuing membership cards and general cards, a balance display unit 15 for displaying the balance, a counting button 16 for converting gaming balls into held balls, and a gaming ball display unit 17 for displaying the number of gaming balls. The game board 11 is provided with a general diagram display unit 18, a general diagram reserve display unit 19, a special diagram display unit 20, a general diagram prize slot 21, general prize slots 22, 23, a first reserve number display unit 24, a second reserve number display unit 25, a first start slot 26, a second start slot 27, and a large prize slot 28. In addition, a decorative panel 29 is provided below the counting button 16 and the gaming ball display unit 17.

[0017] Gaming machine 1 operates as follows: (1) The first starting port 26 is a winning port with a fixed winning rate (a so-called "center winning port"), and the second starting port 27 is a winning port with a variable winning rate (a so-called "electric chute"). A jackpot lottery is held according to the winnings (starting wins) in each starting port 26 and 27, and the lottery results are announced by symbol changes (unit games) on the special display unit 20, and a jackpot is awarded according to the result of those changes.

[0018] (2) If a starting win occurs during a symbol change, the symbol changes will be cumulatively held in reserve up to a predetermined maximum number of reserved symbols (for example, 4 of each), and the reserved symbol changes will start after the symbol changes have finished. However, if a starting win occurs when the number of reserved symbol changes (reserved number) has reached the maximum value, the symbol changes will not be held in reserve.

[0019] (3) The gaming machine setting values (modes) are provided in six levels. With this mode, the winning probability of the big win lottery (big win probability) can be adjusted for the normal gaming state (normal state, normal) and the probability variation state (probability variation state, probability variation). The probability variation rate, which is the ratio of the big win that subsequently becomes a probability variation big win (probability variation big win) (for example, 66% common to all modes), is also determined. Also, the big win probabilities in the normal state and the probability variation state are set to higher probabilities as the setting is higher. While keeping the big win probability unchanged by mode, as long as at least one of the big win probabilities in the normal state and the probability variation state, the probability variation rate, the round allocation rate described later, etc. can be adjusted by mode, that is sufficient.

[0020] (4) When a big win occurs, the big winning opening 28 is opened for the corresponding number of rounds (R). By winning, game balls are added (winning awarding process). The upper limit of the number of winnings in 1R is 10, and the upper limit opening period is 30 seconds. When either the upper limit of the number of winnings or the upper limit opening period is reached, 1R ends. The corresponding round is also lottery-selected in the same way as the big win lottery. The allocation rate is as follows: when winning at the first start opening 26, 2R is 10%, 8R is 50%, 15R is 40%; when winning at the second start opening 27, 8R is 10%, 15R is 90%. The priority order of holding and clearing the symbol variation according to the winning is set higher for the second start opening 27 than the first start opening 26.

[0021] (5) During probability variation, the big win probability improves, and it becomes a time shortening state (time shortening) where the winning rate of the second start opening 27 increases. Also, when a big win that is not a probability variation big win (normal big win) occurs, it becomes a non - probability variation time shortening (single time shortening) after the big win. Symbol variations are performed for a predetermined number of time shortening times (for example, 100 times) or the time shortening continues until a big win occurs. If symbol variations are performed for the number of time shortening times without a big win occurring, it returns to the normal state.

[0022] (6) The second starting gate 27 opens to a state with a higher probability of winning than the normal state when a regular symbol (regular symbol), which changes in response to a win in the regular symbol winning gate 21, is hit. In this case, the period of one regular symbol change is 30 seconds in the normal state and 3 seconds in the time-saving state. Also, the opening period is 0.3 seconds in the normal state and 5 seconds in the time-saving state. In other words, in the time-saving state, the period of regular symbol change is shorter compared to the normal state, while the opening period is longer, making it easier to enter the open state and increasing the probability of winning in the second starting gate 27.

[0023] (7) Since the large prize slot 28 and the second starting slot 27 are located on the right side of the play surface 11, players will aim to shoot to the right side of the play surface 11 during the time-saving mode or during a big win. The above explanation uses model A as an example, but the values ​​exemplified will vary depending on the model, for example, model B will have a different distribution of rounds, and the gameplay will also differ. Furthermore, the configuration of the gaming machine 1 can be changed as appropriate, for example, by providing the return button 14, which is operated when issuing the IC card 8, on the gaming device 2 side.

[0024] The gaming machine 1 outputs the following data items as the game progresses, such as when the player shoots balls into the starting holes 26 and 27. "Out" = A signal indicating the consumption (usage, insertion) value (out) in units of one ball since the last data transmission. "Safe" = A signal indicating the prize value (Safe) awarded in units of one ball, based on the number of wins since the last data transmission. "S Prize (Number of Times)" = A signal indicating the number of starting prizes (S prizes) since the last data transmission, in units of one.

[0025] "Start (Count)" = A signal indicating the start (number of symbol changes, number of mechanism activations, unit game count) of the special feature (special display unit 20) that is activated (changed) by S-winning since the last data transmission. It is counted when confirmed, but it may also be counted when it starts.

[0026] "Operating (Status)" = This signal indicates ON if a feature such as a changing symbol is in operation when data is being transmitted, and OFF if it is not in operation. The period from when it turns ON until it turns OFF is identified as when the feature is operating. "Big Win (Count)" = A signal indicating the number of big wins that have occurred since the last data transmission, in units of one. It is counted when it occurs, but it is also acceptable to count it when it ends. "Big Win (State)" = A signal that indicates ON if a big win state is in progress when data is transmitted, and OFF if a big win state is not in progress. The period from when the signal is ON until when it is OFF is identified as the big win state.

[0027] "Sweet Mode (State)" = A signal that, when data is transmitted, indicates ON if a special state (Sweet Mode) or a jackpot state is in progress, and OFF otherwise. The period from when it turns ON until it turns OFF is identified as Sweet Mode or Jackpot. For example, if Sweet Mode (State) is ON, it is identified as Jackpot if Jackpot (State) is ON, and Sweet Mode if it is OFF. Also, if both Jackpot (State) and Sweet Mode (State) are OFF, it is identified as a normal state. Note that Sweet Mode does not necessarily have to be ON during a jackpot. Sweet Mode corresponds to the special states such as time reduction and probability change mentioned above, and Sweet Mode or Jackpot corresponds to Special Prize. "Number of game balls" = The number of game balls stored in the memory unit of the gaming machine 1, and a signal indicating the number of game balls available for use in the gaming machine 1, in units of one ball.

[0028] The game signals, which are the data items described above, are transmitted from the game machine 1 to the game device 2 at regular intervals (for example, every 200 milliseconds) as data signals similar to a identifiable telegram, with the cumulative data (updated data) since the last transmission being sent. In addition, fraudulent information other than the data items described above is also transmitted to the game device 2.

[0029] The gaming device 2 includes a status indicator light 30 that shows the game status of the gaming machine 1 and the status of the gaming device 2 (error status, etc.), a coin slot 31 into which coins (e.g., banknotes) are inserted, a touch panel type liquid crystal display 32 that accepts operation input from the player and displays various game data described later, a game button 33 for dispensing the player's balls (including stored balls if the player is a member), a card slot 34 into which a member card or general card is inserted, and a remote control receiver 36 that receives signals from a remote control 35 (see Figure 1) carried and operated by an employee. The gaming device 2 also includes a camera (not shown) that takes pictures of the player's upper body, including their face.

[0030] Game device 2 operates as follows: (1) When currency is received (currency acceptance processing), the amount received is added to the balance and displayed on both the gaming machine 1 and the gaming device 2. When the lending button 13 on gaming machine 1 is pressed (lending operation, granting operation) while there is a balance, one unit of lending (for example, 125 balls) is converted into game balls (value given as consideration) as lending balls (lending processing, consideration granting processing), and the amount of consideration according to the game rate (hereinafter referred to as the rate) is deducted from the balance. Note that currency can be accepted for the amount corresponding to multiple consideration granting processes (for example, up to 10,000 yen).

[0031] (2) The system manages the number of balls held, and although the balls cannot be used directly for gameplay, a conversion process (consideration process) is performed in response to the pressing of the game button 33 (replay operation, grant operation) to convert the balls held into game balls equivalent to one unit of payout. In this case, a separate conversion rate may be set, but in this embodiment it is set to 1:1 (the same applies to the counting process below).

[0032] (3) When the number of game balls in the game machine 1 increases in accordance with gameplay, a counting process is performed to convert the game balls into held balls in response to the pressing of the counting button 16 on the game machine 1 (counting operation). In this case, one ball is counted for each press, but if the button is held down, the conversion can be performed continuously and accelerated. After updating the game balls and held balls in this way, if an issuance operation such as pressing the return button 14 on the game machine 1 is performed on the game device 2 while there are remaining balances or held balls, a general card that can identify the balance or held balls will be issued (issuance process). It is also possible to issue only a portion of the held balls or the balance.

[0033] (4) The issuance process is based on issuance conditions corresponding to the number of game balls in the game machine 1. In this embodiment, the issuance condition is met when the number of game balls becomes "0" or less, and the issuance process becomes possible. Therefore, communication (including information such as out or safe) is performed with the game machine 1 at regular intervals (for example, every 300ms). When the number of game balls becomes "0" due to use in the game or counting, this fact is notified to the game device 2, and if the issuance condition is met, the issuance process is permitted. It is sufficient to update the number of game balls by receiving a game ball signal that can identify the game balls from the game machine 1 and to identify that the issuance condition has been met. However, other identification methods may be adopted, such as receiving a separate signal indicating that the number of game balls has become "0".

[0034] (5) The tokens held, which can be identified by the issued general card, can be exchanged for prizes at the POS, and the balance can be settled in cash at the settlement machine. Incidentally, cash can be used as an example of monetary value, including the currency accepted by the gaming device 2, but other forms of monetary value such as electronic money or credit card payments may also be accepted or settled. Furthermore, although the example shows issuing tokens and balances in association with general cards, it is of course also possible to issue them in association with other recording media such as membership cards or the player's mobile phone.

[0035] (6) Through serial communication with the relay device 4, the management device 6 can identify various information such as the processing of receiving money and providing payment, the balance, the number of balls held, the number of balls lent out, the number of balls converted, the amount deposited, the number of balls counted, the number of balls lent out, the sales amount which is the payment for the balls lent out, and the processing of receiving and issuing ball tickets (card 8b). These can also be identified using pulse signals (for example, one pulse for every 1000 yen deposited, one pulse for every 100 yen sold, etc.). Furthermore, communication with the gaming machine 1 may be done directly with the gaming machine 1 without going through the relay device 4, or it may be done via the relay device 4.

[0036] The control device 6 can configure the safe mode setting-related information shown in Figure 3, and can configure the safe mode setting-related information in the gaming device 2 via the relay device 4. The safe mode setting-related information is setting information related to safe mode (suppression state) and includes the following items.

[0037] "Timer" indicates the operating time of a timer that activates when operational information such as "Out" (first operational information) or "Count" (second operational information) is updated. When this timer times out (neither the first nor the second operational information is updated for a predetermined period), safe mode is activated and the issuance process is suppressed.

[0038] "Out" indicates the number of outs necessary to identify that an out has been detected. In the case of "100" as exemplified in Figure 3, if the machine is in safe mode, it detects outs equivalent to 100 balls, and after the delay timer described later has elapsed, it deactivates safe mode (delays the release of the suppression state for a predetermined time) and activates the timer mentioned above. If the machine is not in safe mode, regardless of this setting, inputting an out signal will restart the timer, indicating that an out has been updated. Alternatively, it may be restarted when the number of outs equivalent to this setting has been updated, or, considering the delay timer described later, it may be determined that an out has been detected in response to the input or update of an out signal, which also deactivates safe mode.

[0039] The "delay timer" indicates the delay period before the safe mode is deactivated upon detection of an out. While normal players do not immediately issue a token after resuming play, cheaters, upon detection of an out and the deactivation of safe mode, will want to leave as quickly as possible once issuance is permitted. In other words, delaying the deactivation by the amount of the delay timer makes it more difficult for cheaters to leave, thus deterring cheating. Note that Figure 1 assumes a configuration where, if an out is detected when it reaches a set value, there is an additional delay by the amount of the delay timer. However, it is also possible to adopt only one of the out or delay timer, or to omit both if the need to make it difficult for cheaters to leave as described above is not considered.

[0040] "Value" indicates whether or not to include game balls. If game balls are included, the total number of balls held (acquired value), including the game balls, will be used for comparison with the following available values. If game balls are not included, the number of balls held will be used for comparison.

[0041] "Issuable" = The system determines whether there is any marketable value that can be issued by comparing either the balls held or the balls in hand, according to the above-mentioned setting of marketable value, with the set value. If the balls held or the balls in hand reach the set value, they are considered to have marketable value. Even if the set value is not reached, if there is a balance remaining, they are considered to have marketable value. If there are no balls held, balls in hand, or balance remaining, they are considered to have no marketable value. Note that no such set value is set for the balance, but a set value may be set, in which case, whether or not there is marketable value may be determined by whether or not the balance has reached the set value, similar to the balls held or the balls in hand. If game balls are included as marketable value, the safe mode will be activated according to the balls held, but since the target of issuance is the balls in hand, if the game ball counting process has not been performed at the time of issuance, an issuance support process will be performed to prompt the counting process or to perform the counting process.

[0042] Let me explain Safe Mode. As explained in [Problems the Invention Aims to Solve], Safe Mode is a suppression state that is activated when operational information such as "Out" is not updated for a predetermined period (the timer explained in Figure 3) to reduce the risk of a fraudulent person stealing the recording medium to which the game value is associated when a player who has acquired game value leaves their seat. In this case, prohibition can be exemplified as a suppression, but other suppressions can also be exemplified, such as setting an upper limit on the game value that is subject to the issuance process, or making the issuance operation more complex (for example, requiring multiple button operations). In other words, any method that makes it difficult for a fraudulent person to steal the recording medium is acceptable.

[0043] In safe mode, the issuance process is suppressed, but other processes such as lending, replay, or counting (processes that are not subject to suppression) are not suppressed. Also, if the first operational information, which is updated in response to playing a game on the gaming machine 1, such as "Out," is updated, it will be deactivated, although there are conditions according to the setting information as shown in Figure 3. On the other hand, even if the second operational information, which is updated without playing a game on the gaming machine 1, such as the count value corresponding to the counting process, is updated, it will not be deactivated. Furthermore, it is also possible to deactivate the mode by receiving a deactivation signal in response to deactivation operations by employees, such as operating the remote control 35 carried by the employee or the management device 6.

[0044] As stated above, if safe mode is not activated, the timer will restart if the information is operational, regardless of whether it is the first or second operational information. However, the determination to deactivate safe mode is based on the first operational information, excluding the second operational information. This is because it is conceivable that a fraudster might perform counting without actually playing on the gaming machine 1 in order to issue a token, but it is unlikely that they would actually play on the gaming machine 1.

[0045] In this embodiment, the first operational information is exemplified by "out" and the second operational information by "count value". However, other examples of game information such as "safe", "start", and "number of jackpots" can be exemplified as the first operational information, and game information such as "number of loans", "amount deposited", and "number of replays" can be exemplified as the second operational information.

[0046] Furthermore, while processes other than issuance processing can be exemplified as processes to be suppressed in safe mode, such as lending processing and replay processing, if the second operational information cannot be updated even in safe mode, the meaning of adopting a configuration in this embodiment where the second operational information does not deactivate safe mode becomes diminished. Therefore, it is desirable to make the game information updateable by processes that are not suppressed in safe mode. For example, if the counting process is suppressed in safe mode, a configuration in which the counted value is excluded from the second operational information can be envisioned.

[0047] Next, the operation of the above configuration will be explained with reference to Figure 4. When the gaming device 2 starts safe mode processing, if the gaming machine 1 is not in use, it enters a standby flow, determining that the issuable flag is not "1" (S1: NO), determining that no monetary value has been generated (determined based on the settings in Figure 3 for held balls and game balls) (S2: NO), and returns. When the gaming device 2 starts playing on the gaming machine 1 and monetary value such as a balance or held balls is generated, it determines that monetary value has been generated (S2: YES), sets the issuable flag to "1" (S3), activates the timer (S4), and returns.

[0048] When the game device 2 sets the issuance-ready flag to "1", it follows a normal standby flow, determining that the issuance-ready flag is "1" (S1: YES), that there is no loss of value (S5: NO), that the suppression flag is "0" (S6: YES), that the out value has not been updated (S7: NO), that the count value has not been updated (S8: NO), that time has not expired (S9: NO), that no issuance operation has been performed (S10: NO), and returns. When the game device 2 determines that the out value has been updated (S7: YES) or that the count value has been updated (S8: YES), it restarts the timer (S11). In this embodiment, the update of the out value or count value is determined to have been updated even if only one ball is updated, but detection may also be conditional on an update of a set value as shown in Figure 3.

[0049] In this normal standby flow, the gaming device 2 determines that an issuance operation has been performed (S10:YES) because issuance processing is permitted. It then performs the issuance process (S12) and determines whether the issuance process has resulted in the loss of value (S13). If, for example, some value remains due to partial issuance where only a portion of the value is to be issued, the gaming device 2 determines that the value has not been lost (S13:NO) and maintains the normal standby flow. However, if, for example, all of the value is to be issued through a full issuance process, the value is lost (S13:YES), sets the issuance-ready flag to "0" (S14), stops the timer (S15), and returns to the standby flow.

[0050] On the other hand, when the gaming device 2 determines that the timer has timed up (S9:YES), it sets the suppression flag to "1" (activating the suppression state) (S16) and determines whether or not the issuance operation has been performed (S17). When the gaming device 2 determines that the issuance operation has been performed (S17:YES), it displays an error screen indicating that the issuance operation is being suppressed (S18), and the issuance process is suppressed.

[0051] In the suppression flow, the gaming device 2 determines that the issuable flag is "1" (S1: YES), that the valuable value has not been lost (S5: NO), that the suppression flag is not "0" (S6: NO), that no issuance operation has been performed (S17: NO), that it has not received a release signal corresponding to, for example, the operation of the employee remote control 35 (S19: NO), that no out has been detected (S20: NO), that the count value has not been updated (S21: NO), and returns.

[0052] In this suppression flow, if the gaming device 2 determines that an out has been detected (S20:YES), it delays the amount of the delay timer shown in Figure 3, sets the suppression flag to "0" (cancels the suppression state) (S22), activates the timer (S4), and returns to the normal standby flow. On the other hand, if it determines that the count value has been updated (S21:YES), it maintains the suppression flow without setting the suppression flag to "0". Furthermore, if the gaming device 2 determines that it has received a release signal (S19:YES), in this case as well, it sets the suppression flag to "0" (S21), activates the timer (S4), and returns to the normal standby flow. In this embodiment, for the sake of explanation, detection is conditional on updating by the amount of the set value shown in Figure 3, and is distinguished from updates that target even if only one ball is involved regardless of the set value. However, the detection of the occurrence of operational information for activating or canceling the suppression state includes not only the detection in this embodiment but also the case of updating. This applies to both the first operational information and the second operational information.

[0053] Furthermore, if the gaming device 2 determines in the normal standby flow or suppression flow that it has lost its value, for example, by using up its balance or held tokens (S5:YES), it sets the suppression flag to "0" if the suppression flag is "1" (S23), sets the issuable flag to "0" (S14), stops the timer (S15), and returns to the standby flow.

[0054] According to the embodiment described above, the following effects can be obtained. If neither an out nor a count value is detected for a predetermined period, a safe mode is activated to suppress the issuance process to prevent fraud that would steal the game value. This safe mode is deactivated when an out is detected, but not when a count value is detected. Thus, the operational information that deactivates the safe mode and the operational information that does not deactivate the safe mode are distinguished from the operational information used to determine the transition to safe mode. This makes it difficult for the safe mode to be deactivated in cases where the above-mentioned fraud is committed, while also reducing the risk of the safe mode being continued unnecessarily, as well as the risk of the game being entered unnecessarily, when the game is played by a player (owner) who owns the balls, thus reducing the likelihood of the game being disrupted.

[0055] If an out is detected in safe mode, the disengagement of safe mode is delayed for a predetermined period. Therefore, if the owner returns after leaving their seat, safe mode will be disengaged as they resume playing. On the other hand, if a fraudulent person who is not the owner tries to disengage safe mode by playing, it will not be disengaged immediately, so safe mode will continue, making it difficult to commit fraud through the issuance process.

[0056] The first operational information is operational information such as "out" which is updated in accordance with gameplay on gaming machine 1, while the second operational information is operational information such as count values ​​which is updated even without gameplay on gaming machine 1. This makes it easier for owners who continue to play to deactivate safe mode, and makes it more difficult for fraudsters who want to process the issuance without playing to deactivate safe mode.

[0057] Secondary operational information, such as count values, is information that can be updated by processes like counting that are not suppressed by safe mode. Therefore, even if secondary operational information is detected to determine the transition to safe mode, safe mode itself is not deactivated, and there is no need to suppress unnecessary processes to prevent safe mode from being deactivated.

[0058] Even when in safe mode, counting is permitted, and the counted value is included as secondary operational information. The system remains in a non-safe mode state even when the counted value is updated, so for example, if the counting process is prolonged to count a large number of game balls after the end of a game, or when the store is closed but games cannot be played, the system will not switch to safe mode. This eliminates the need to exit safe mode, allowing for smoother operation afterward.

[0059] The present invention is not limited to the above embodiments and may be modified or expanded as follows. While the example shows no processing being performed when the counter values ​​are updated in safe mode, some processing, such as displaying an error screen, may also be performed. Each setting can be configured by the administrator through manual input, pre-configured by the manufacturer of the management device 6, or by downloading setting information from an external server (e.g., the headquarters of a chain store). In this case, the setting will be the one entered via manual input on the server. It is also possible to set past game data as the reference value.

[0060] All the game information exemplified can be identified directly by the input signal or indirectly using a calculation formula. Furthermore, while pulse signals were used as examples of game signals, signal input via serial communication or other methods may also be used. The numerical values, number of digits, and items are examples only; any numerical values ​​may be used. Furthermore, the identification output may be any format other than those exemplified, such as adding symbols; at a minimum, printing and display output are expected.

[0061] Regarding "greater than" and "exceeding," either can be used, and expressions such as "reached" or "exceeded" can correspond to either. The same applies to "less than" and "less than"; expressions such as "did not reach" can correspond to both. The target gaming machines include not only the so-called sealed-type pachinko machines exemplified above, which manage the gaming medium solely as data, but also other types such as slot machines and pachinko machines that dispense gaming medium. Furthermore, considering cases where gaming medium is dispensed or handled as data, it is said that gaming value will be assigned as needed. Some of the processing performed by the gaming device 2 may be carried out by the relay device 4 or the management device 6, etc., and the configuration may be any way. Furthermore, the example configurations, including variations, may be combined in any way, and some configurations may be omitted as appropriate. [Explanation of Symbols]

[0062] In the drawing, 1 is a gaming machine, 2 is a gaming device (first detection means, second detection means, suppression state activation means, suppression state release means, delay means), and 6 is a management device.

Claims

1. A first detection means for detecting the occurrence of first operational information that is updated in accordance with the playing of a game on a gaming machine, A second detection means for detecting the occurrence of second operational information that is updated even without playing a game on the gaming machine, A suppression state activation means that activates a suppression state to prevent the use of a player's game value by a fraudulent party when neither the occurrence of the first operation information nor the second operation information is detected for a predetermined period of time, In the state in which the suppression state is activated, the suppression state is released when the occurrence of the first operational information is detected, while the suppression state is not released even when the occurrence of the second operational information is detected. A gaming arcade system comprising: delay means for delaying the release of the suppression state by a predetermined time when the occurrence of the first operational information is detected while the suppression state is activated.

2. The amusement arcade system according to Claim 1, wherein the second operational information is information that can be updated by processing that is not subject to suppression when the suppression state is activated.

3. The process that is not subject to suppression includes a counting process that counts the acquired value, which is the game value obtained by the player through playing the game. The amusement arcade system according to claim 2, wherein the second operational information includes the count value obtained by the counting process.

Citation Information

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