Gaming system, gaming device, and log information processing method

The gaming system efficiently processes fraudulent gaming media counts by using a sealed management game machine with acquisition, determination, and addition processing, addressing inefficiencies in conventional systems and ensuring accurate media management.

JP7838967B2Active Publication Date: 2026-04-01GLORY LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-01-14
Publication Date
2026-04-01

AI Technical Summary

Technical Problem

Conventional gaming systems face inefficiencies in processing error logs and fraudulent ball counts, leading to excessive employee workload and discrepancies in gaming media counts.

Method used

A gaming system comprising a sealed management game machine, a game device, and a management device that includes acquisition, determination, and addition processing means to identify and add fraudulent gaming media counts, with notification and storage of results.

Benefits of technology

Efficiently processes fraudulent gaming media counts, reducing employee workload and ensuring accurate media management.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To efficiently process log information on the number of game media determined to be fraudulent on the number of game media of a management game machine.SOLUTION: When a counting button is depressed in a game machine 20, the number of counted balls is notified to an inter-machine card processor 10 continuously at a predetermined short interval (e.g., an interval of 300 milliseconds). The inter-machine card processor 10 determines whether the notified number of counted balls is normal or abnormal, and if it is determined to be abnormal, adds the number of counted balls to the number of counted balls that are abnormal. If, for example, the notified number of counted balls is determined to be abnormal when the number of counted balls is 300 and 400, the number of counted balls that are abnormal is 700. When the depression of the counting button is finished in the game machine 20, the inter-machine card processor 10 detects it and notifies the number of counted balls that are abnormal to a managing device 50. The managing device 50 manages the number of counted balls that are abnormal notified from the inter-machine card processor 10 as an error log.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a gaming system, a gaming device, and a log information processing method capable of efficiently processing log information on the number of gaming media determined to be illegal with respect to the number of gaming media of a management gaming machine.

Background Art

[0002] Conventionally, in gaming parlors such as pachinko parlors, gaming machines that pay out gaming media made of balls or medals outside the machine have been installed in the gaming parlors. Recently, however, enclosed management gaming machines that do not pay out such gaming media outside the machine have been developed.

[0003] In such a management gaming machine, data called "number of game balls" is stored, and in a pedestal card processor installed together with the management gaming machine, data called "number of balls in hand" is stored (see, for example, Patent Document 1). Then, when a predetermined counting operation is performed, a process of subtracting the counted number of balls from the number of game balls and adding the counted number of balls to the number of balls in hand is performed.

[0004] At this time, the management gaming machine notifies the pedestal card processor of the counted number of balls and the cumulative counted number of balls, and the pedestal card processor detects fraud using the counting information including the counted number of balls and the cumulative counted number of balls. Specifically, when there is a non-zero counted number of balls and the cumulative counted number of balls changes from the previous value, this counted number of balls is added to the number of balls in hand. However, when there is a non-zero counted number of balls and the cumulative counted number of balls does not change from the previous value, it is determined to be fraudulent.

Prior Art Documents

Patent Documents

[0005]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0006] However, with the conventional technology described above, each time the inter-machine card processing machine detects an error in the count of balls or other data, error information is notified to the management device, and the management device processes it as log information, which increases the processing load of the error information on the management device.

[0007] Furthermore, if the inter-machine card processing machine detects any irregularities in the count of balls, this count is discarded, resulting in a situation where the number of balls counted by the player differs from the actual number. In such cases, the burden on employees to identify the corresponding ball count from the vast error log in the management system in order to respond to the player's inquiry becomes excessive.

[0008] Therefore, when a managed gaming machine's count is deemed fraudulent and discarded, a crucial challenge is how to efficiently process the log information of the fraudulently counted balls. This challenge arises not only when converting the number of game balls to the number of tokens held, but also when converting the number of game tokens to the number of tokens held.

[0009] The present invention was made to solve the problems of the prior art described above, and aims to provide a gaming system, gaming device, and log information processing method that can efficiently process error logs of the number of gaming media determined to be fraudulent with respect to the number of gaming media of a managed gaming machine. [Means for solving the problem]

[0010] To solve the above problems, the present invention provides a game system comprising: a sealed management game machine that stores the number of first game media used in a game and provides a game using the first number of game media; a game device attached to the management game machine that manages the number of second game media that can be mutually transferred with the first number of game media; and a management device that is communicably connected to the game device, wherein the game device comprises: an acquisition means for acquiring the number of transfer game media that are transferred from the first number of game media to the second number of game media from the management game machine; a determination means for determining whether or not there is any fraud related to the number of transfer game media acquired by the acquisition means; and an addition processing means for adding the number of transfer game media that are to be discarded when the determination means determines that there is fraud.

[0011] Furthermore, the present invention is characterized in that, in the above invention, the addition processing means targets the plurality of transition game media that are discarded while an operation is being performed in the managed game machine to transition from the first number of game media to the second number of game media.

[0012] Furthermore, the present invention is characterized in that, in the above invention, the gaming device further comprises a notification means for notifying the management device of the addition result processed by the addition processing means.

[0013] Furthermore, the present invention is characterized in that, in the above invention, the management device stores the summation result notified from the gaming device as log information in a predetermined storage means.

[0014] Furthermore, the present invention is characterized in that, in the above invention, the management device controls itself to display the log information stored in the storage means on a predetermined display means when it receives a predetermined display operation.

[0015] Furthermore, the present invention relates to a gaming device installed in conjunction with a sealed-type managed gaming machine that stores the number of first gaming media used in a game and provides a game using the first number of gaming media, and which manages a second number of gaming media that can be mutually transferred with the first number of gaming media, characterized in that it comprises: an acquisition means for acquiring from the managed gaming machine the number of transfer gaming media that are transferred from the first number of gaming media to the second number of gaming media; a determination means for determining whether or not there is any fraud related to the number of transfer gaming media acquired by the acquisition means; and an addition processing means for adding up the plurality of transfer gaming media when there is a plurality of transfer gaming media that are discarded due to the determination by the determination means that fraud exists.

[0016] Furthermore, the present invention relates to a log information processing method in a game system having a sealed management game machine that stores the number of first game media used in a game and provides a game using the first number of game media, a game device attached to the management game machine that manages a second number of game media that can be mutually transferred with the first number of game media, and a management device that is communicably connected to the game device, the method comprising: an acquisition step in which the game device acquires from the management game machine the number of transfer game media that are transferred from the first number of game media to the second number of game media; a determination step in which the game device determines whether or not there is any fraud related to the number of transfer game media acquired in the acquisition step; and the determination process If there are multiple transfer game media that are discarded due to the determination that fraud exists, an addition process is performed to add up the number of transfer game media, and the game device performs the addition process process The system is characterized by including a notification step of notifying the management device of the addition result processed by the addition process, and a storage step of the management device storing the addition result notified from the gaming device as log information in a predetermined storage unit. [Effects of the Invention]

[0017] According to the present invention, log information regarding the number of gaming media determined to be fraudulent in relation to the number of gaming media used in a managed gaming machine can be processed efficiently. [Brief explanation of the drawing]

[0018] [Figure 1] Figure 1 is an explanatory diagram of the outline of the gaming system according to the embodiment. [Figure 2] Figure 2 is an explanatory diagram of the illegal determination process of the counted ball number according to the embodiment. [Figure 3] Figure 3 is a diagram showing the system configuration of the gaming system according to the embodiment. [Figure 4] Figure 4 is a diagram showing the external configuration of the inter-stage card processor and the gaming machine shown in FIG. 3. [Figure 5] Figure 5 is a diagram showing the configuration of the inter-stage card processor shown in FIG. 3. [Figure 6] Figure 6 is a diagram showing an example of the self-device status data, card data, game ball number data, count data, and illegal counted ball number data shown in FIG. 5. [Figure 7] Figure 7 is a diagram showing the configuration of the gaming machine shown in FIG. 3. [Figure 8] Figure 8 is a diagram showing the configuration of the management device shown in FIG. 3. [Figure 9] Figure 9 is a diagram showing an example of the card management data, device management data, and member management data shown in FIG. 8. [Figure 10] Figure 10 is a diagram showing an example of the illegal counted ball number history data shown in FIG. 8. [Figure 11] Figure 11 is a flowchart showing the processing procedure related to the processing of illegal counted ball numbers in the inter-stage card processor.

Mode for Carrying Out the Invention

[0019] Hereinafter, the gaming system, gaming device, and log information processing method according to the present embodiment will be described in detail. FIG. 1 is an explanatory diagram of the outline of the gaming system according to the present embodiment.

[0020] In this specification, "balls held" refers to data indicating the gaming media acquired by a player during gameplay, which can only be used again on the same day (before the arcade's closing time). "Number of balls held" refers to the number of gaming media acquired by a player through gameplay. "Stored balls" refers to data indicating the gaming media deposited by a player with the arcade, which can be used again on subsequent days (after the arcade's closing time). "Number of stored balls" refers to the number of gaming media deposited by a player with the arcade. Balls held can be used by both general and member players, and are used when moving to a different gaming machine, etc. Stored balls can, in principle, only be used by member players, and are used when acquiring gaming media to play on a gaming machine on subsequent days. "Number of game balls" refers to the number of game balls available for a player to use in gameplay. Furthermore, "counted balls" refers to the number of balls added to the number of balls held during gameplay, while "cumulative counted balls" refers to the total number of balls accumulated over a predetermined period.

[0021] As shown in Figure 1, in the gaming system according to this embodiment, when the counting button is pressed on the sealed-type managed gaming machine (hereinafter simply referred to as "gaming machine") 20, the counted number of balls is continuously notified to the inter-machine card processing machine 10 at predetermined short intervals (for example, every 300 milliseconds).

[0022] The inter-machine card processing unit 10 determines whether the notified ball count is normal or fraudulent. If it is determined to be fraudulent, it adds that ball count to the fraudulent ball count. For example, if the ball count is determined to be fraudulent when it is 300 balls and 400 balls, the fraudulent ball count becomes 700 balls.

[0023] When the counting button has finished being pressed on the gaming machine 20, the inter-machine card processing machine 10 detects this and notifies the management device 50 of the fraudulent count, which is the result of the addition. The management device 50 manages the fraudulent count notified by the inter-machine card processing machine 10 as fraudulent count history data (log information).

[0024] As described above, the gaming system according to this embodiment is configured to add the number of balls that were discarded due to being determined to be fraudulent from the number of balls counted while the counting button is pressed on the gaming machine 20, and notify the management device 50 of this addition. Therefore, log information on the number of gaming media determined to be fraudulent with respect to the number of gaming media of the managed gaming machine can be processed efficiently.

[0025] Next, the process for determining fraudulent ball counting according to this embodiment will be described. Figure 2 is an explanatory diagram of the process for determining fraudulent ball counting according to this embodiment. As shown in Figure 2, data indicating the state of the gaming machine 20 is notified from the SC board of the gaming machine 20 to the SC board of the inter-machine card processing machine 10. As shown in Figure 2(a), there are two types of notified data: one is gaming machine information (gaming machine data) including the number of gaming balls, and the other is counting information (counting data) including the number of balls counted and the cumulative number of balls counted. Each type of data is notified consecutively at predetermined short intervals (for example, 300 millisecond intervals).

[0026] As shown in Figure 2(b), the inter-machine card processing unit 10 uses the notified number of game balls, the number of balls counted, and the cumulative number of balls counted to perform fraud detection processing and add the number of balls held to the total number of balls. Specifically, if the number of balls counted is "0", it is determined to be normal. When the number of balls counted is "0", it indicates that the counting button has not been pressed on the game machine 20.

[0027] If the number of balls counted is not "0", that is, if the counting button is pressed on the gaming machine 20, the following processing is performed based on the value of the cumulative number of balls counted.

[0028] If the cumulative count is the same as the cumulative count previously notified, the count is determined to be invalid. The count determined to be invalid is then discarded. Conversely, if the cumulative count is not the same as the cumulative count previously notified, the count is determined to be valid.

[0029] <System Configuration> Next, the system configuration of the gaming system according to this embodiment will be described. Figure 3 is a diagram showing the system configuration of the gaming system according to this embodiment. As shown in Figure 3, a gaming parlor is equipped with a plurality of gaming machines 20 and inter-machine card processing machines 10, each of which is provided in conjunction with a gaming machine 20.

[0030] The inter-machine card processing machine 10 is connected to the store's network, which is a communication line, via the island controller 30. The island controller 30, management device 50, prize management device 60, and settlement machine 70 are connected to the communication line.

[0031] The gaming machine 20 is a device that allows players to play by launching game balls, which are sealed inside the device, onto the game board. These game balls are physical "balls" used in the game and are different from "game balls" that the gaming machine 20 handles as data. The game board of the gaming machine 20 is provided with multiple prize areas (prize slots), and a predetermined number of game balls are awarded as prizes based on when a game ball passes through these prize areas. The game board is also provided with a predetermined number of starting areas (start slots), and a predetermined lottery is conducted based on when a game ball passes through these starting areas. If the lottery is a jackpot, predetermined movable parts are activated to improve the probability of the game ball passing through the aforementioned prize areas or other starting areas, thereby providing an advantage in the game. There may also be areas that serve as both starting areas and prize areas.

[0032] The prize-winning areas are equipped with prize-winning sensors to detect when a game ball passes into them. The prize-winning sensors detect when a game ball is played into a prize-winning area (i.e., wins a prize). The control unit of the gaming machine 20 also has a prize-winning ball memory that stores how many game balls are awarded as prizes for each prize-winning area, and a game ball count memory that shows the number of game balls. The control unit of the gaming machine 20 also periodically transmits the number of game balls to the inter-machine card processing machine 10.

[0033] When the inter-machine card processing machine 10 receives a deposit from a player, it associates the prepaid value corresponding to the deposit amount with the identification information (card ID) of the card stored inside the machine. This prepaid value can be used to dispense game balls. The inter-machine card processing machine 10 can also accept the insertion of cards associated with prepaid value, held balls, stored balls, etc. At the end of the game, it ejects the card associated with the prepaid value, held balls, stored balls, etc., and returns it to the player. The inter-machine card processing machine 10 also transmits the history of operations such as deposit, card insertion, and card ejection to the management device 50.

[0034] The gaming machine 20 transmits out data to the inter-machine card processing unit 10 when a predetermined number of game balls have been launched onto the game board. The gaming machine 20 also transmits safe data to the inter-machine card processing unit 10 when a game ball passes through the winning area (so-called winning) and a predetermined number of prize balls have been added to the game balls. Furthermore, if a special state such as a jackpot occurs as a result of the game, the gaming machine 20 transmits special prize data indicating the occurrence of such a state to the inter-machine card processing unit 10.

[0035] Out data corresponds to the number of balls played by the player onto the game board. Safe data corresponds to the number of balls awarded for winning. Special prize data indicates the status of the game machine 20, such as a jackpot. Each piece of data is transmitted to the management device 50 via the inter-machine card processing machine 10, and the management device 50 can obtain a history of the game machine 20's operation by storing the out data, safe data, and special prize data.

[0036] The gaming machine 20 notifies the inter-machine card processing machine 10 of gaming machine data, including the number of game balls played, and counting data, including the number of balls counted and the cumulative number of balls counted, at predetermined short intervals (for example, every 300 milliseconds). The processing unit that notifies this gaming machine information and counting information is formed on a separate circuit board within the gaming machine 20 (hereinafter referred to as the "SC board") from the processing unit that performs other processing. Similarly, the processing unit that receives this gaming machine information and counting information in the inter-machine card processing machine 10 is also formed on the SC board within the inter-machine card processing machine 10.

[0037] The inter-machine card processing machine 10 accepts deposits, dispenses game balls, communicates with the management device 50, and communicates with the game machines 20. When the inter-machine card processing machine 10 receives banknotes inserted by a player, it sends a deposit notification including the deposit amount to the management device 50, adding the equivalent prepaid value to the prepaid value managed by the management device 50. Then, when a predetermined ball dispensing operation is performed, it sends a ball dispensing request to the management device 50, deducting the prepaid value managed by the management device 50, notifying the game machine 20 of the number corresponding to the deducted prepaid value, and adding it to the number of game balls.

[0038] Furthermore, when the inter-machine card processing machine 10 receives a card insertion notification, it sends a card insertion notification to the management device 50. Also, when the inter-machine card processing machine 10 receives the balance of prepaid value, balls held, or stored balls from the management device 50, it stores the balance. When it receives and stores the balance of balls held, it sends a ball deduction request to the management device 50, thereby clearing the balance of balls held (number of balls held) managed by the management device 50 to zero.

[0039] When the inter-machine card processing unit 10 receives a request to replay held balls, it subtracts a predetermined number of balls from the number of balls it manages, notifies the gaming machine 20 of the number of balls subtracted, and adds it to the number of game balls. Also, when the inter-machine card processing unit 10 receives a request to replay stored balls, it sends a request to the management device 50 to replay stored balls, causing the management device 50 to subtract a predetermined number of stored balls, notifies the gaming machine 20 of the number of balls subtracted, and adds it to the number of game balls.

[0040] The inter-machine card processing unit 10 uses the number of game balls, the number of balls counted, and the cumulative number of balls counted received from the gaming machine 20 to determine whether or not there is any fraud in the number of balls counted. If the inter-machine card processing unit 10 determines that the number of balls counted received from the gaming machine 20 is fraudulent and discards it, it adds the number of balls counted to the number of fraudulently counted balls. If it determines that the number of balls counted is normal, it adds the number of balls counted to the number of balls held.

[0041] Furthermore, if the number of fraudulently counted balls is greater than 0, and the inter-machine card processing unit 10 receives a count of "0" balls from the gaming machine 20, it notifies the management device 50 of the fraudulently counted balls information, including the number of fraudulently counted balls and the inter-machine card processing unit ID, and clears this fraudulently counted ball count.

[0042] When the inter-machine card processing machine 10 receives a card return operation, it sends a request to the management device 50 to add the number of balls held, and after the management device 50 adds the number of balls held, it sends a card ejection notification to the management device 50 and controls the ejection of the card.

[0043] Furthermore, the inter-machine card processing unit 10 has the function of obtaining a game machine ID from the game machine 20 and authenticating the game machine 20 using the obtained game machine ID and the authentication key received from the management device 50. This authentication is performed during opening procedures, etc., and the game machine 20 becomes playable only if the authentication is successful.

[0044] The island controller 30 is a device that bundles a group of gaming machines 20 and inter-machine card processing machines 10 installed on a gaming island, and relays various information to the management device 50.

[0045] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it manages the identification information of the inserted card (hereinafter referred to as "card ID") in association with the inter-machine card processing machine 10, and transmits the prepaid value and balance of tokens associated with the card ID to the inter-machine card processing machine 10. Furthermore, if the card ID indicated in the card insertion notification is the card ID of a member card, it transmits the token replay data to the inter-machine card processing machine 10.

[0046] Furthermore, when the management device 50 receives a request to deduct balls from the inter-machine card processing machine 10, it clears the balance of balls to zero, and when it receives a request to add balls from the inter-machine card processing machine 10, it adds the number of balls indicated in the ball addition request to the balance of balls.

[0047] Furthermore, when the management device 50 receives a ball dispensing request from the inter-machine card processing machine 10, it subtracts a predetermined value from the prepaid value associated with the card ID and transmits permission to dispense balls to the inter-machine card processing machine 10. When it receives a request to replay stored balls, it transmits stored ball replay data to the inter-machine card processing machine 10.

[0048] Furthermore, if the management device 50 receives a card ID from the prize management device 60, it notifies the prize management device 60 of the number of balls associated with this card ID. In addition, if it receives a card ID from the payment machine 70, it notifies the payment machine 70 of the prepaid value associated with this card ID.

[0049] Furthermore, the management device 50 obtains the gaming machine ID from the inter-machine card processing machine 10 and manages the gaming machines 20 installed in its own store. It then obtains an authentication key for authenticating the gaming machines 20 set up in its own store from an authentication key management center (not shown) outside the gaming store and distributes it to the inter-machine card processing machine 10.

[0050] Furthermore, the management device 50 manages member management data of members registered with the amusement parlor. Specifically, it manages the number of stored tokens, PINs, and names, etc., in association with the member card ID issued to the member.

[0051] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it transmits to the inter-machine card processing machine 10 stored ball replay data, including the balance of stored balls and the PIN corresponding to the card ID indicated in the card insertion notification. Also, when the management device 50 receives a stored ball replay request from the inter-machine card processing machine 10, it subtracts a predetermined number of stored balls associated with the card ID indicated in the stored ball replay request, and transmits to the inter-machine card processing machine 10 stored ball replay data, including the remaining stored ball balance after the subtraction.

[0052] Furthermore, if the management device 50 receives an inquiry from the prize management device 60 regarding the number of stored tokens, it notifies the prize management device 60 of the balance of stored tokens corresponding to the specified card ID.

[0053] Furthermore, if the management device 50 receives fraudulent ball count information from the inter-machine card processing machine 10, it stores this fraudulent ball count information as fraudulent ball count history (log information).

[0054] The prize management device 60 is a terminal device for prize exchange located next to the prize exchange counter inside the amusement store, and it processes the exchange of acquired balls, stored balls, and held balls for prizes. The prize management device 60 is connected to a card reader that reads the card ID of a card and a prize dispensing device that dispenses prizes. When the prize management device 60 reads a card ID from a general card or a membership card, it transmits the card ID to the management device 50 and requests the balance of balls held for that card ID. Also, when exchanging stored balls for prizes, it requests the balance of stored balls from the management device 50.

[0055] When a card with associated prepaid value is inserted into the payment machine 70, it transmits the card ID of the card to the management device 50, retrieves the prepaid value associated with the card, and dispenses cash equivalent to the retrieved prepaid value.

[0056] <External configuration of the inter-machine card processing unit 10 and the gaming machine 20> Next, the external configuration of the inter-machine card processing machine 10 and the gaming machine 20 shown in Figure 3 will be described. Figure 4 is a diagram showing the external configuration of the inter-machine card processing machine 10 and the gaming machine 20 shown in Figure 3. The figure shows an inter-machine card processing machine 10 that accepts only banknotes, but a unit that can accept electronic money can also be provided.

[0057] As shown in Figure 4, the inter-machine card processing machine 10 is equipped with a status display unit 11 that indicates the status of the inter-machine card processing machine 10 by the illumination or flashing of a lamp of a predetermined color, a banknote slot 12a that accepts various banknotes, a display operation unit 13 such as a touch panel display, a card slot 14a that accepts cards associated with a card ID, and a tapping unit 14b that accepts a mobile terminal held by a player in order to associate a unique ID. The tapping unit 14b also accepts a mobile terminal associated with a unique ID and reads the unique ID.

[0058] The gaming machine 20 is equipped with a game board, a handle 21 used to dispense the enclosed game balls onto the game board, and a counting button 22.

[0059] The counting button 22 is an operation button that subtracts the number of game balls in the game machine 20 and adds the corresponding number to the number of balls held in the inter-machine card processing machine 10, thereby transferring the management of the number of balls that can be dispensed from the game machine 20 to the inter-machine card processing machine 10.

[0060] <Configuration of the inter-unit card processing machine 10> Next, the configuration of the inter-machine card processing machine 10 shown in Figure 3 will be described. Figure 5 is a diagram showing the configuration of the inter-machine card processing machine 10 shown in Figure 3. As shown in Figure 5, the inter-machine card processing machine 10 has a banknote transport unit 12, a display operation unit 13, a reader / writer 14, a communication unit 15, a storage unit 16, a control unit 17, and a game management unit 18.

[0061] The banknote transport unit 12 is a transport unit that transports banknotes inserted through the banknote insertion slot 12a to a banknote storage unit (not shown) while determining the denomination and authenticity of the banknotes. The display and operation unit 13 is an input / output device such as a touch panel display that displays various information such as monetary value and accepts various operations such as ball dispensing operations.

[0062] The reader / writer 14 is a reading unit that reads the card ID from the card inserted into the card slot 14a and the unique ID from the mobile terminal held over the tapping unit 14b. The card inserted into the card slot 14a is stored in a card storage unit (not shown) via this reader / writer 14. The communication unit 15 is an interface unit for data communication with the management device 50 via the island controller 30.

[0063] The storage unit 16 is a storage device consisting of a hard disk drive, non-volatile memory, etc. The storage unit 16 stores self-device status data 16a, card data 16b, game ball count data 16c, counting data 16d, and fraudulent counting data 16e.

[0064] The self-device status data 16a is data indicating the status of the inter-machine card processing machine 10. This self-device status data 16a includes the inter-machine card processing machine ID, gaming machine ID, game type, etc. The inter-machine card processing machine ID is identification information for uniquely identifying the inter-machine card processing machine 10 within the gaming establishment. The game type is data indicating the rate set in the inter-machine card processing machine 10. When handling gaming balls of multiple rates within the gaming establishment, a game type name is set and managed for each rate, such as "Ball 1" for 4-yen rate gaming balls, "Ball 2" for 2-yen rate gaming balls, and "Ball 3" for 1-yen rate gaming balls. The inter-machine card processing machine 10 selects the rate to be used for the game from these game types and stores it as the game type. The game type may be fixed for each section in which the inter-machine card processing machine 10 is installed, or it may be changeable by the player.

[0065] Card data 16b is data relating to the card being used by the player. Card data 16b includes card ID, PIN, prepaid value, balls held, stored balls, etc. The card ID is the card ID read by the reader / writer 14. When a card is transported from a card storage unit (not shown) to the card slot 14a and then ejected, card data 16b is updated with the card ID read by the reader / writer 14 during this transport. Similarly, when a card is transported from the card slot 14a to a card storage unit (not shown), card data 16b is updated with the card ID read by the reader / writer 14 during this transport. Prepaid value indicates the remaining balance of prepaid value usable for ball dispensing, and balls held and stored balls indicate their respective balances.

[0066] The game ball count data 16c is data indicating the number of game balls notified from the gaming machine 20. The game ball count data 16c stores the number of game balls received from the gaming machine 20.

[0067] Counting data 16d is data that indicates information about the count. Counting data 16d includes the counted ball count and the cumulative counted ball count. When a new cumulative counted ball count is received and the determination of whether the counted ball count is fraudulent is completed, the previous cumulative counted ball count is updated with this cumulative counted ball count. Therefore, the previous cumulative counted ball count will contain the cumulative counted ball count included in the previously received counting data.

[0068] The fraudulent ball count data 16e is data indicating the number of fraudulently counted balls. The fraudulent ball count data 16e is calculated by adding the number of balls that were determined to be fraudulent from the number of balls counted that were notified while the counting button 22 was pressed on the gaming machine 20.

[0069] The game management unit 18 is a processing unit that performs authentication and communication with the gaming machine 20. It is desirable that this game management unit 18 be formed on a different circuit board from the control unit 17. For example, it may be formed on an SC circuit board independent of the control unit 17.

[0070] The game management unit 18 includes an authentication processing unit 18a, an authentication key management unit 18b, and a game machine state management unit 18c. In practice, these programs are loaded into the CPU (Central Processing Unit) and executed, causing the authentication processing unit 18a, the authentication key management unit 18b, and the game machine state management unit 18c to execute their respective processes.

[0071] The authentication processing unit 18a performs authentication of the gaming machine 20 using the authentication key received from the management device 50. If authentication is successful, the authentication processing unit 18a sends permission to operate to the gaming machine 20. If authentication fails, the authentication processing unit 18a prohibits the use of the gaming machine 20. However, even if authentication fails, the system may be configured to send permission to operate to the gaming machine 20 if it is within a predetermined period since the last successful authentication, and not send permission to operate to the gaming machine 20 after the predetermined period has elapsed since the last successful authentication, thereby prohibiting the use of the gaming machine 20.

[0072] The authentication key management unit 18b is a processing unit that manages authentication keys. Each authentication key has a set usage time, and when the cumulative operating time of the gaming machine 20 reaches the usage time of the authentication key, the authentication key becomes unusable. Specifically, the authentication key management unit 18b uses the power-on time of the circuit board on which the gaming management unit 18 is formed as the operating time of the gaming machine 20 and manages the usage time of the authentication key. If an authentication key becomes unusable, the authentication key management unit 18b obtains a new authentication key from an authentication key management center outside the store via the management device 50 and updates the authentication key.

[0073] The gaming machine status management unit 18c is a management unit that communicates with the gaming machine 20 and manages the status of the gaming machine 20. Specifically, the gaming machine status management unit 18c obtains the gaming machine ID from the gaming machine 20 and receives game results such as the number of balls played and the number of balls awarded by the gaming machine 20. The gaming machine status management unit 18c also sends requests for adding game balls to the number of game balls when balls are lent, requests for adding game balls from held balls when balls are replayed, and requests for adding game balls to the number of game balls when stored balls are replayed (hereinafter referred to as "lend notifications"), and receives counting notifications from the gaming machine 20 regarding the addition of game balls to held balls. These counting notifications include a serial number, the number of balls counted, and the cumulative number of balls counted. When SC board authentication is performed to confirm the connection during communication between the inter-machine card processing unit 10 and the gaming machine 20, encrypted communication using a predetermined encryption method may be used. Furthermore, when communicating between the gaming machine 20 and the inter-machine card processing machine 10, the communication is not encrypted when information from the gaming machine 20 is exchanged. Also, when the gaming machine status management unit 18c receives a counting notification from the gaming machine 20, it passes this counting notification to the control unit 17.

[0074] Furthermore, the gaming machine state management unit 18c acquires the current status of the gaming machine 20, such as the number of game balls, start status, jackpot status, jackpot type, and number of draws. It is desirable that the time interval at which the gaming machine state management unit 18c acquires the status of the gaming machine 20 be set shorter than the interval at which game balls are launched (used) in the gaming machine 20. Also, once the gaming machine state management unit 18c has acquired the number of game balls from the gaming machine 20, it passes this number of game balls to the control unit 17.

[0075] Furthermore, if the gaming machine status management unit 18c receives a response from the control unit 17 regarding the receipt of gaming machine information or the receipt of counting information, it notifies the gaming machine 20 of this response.

[0076] Furthermore, the timing for the gaming machine status management unit 18c to acquire a new gaming machine ID from the gaming machine 20 is not limited to before opening. The gaming machine ID can be acquired or the determination of whether to replace the gaming machine 20 can be made when the inter-machine card processing unit 10 is powered on or off, during periodic communication, when processing related to the number of game balls (ball dispensing, replay, counting, etc.) is performed, or when the system returns from an offline state. These timings may also be used in combination.

[0077] The control unit 17 is a control unit that provides overall control for the inter-machine card processing machine 10, and includes a self-device management unit 17a, a card data management unit 17b, a game machine data management unit 17c, a determination unit 17d, a fraudulent ball count management unit 17e, and a notification unit 17f. In practice, by loading these programs into the CPU and executing them, the self-device management unit 17a, the card data management unit 17b, the game machine data management unit 17c, the determination unit 17d, the fraudulent ball count management unit 17e, and the notification unit 17f are made to execute the processes corresponding to each of them.

[0078] The self-device management unit 17a is a processing unit that manages the self-device status data 16a. The self-device management unit 17a stores the device ID and game type set for the self-device in the self-device status data 16a. The self-device management unit 17a stores the game machine ID received from the game machine 20 in the self-device status data 16a.

[0079] When a card is inserted, the card data management unit 17b sends a card insertion notification to the management device 50, which includes the card ID and the inter-machine card processing machine ID. Furthermore, when the card data management unit 17b receives data from the management device 50 that includes a monetary value (at least one of prepaid value, held tokens, and stored tokens), it updates the card data 16b with the received monetary value.

[0080] Furthermore, when a banknote is inserted into the banknote slot 12a, the card data management unit 17b sends a deposit notification to the management device 50, which includes the amount of the inserted banknote, the card ID, and the inter-machine card processing machine ID.

[0081] Furthermore, when a player performs a ball dispensing operation, the card data management unit 17b transmits a ball dispensing request, including the card ID and the inter-machine card processing machine ID, to the management device 50. Upon receiving permission to dispensing balls in response to this request, the card data management unit 17b instructs the game management unit 18 to subtract the prepaid value of the card data 16b and add a predetermined number of balls to the number of game balls in the game machine 20.

[0082] Furthermore, if the balance of stored balls shown in the card data 16b is equal to or greater than the number of stored ball replay units, the card data management unit 17b displays a stored ball replay button on the display operation unit 13, making it possible to accept a stored ball replay operation. When a player performs a stored ball replay operation, the card data management unit 17b transmits a stored ball replay request, including the card ID and the inter-machine card processing machine ID, to the management device 50. Upon receiving stored ball replay data in response to this stored ball replay request, the card data management unit 17b updates the balance of stored balls in the card data 16b and instructs the game management unit 18 to add the number of balls corresponding to the number of stored ball replay units to the number of game balls in the game machine 20. Note that for the first stored ball replay operation, the player is required to enter a PIN, and the condition for transmitting the stored ball replay request is that the PIN matches the one shown in the card data 16b.

[0083] Furthermore, if the card data management unit 17b receives a request to replay the remaining balls, it updates the remaining balls in the card data 16b by subtracting the number of balls, and instructs the game management unit 18 to add the corresponding number of balls to the number of game balls in the game machine 20.

[0084] Furthermore, if the card data management unit 17b receives a request from the determination unit 17d to add to the number of balls held, it updates the number of balls in the counting data 16d to the number of balls held in the card data 16b, and also sends a counting information receipt response to the game management unit 18. This counting information receipt response includes the number of balls in the counting data 16d.

[0085] The gaming machine data management unit 17c is a processing unit that manages the number of game balls data 16c and the counting data 16d. When the gaming management unit 18 receives the number of game balls from the gaming machine 20, the gaming machine data management unit 17c stores this number of game balls in the game ball count data 16c.

[0086] Furthermore, when the game management unit 18 receives a counting notification from the game machine 20, the game machine data management unit 17c stores the cumulative count of balls in the previous cumulative count in the counting data 16d before receiving the new counting data 16d. Upon receiving the new counting data 16d, it updates the count and cumulative count of balls stored in the storage unit 16. The game machine data management unit 17c then passes a judgment request to the judgment unit 17d.

[0087] The determination unit 17d is a processing unit that determines whether the ball count received from the gaming machine 20 is normal or abnormal. When the determination unit 17d receives a determination request from the gaming machine data management unit 17c, it determines whether the ball count is normal or abnormal by performing the following processing.

[0088] The determination unit 17d determines that the ball count is normal if the ball count in the count data 16d is 0. The determination unit 17d determines that the ball count is incorrect if the ball count is not 0 and the cumulative ball count is the same as the previous cumulative ball count.

[0089] Furthermore, if the number of balls counted in the counting data 16d is not 0 and the cumulative number of balls counted is not the same as the cumulative number of balls counted previously, the determination unit 17d determines that the number of balls counted is normal and passes the request for ball addition to the card data management unit 17b.

[0090] The fraudulent ball count management unit 17e is a processing unit that manages the fraudulent ball count data 16e. If the determination unit 17d determines that the ball count is fraudulent, the fraudulent ball count management unit 17e adds this ball count to the fraudulent ball count data 16e.

[0091] The notification unit 17f is a processing unit that notifies the fraudulent ball count data 16e. If the fraudulent ball count data 16e is greater than 0, and the notification unit 17f receives a count of "0" from the inter-machine card processing machine 10, it notifies the management device 50 of the date and time of processing, the inter-machine card processing machine ID, the card ID of the inserted card, and the fraudulent ball count data 16e as fraudulent ball count information. After that, it clears the fraudulent ball count data 16e.

[0092] Next, an example of data stored in the storage unit 16 of the inter-machine card processing machine 10 shown in Figure 5 will be explained. Figure 6 shows an example of the self-device status data 16a, card data 16b, game ball count data 16c, counting data 16d, and fraudulent counting data 16e shown in Figure 5.

[0093] The self-device status data 16a shown in Figure 6(a) indicates that the ID of the inter-machine card processing machine 10 is "A101", the game machine ID of the connected game machine 20 is "B201", and "Ball 1" is set as the game type for the inter-machine card processing machine 10.

[0094] The card data 16b shown in Figure 6(b) indicates that the ID of the card inserted into the inter-machine card processing machine 10 is "2001". Here, the first digit of the card ID indicates the type of card; a card with the first digit "1" is a general card, and a card with the first digit "2" is a member card. The card data 16b also indicates that the PIN for replaying stored tokens is "1234" and the prepaid value is "3000" units. Here, one unit of prepaid value is equivalent to 1 yen.

[0095] Furthermore, card data 16b indicates that, as held balls, the balance of held balls for ball 1 is "1500" balls, the balance of held balls for ball 2 is "2500" balls, and the balance of held balls for ball 3 is "0" balls. As stored balls, the balance of stored balls for ball 1 is "500" balls, the balance of stored balls for ball 2 is "0" balls, and the balance of stored balls for ball 3 is "0" balls.

[0096] The game ball count data 16c shown in Figure 6(c) indicates a state where the game ball count is "300". The counting data 16d shown in Figure 6(d) indicates a state where the counted balls is "30", the cumulative counted balls is "530", and the previous cumulative counted balls was "500". The fraudulent counting data 16e shown in Figure 6(e) indicates a state where the fraudulent counted balls is "700".

[0097] <Configuration of the gaming machine 20> Next, the configuration of the gaming machine 20 shown in Figure 3 will be described. Figure 7 is a diagram showing the configuration of the gaming machine 20 shown in Figure 3. As shown in Figure 7, the gaming machine 20 has a communication control unit 23, a performance control unit 24, a game control unit 25, a game ball control unit 26, and a game management unit 27. The communication control unit 23 is a control unit for controlling data communication with the inter-machine card processing unit 10. When performing SC board authentication to confirm the connection during communication with the inter-machine card processing unit 10, encrypted communication using a predetermined encryption method may be used. However, when exchanging information of the gaming machine 20 during communication with the inter-machine card processing unit 10, encryption is not used.

[0098] When the gaming machine 20 is started, the communication control unit 23 reads identification information from the control CPU provided in the gaming control unit 25 and / or the gaming ball control unit 26, checks whether the identification information is appropriate, and if it is appropriate, establishes communication with the inter-machine card processing unit 10 and enters a standby state. In the standby state, if it receives permission to operate from the inter-machine card processing unit 10, it starts the performance control unit 24, the gaming control unit 25 and the gaming ball control unit 26, making the machine ready for play.

[0099] The game control unit 25 is a control unit that controls the game played by the gaming machine 20. In practice, the process is executed by loading a program corresponding to the game control unit 25 into the CPU and executing it.

[0100] Specifically, the game control unit 25 controls the launch of game balls onto the game board based on handle operation detection, detects game balls that have entered the winning slots on the game board, acquires and draws random numbers (within a predetermined range of 0 to 65535, each number is assigned to a big win, small win, or loss) based on game balls that have entered the start slot (special symbols and regular symbols), controls movable members (such as tulips) on the game board, controls the display of special symbol display devices on the game board, and detects abnormalities that may indicate fraud (such as the front frame being open or vibration being detected) and notifies the higher-level device.

[0101] The game board is fitted with numerous obstacle pins, and when the game ball is launched onto the game board by operating the handle, it falls between the obstacle pins and either enters a prize entry hole or a start hole, or is ejected from the game board through an out hole without entering a prize. If the game ball enters the start hole, a lottery is held, and if a jackpot is won, a jackpot game is played in which the designated prize entry holes on the game board are controlled to open multiple times, making it easier for the game ball to enter these entry holes, and thus awarding prize balls to the player.

[0102] Furthermore, there are bonus jackpot games that grant players a predetermined bonus game after the jackpot game ends. Bonus jackpot games include probability variation jackpots and time-saving jackpots. Probability variation jackpots and time-saving jackpots grant probability variation games and time-saving games as bonus games after the jackpot, respectively. Time-saving games are bonus games that increase the number of draws per unit time and increase the probability of winning a jackpot per unit time by shortening the variation time (time from the start of the draw process to the display of the result) of the normal symbol draw (the draw for opening and closing the movable parts as described above) and / or special symbol draw (the draw for winning a jackpot by winning the game ball as described above). These bonus games may include normal symbol probability variation, which increases the probability of winning a normal symbol. Time-saving games due to time-saving jackpots end when the number of draws for special symbol draws has been performed a predetermined number of times after the jackpot. Probability-based games will be discussed later.

[0103] The game control unit 25 has a probability variation function. The probability variation function is a function that controls the random number range used for the next draw (generally by about 10 times) when the draw result falls within a particularly defined random number range for a jackpot. Probability variation game is a special symbol draw that uses this changed probability. Probability variation game continues until the next jackpot is won. In addition, probability variation game and time-saving game may be added at the same time. However, in order to prevent unforeseen losses to the amusement parlor, if the player acquires a certain amount of game media after the start of probability variation game or time-saving game, the game may be stopped (the card is ejected once, and the player is requested to exchange for a prize or move to another machine). In this case, the number of game media after entering the probability variation game state is counted by the game machine 20, and when this counted value reaches a predetermined value, game stop control is performed, such as stopping the launch of game balls.

[0104] The performance control unit 24 is a control unit that controls the performance during gameplay, and includes a performance symbol lottery unit 24a and a performance lottery unit 24b. In practice, by loading these programs into the CPU and executing them, the performance symbol lottery unit 24a and the performance lottery unit 24b are made to execute the processes corresponding to them, respectively.

[0105] The performance symbol lottery unit 24a performs a lottery for performance symbols (symbols to be displayed on the performance symbol display device, such as a display device on the game board) based on the special symbol lottery in the game control unit 25 (specifically, whether to stop the display at 7, 7, 7, etc.).

[0106] The performance lottery unit 24b performs a lottery to determine the type of performance to be performed before displaying the lottery result based on the performance symbols (such as a character appearing and a reach performance). The performances selected are set to differ depending on the main lottery result.

[0107] The performance control unit 24 stores performance data for each performance. Furthermore, the performance control unit 24 controls the display of the performance symbol display device, and when a performance is executed, it overlays the performance data on the background symbol data to display the performance. In addition, during probability fluctuations, it sets background color data different from the normal state.

[0108] The game ball control unit 26 is a control unit that controls game balls and the number of balls counted, and includes a game ball count management unit 26a and a count management unit 26b. In practice, by loading these programs into the CPU and executing them, the game ball count management unit 26a and the count management unit 26b are made to execute the processes corresponding to them, respectively.

[0109] The game ball count management unit 26a is a processing unit that manages the number of game balls. The game ball count management unit 26a stores the number of game balls in the game ball count memory, deducts "1" from the number of game balls each time a game ball is launched, and adds the number of prize balls obtained through winning to the number of game balls. When the game ball count management unit 26a receives a loan notification from the inter-machine card processing machine 10, it adds the notified number of balls to the number of game balls and sends a loan receipt result response to the inter-machine card processing machine 10 indicating that the number of game balls has been added to the number of game balls.

[0110] Furthermore, the game ball count management unit 26a periodically transmits the number of game balls stored in the game ball count memory to the inter-machine card processing unit 10. In this case, the game ball count management unit 26a transmits the number of game balls at the time of data acquisition to the inter-machine card processing unit 10 while continuing to update the number of game balls according to the game status, without resetting the contents of the game ball count memory to zero.

[0111] The counting management unit 26b is a processing unit that manages the counting process. The gaming machine 20 is equipped with a counting button 22, and a signal indicating that this counting button 22 has been pressed is input to the counting management unit 26b. The counting management unit 26b detects the operation of pressing the counting button 22, and if the time from the rising edge to the falling edge of the detection signal is less than a certain period of time, it notifies the inter-machine card processing machine 10 of the counted balls in increments of a certain number (for example, 100 balls per operation). This counting notification includes a serial number, the number of balls counted, and the cumulative number of balls counted. This cumulative number of balls counted is the cumulative value of the number of balls counted since the gaming machine 20 was started.

[0112] Furthermore, the counting management unit 26b detects the pressing operation of the counting button 22, and if no falling edge is detected for a predetermined time after the detection signal rises, it notifies the inter-machine card processing unit 10 of the counted balls at a fixed rate (for example, 200 balls every 5 seconds) each time the detection signal remains in an elevated state for a certain period of time.

[0113] Furthermore, if the counting management unit 26b receives a counting information receipt response from the inter-machine card processing unit 10, it subtracts (invalidates) the number of balls counted in this counting information receipt response from the number of game balls. Possible methods for subtracting from the number of game balls include decrementing the value to be subtracted from a value of 1 stored in memory, or updating the value stored in memory with the value after subtraction and deleting or logically deleting the value before subtraction to invalidate it. However, there are no particular limitations as long as the value after subtraction can be identified.

[0114] The game management unit 27 is a processing unit that controls the sending and receiving of game-related data, and includes a notification unit 27a and a receiving unit 27b. In practice, these programs are loaded into the CPU and executed, causing the notification unit 27a and the receiving unit 27b to execute the processes corresponding to them, respectively.

[0115] The notification unit 27a is a processing unit that transmits game-related data to the inter-machine card processing machine 10. The notification unit 27a transmits the number of game balls, counting notifications, loan receipt result responses, etc., received from the game ball control unit 26 to the inter-machine card processing machine 10.

[0116] The receiving unit 27b is a processing unit that receives game-related data from the inter-machine card processing machine 10. When the receiving unit 27b receives game machine information receipt confirmation, counting information receipt confirmation, loan notification, etc. transmitted from the inter-machine card processing machine 10, it passes them on to the game ball control unit 26.

[0117] The game control unit 25, the game ball control unit 26, and the game management unit 27 are each configured on separate circuit boards. The game control board on which the game control unit 25 is configured and the game ball control board on which the game ball control unit 26 is configured each have a unique ID. The gaming machine 20 uses a combination of the ID of the game control board and the ID of the game ball control board as its gaming machine ID.

[0118] <Configuration of the control device 50> Next, the configuration of the management device 50 shown in Figure 3 will be described. Figure 8 is a diagram showing the configuration of the management device 50 shown in Figure 3. As shown in Figure 8, the management device 50 is connected to a display unit 51 and an input unit 52, and has an external network communication unit 53, a store network communication unit 54, a storage unit 55, and a control unit 56.

[0119] The display unit 51 is a display device such as an LCD panel or display device. The input unit 52 is an input device such as a keyboard or mouse. The external network communication unit 53 is an interface unit for data communication with an authentication key management center (not shown) via an external network. The store network communication unit 54 is an interface unit for data communication with the island controller 30, prize management device 60 and settlement machine 70 within the gaming store via a communication line.

[0120] The memory unit 55 is a storage device such as a hard disk drive or non-volatile memory, and stores card management data 55a, device management data 55b, member management data 55c, and fraudulent ball count history data 55d.

[0121] Card management data 55a is data that associates the card ID with the balance of prepaid value, the balance of held tokens, etc. Device management data 55b is data related to the devices installed in the amusement parlor. This device management data 55b includes the inter-machine card processing machine ID, installation location, game machine number, game machine ID, and game machine model data 20, etc.

[0122] The member management data 55c is data that associates the balance of stored balls, etc., with the card ID of the member card issued to the member. The fraudulent ball count history data 55d is data that shows the history of fraudulent ball count information received from the inter-machine card processing machine 10. The fraudulent ball count history data 55d includes the date and time, the inter-machine card processing machine ID, the card ID, and the number of fraudulently counted balls.

[0123] The control unit 56 is a control unit that performs overall control of the management device 50 and includes a card management unit 56a, a device management unit 56b, a member management unit 56c, and a fraudulent ball count management unit 56d. In practice, by loading these programs into the CPU and executing them, the card management unit 56a, the device management unit 56b, the member management unit 56c, and the fraudulent ball count management unit 56d are made to execute the processes corresponding to them.

[0124] The card management unit 56a is a processing unit that manages the card management data 55a. The card management unit 56a communicates with the inter-machine card processing machine 10, the prize management device 60, and the settlement machine 70 to update the prepaid value and balance of tokens associated with the card ID. In addition, when the card management unit 56a receives a card insertion notification from the inter-machine card processing machine 10 or a holding value inquiry from the prize management device 60, it notifies the card management unit 56a of the valuable value and balance of tokens associated with the card ID.

[0125] The device management unit 56b is a processing unit that manages the device management data 55b. The device management unit 56b generates and updates the device management data 55b based on the inter-machine card processing unit ID, installation location, and gaming machine ID obtained from the inter-machine card processing unit 10.

[0126] The Member Management Unit 56c is a processing unit that manages the Member Management Data 55c. The Member Management Unit 56c communicates with the Inter-Machine Card Processing Machine 10 and the Prize Management Device 60 to update the balance of stored tokens associated with the card ID.

[0127] Here, the processing of stored balls for replay by the member management unit 56c will be explained. When the member management unit 56c receives stored ball replay request data from the inter-machine card processing machine 10, it deducts the amount of stored balls associated with the card ID in the stored ball replay request data that matches the payout rate, and recalculates the number of available stored balls for replay. Then, it transmits stored ball replay data, including the balance after the deduction and the number of available stored balls for replay, to the inter-machine card processing machine 10.

[0128] The fraudulent ball count management unit 56d is a processing unit that manages the fraudulent ball count history data 55d. When the fraudulent ball count management unit 56d receives fraudulent ball count information from the inter-machine card processing machine 10, it stores this fraudulent ball count information in the fraudulent ball count history data 55d.

[0129] Furthermore, if the fraudulent ball count management unit 56d receives an inter-machine card processing unit ID or card ID from the input unit 52, it extracts the fraudulent ball count associated with this inter-machine card processing unit ID or card ID from the fraudulent ball count history data 55d and displays it on the display unit 51.

[0130] Next, we will explain specific examples of data stored in the storage unit 55 of the management device 50 shown in Figure 8. Figures 9 and 10 show examples of the card management data 55a, device management data 55b, member management data 55c, and fraudulent ball count history data 55d shown in Figure 8.

[0131] In the card management data 55a shown in Figure 9(a), card ID "1001" is associated with a prepaid value of "0", a balance of "0" balls for each rate, and usage ID "A101". In other words, the card with card ID "1001" is inserted into the inter-machine card processing machine 10 with device ID "A101", and the management of the balls held has been transferred to the inter-machine card processing machine 10. Therefore, the balance of balls held for each rate is zero.

[0132] Furthermore, in the card management data 55a, card ID "2001" is associated with a prepaid value of "3000" units and the number of balls held as follows: ball 1 has a balance of "1500" balls, ball 2 has a balance of "2500" balls, and ball 3 has a balance of "0" balls. However, the destination ID is not associated with it. In other words, the card with card ID "2001" is not inserted into the inter-machine card processing machine 10, and the management of the number of balls held is performed by the management device 50.

[0133] The device management data 55b shown in Figure 9(b) indicates that for the inter-machine card processing machine 10 with ID "A101", its installation location is "Island 1-1", its game machine number is "11", the ID of the connected game machine 20 is "B201", the game type is "Ball 1", the model of game machine 20 is "EV01", and the serial number is "a". It also indicates that this game machine 20 is in use.

[0134] Furthermore, the device management data 55b indicates that for the inter-machine card processing machine 10 with ID "A201", its installation location is "Island 2-1", its gaming machine number is "21", the ID of the connected gaming machine 20 is "B506", the game type is "Ball 3", the model of gaming machine 20 is "DX03", and its serial number is "g". It also indicates that this gaming machine 20 is currently in use.

[0135] The member management data 55c shown in Figure 9(c) indicates the name, stored balls, etc., associated with the card ID. Specifically, the member management data 55c shows that for card ID "2005", the name is "Taro Toka", the stored ball balance for "Ball 1" is "1500", the stored ball balance for "Ball 2" is "200", and the stored ball balance for "Ball 3" is "0".

[0136] The fraudulent ball count history data 55d shown in Figure 10 associates the inter-machine card processing machine ID "A101", card ID "2001", and fraudulently counted balls "700" with the date and time "2022 / 01 / 10 10:05:30", and associates the inter-machine card processing machine ID "A201", card ID "1001", and fraudulently counted balls "500" with the date and time "2022 / 01 / 10 11:20:15".

[0137] <Processing procedure for handling fraudulent ball counts in the inter-machine card processing machine 10> Next, the processing procedure for handling fraudulent ball counts in the inter-machine card processing machine 10 will be explained. Figure 11 is a flowchart showing the processing procedure for handling fraudulent ball counts in the inter-machine card processing machine 10. The same processing is performed in the test mode at closing time, when the gaming parlor is closed and the operation is being checked.

[0138] The inter-machine card processing unit 10 receives the number of balls counted from the gaming machine 20 (step S101; Yes), and if the received number of balls counted is 0 (step S102; Yes), it proceeds to step S101.

[0139] If the received ball count is not 0 (Step S102; No), determine whether the ball count is normal or incorrect (Step S103). If the ball count is determined to be incorrect (Step S104; Yes), add the ball count to the incorrect ball count data 16e (Step S105). If the ball count is determined to be normal (Step S104; No), add the ball count to the number of balls held (Step S106).

[0140] Next, the system receives the number of balls counted from the gaming machine 20 (step S107; Yes), and if the received number of balls counted is not 0 (step S108; No), it proceeds to step S103.

[0141] If the received ball count is 0 (Step S108; Yes) and the fraudulent ball count data 16e is 0 or less (Step S109; No), proceed to Step S112.

[0142] If the received ball count is 0 (Step S108; Yes), and the fraudulent ball count data 16e is greater than 0 (Step S109; Yes), the date and time of processing, the inter-machine card processing machine ID, the card ID of the inserted card, and the fraudulent ball count data 16e are notified to the management device 50 as fraudulent ball count information (Step S110). Then, the fraudulent ball count data 16e is cleared (Step S111).

[0143] If the closing process has not been started (Step S112; No), proceed to Step S101. If the closing process has been started (Step S112; Yes), terminate the process.

[0144] As described above, the gaming system according to this embodiment is configured to add the number of balls that are determined to be fraudulent from the number of balls counted that are notified while the counting button 22 is pressed on the gaming machine 20, and notify the management device 50 of this addition. Therefore, log information of the number of gaming media that are determined to be fraudulent with respect to the number of gaming media of the managed gaming machine can be processed efficiently.

[0145] In the above embodiment, a configuration was described in which the number of fraudulently counted balls is notified at the moment the counting button is pressed and released in the gaming machine. However, the present invention is not limited to this, and it is also possible to configure the system to notify the number of fraudulently counted balls that occurred from multiple presses of the counting button all at once.

[0146] Furthermore, while the above embodiment describes a configuration in which the number of fraudulently counted balls is notified at the moment the counting button is pressed and released in the gaming machine, the present invention is not limited thereto, and it is also possible to configure the device to notify the total number of fraudulently counted balls that occur from the time a card is inserted into the inter-machine card processing machine until it is returned.

[0147] Furthermore, while the above embodiment described a configuration for notifying the ball count when the ball count is determined to be fraudulent, the present invention is not limited thereto, and the system can also be configured to notify the ball count when the ball count is determined to be normal. In addition, if there are no ball counts determined to be fraudulent, the system can be configured to notify only the ball counts that are determined to be normal.

[0148] Furthermore, the configurations illustrated in the above embodiments are functionally schematic and do not necessarily have to be physically represented as shown. In other words, the form of distribution and integration of each device is not limited to those shown, and all or part of them can be functionally or physically distributed and integrated in any unit according to various loads and usage conditions. [Industrial applicability]

[0149] The gaming system, gaming device, and log information processing method according to the present invention are suitable for efficiently processing log information on the number of gaming media determined to be fraudulent with respect to the number of gaming media of a managed gaming machine. [Explanation of symbols]

[0150] 10-unit card processing machine 11 Status display section 12. Banknote transport section 12a Banknote slot 13 Display operation section 14 Reader / Writer 14a Card slot 14b The part that holds up 15 Communications Department 16 Memory section 16a Device status data 16b Card Data 16c Game Ball Count Data 16d Counting Data 16e Fraudulent ball count data 17 Control Unit 17a Own device management section 17b Card Data Management Department 17c Gaming Machine Data Management Department 17d Judgment section 17e Fraudulent Ball Count Management Department 17f Notification Department 18 Gaming Management Department 18a Authentication Processing Unit 18b Authentication Key Management Department 18c Gaming Machine Status Management Department 20 Gaming Machines 21 Handle 22 Counting buttons 23 Communication Control Unit 24 Production Control Unit 24a Performance Symbol Lottery Section 24b Production Lottery Department 25 Game Control Unit 26. Game Ball Control Unit 26a Game Ball Count Management Department 26b Accounting Management Department 27 Gaming Management Department 27a Notification section 27b Receiving section 30 Island Controllers 50 Management device 51 Display section 52 Input section 53 External Network Communication Unit 54 Store Network Communications Department 55 Storage section 55a Card Management Data 55b Device Management Data 55c Member Management Data 55d Fraudulent Ball Count History Data 56 Control Unit 56a Card Management Department 56b Equipment management department 56c Membership Management Department 56d Illegal Ball Count Management Department 60 Prize Management Device 70 Payment machine

Claims

1. A game system comprising: a sealed management game machine that stores the number of first game media used in a game and provides a game using the first number of game media; a game device attached to the management game machine that manages a second number of game media that can be mutually transferred with the first number of game media; and a management device that is communicatively connected to the game device, The aforementioned gaming device is An acquisition means for acquiring from the management gaming machine the number of transitioning gaming media that transition from the first number of gaming media to the second number of gaming media, A determination means for determining whether or not there is any fraud related to the number of transition game media acquired by the acquisition means, If the determination means determines that fraud exists and there are multiple transfer game media that are discarded, an addition processing means adds up the number of transfer game media. A gaming system characterized by having the following features.

2. The aforementioned addition processing means is The gaming system according to claim 1, characterized in that the system targets the plurality of transition game media that are discarded while an operation is being performed in the managed gaming machine to transition from the first number of game media to the second number of game media.

3. The aforementioned gaming device is The gaming system according to claim 1 or 2, further comprising a notification means for notifying the management device of the addition result processed by the addition processing means.

4. The aforementioned control device is The gaming system according to claim 3, characterized in that the addition result notified from the gaming device is stored as log information in a predetermined storage means.

5. The aforementioned control device is The gaming system according to claim 4, characterized in that when a predetermined display operation is received, the system controls the display of log information stored in the storage means on a predetermined display means.

6. A gaming device installed alongside a sealed-type managed gaming machine that stores the number of first gaming media used in a game and provides a game using the first number of gaming media, and which manages a second number of gaming media that can be mutually transferred with the first number of gaming media, An acquisition means for acquiring from the management gaming machine the number of transitioning gaming media that transition from the first number of gaming media to the second number of gaming media, A determination means for determining whether or not there is any fraud related to the number of transition game media acquired by the acquisition means, If the determination means determines that fraud exists and there are multiple transfer game media that are discarded, an addition processing means adds up the number of transfer game media. A gaming device characterized by being equipped with [a specific feature].

7. A log information processing method in a gaming system comprising: a sealed management gaming machine that stores the number of first gaming media used in a game and provides a game using the first number of gaming media; a gaming device attached to the management gaming machine that manages a second number of gaming media that can be mutually transferred with the first number of gaming media; and a management device that is communicatively connected to the gaming device, wherein The gaming device includes an acquisition step of acquiring from the management gaming machine the number of transitioning game media that transition from the first number of game media to the second number of game media, The gaming device includes a determination step that determines whether or not there is any irregularity in the number of transition gaming media acquired in the acquisition step, If the gaming device has multiple transfer game media that are discarded as a result of the determination process, the addition process adds up the number of transfer game media, The gaming device includes a notification step in which it notifies the management device of the addition result processed by the addition processing step, The management device includes a storage step in which it stores the addition result notified from the gaming device as log information in a predetermined storage unit. A log information processing method characterized by including the following.

Citation Information

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