Gaming system, individual machine devices, and display control method
The gaming system uses detection and notification mechanisms to hide setting change errors until resolved, preventing players from detecting unauthorized changes in smart slot machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- GLORY LTD
- Filing Date
- 2022-05-12
- Publication Date
- 2026-04-13
AI Technical Summary
Players can detect setting changes in smart slot machines when store employees mistakenly open the machines after settings have been altered, leading to the leakage of information about the changes.
A gaming system with detection means to identify setting changes during closure and error notification means to manage display devices, ensuring that setting change errors are hidden until resolved, using a gaming machine, individual unit devices, and a display device with error cancellation notifications.
Effectively prevents the leakage of setting changes by ensuring that any errors are concealed until resolved, maintaining the integrity of the gaming machine settings.
Smart Images

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Abstract
Description
Technical Field
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[0001] The present invention relates to a gaming system, each device, and a display control method that can efficiently prevent leakage of the fact that a setting change has been made when a setting of a gaming machine is changed.
Background Art
[0002] Conventionally, in a game arcade, a reel-type gaming machine called a slot machine has been installed. In such a reel-type gaming machine, for example, a player inserts three medals and operates a start lever, causing a plurality of drums to rotate. If the player presses each stop button to stop each drum, medals are paid out according to the combination of symbols on a predetermined line of the drum. Here, the slot machine has a plurality of settings. The lower the setting, the lower the probability of winning a jackpot, and the higher the setting, the higher the probability of winning a jackpot.
[0003] Recently, an enclosed slot machine (smart slot machine) in which medals are not paid out outside the machine has been under development. In such a smart slot machine, it is common to make the same setting changes as in the conventional slot machine. When the smart slot machine receives a setting change operation, it notifies the card unit of the setting change state (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, if the settings of such a smart slot machine are changed, players may be able to detect the change when the store opens. Specifically, if the settings are changed after the store closes, the card unit will detect the change and turn off, and the machine's indicator lights will display an error message upon receiving notification of the change. If a store employee mistakenly opens the store in this state, players can see the machine's indicator lights and realize that the smart slot machine's settings have been changed.
[0006] Therefore, a crucial issue is how to efficiently prevent the leakage of information about changes made to the settings of smart slot machines. This issue arises not only with smart slot machines but also with smart pachinko machines and other machines that allow for setting changes.
[0007] The present invention has been made to solve the problems of the prior art described above, and aims to provide a gaming system, individual machine devices, and display control method that can efficiently prevent the leakage of information that a gaming machine's settings have been changed. [Means for solving the problem]
[0008] To solve the above problems, the present invention provides a gaming system comprising a gaming machine in which a gaming medium is sealed inside the machine, individual unit devices attached to the gaming machine, and a predetermined display device, wherein each unit device includes a detection means for detecting a change in the settings of the gaming machine while the gaming parlor is closed, and an error notification means for notifying the predetermined display device of a setting change error when a change in the settings of the gaming machine is detected by the detection means. The store received an opening instruction from the designated control device. The system is characterized by comprising an error cancellation notification means for notifying the predetermined display device of the cancellation of a setting change error in the event that error has been resolved.
[0009] Furthermore, the present invention is characterized in that, in the above invention, the display device comprises a receiving means for receiving notifications of setting change errors from each of the units, and a display control means for controlling the display to show a predetermined error when the receiving means receives a notification of a setting change error, and to show the predetermined error when the receiving means receives a notification of the cancellation of the setting change error.
[0010] Furthermore, the present invention is characterized in that, in the above invention, the display device is a lamp provided in accordance with the gaming machine.
[0011] Furthermore, the present invention is characterized in that, in the above invention, it further comprises a lamp management device for managing the lamp base.
[0012] Furthermore, the present invention is characterized in that, in the above invention, the display device is a portable terminal held by an employee of the amusement parlor, or a display device installed on the floor of the amusement parlor.
[0013] Furthermore, the present invention is characterized in that, in the above invention, the error notification means notifies the predetermined display device and the predetermined management device of a setting change error when the detection means detects a setting change of the gaming machine.
[0014] Furthermore, the present invention is characterized in that, in the above invention, it further comprises setting means for setting whether or not to notify the setting change error and the cancellation of the setting change error.
[0015] Furthermore, the present invention relates to a device for each machine that is attached to a gaming machine in which a gaming medium is enclosed and is connected to a predetermined display device in a manner that enables communication with the device, the device comprising: detection means for detecting a change in the settings of the gaming machine while the gaming parlor is closed; and error notification means for notifying the predetermined display device of a setting change error when the detection means detects a change in the settings of the gaming machine. The store received an opening instruction from the designated control device. The system is characterized by comprising an error cancellation notification means for notifying the predetermined display device of the cancellation of a setting change error in the event that error has been resolved.
[0016] The present invention also relates to a display control method in a gaming system including a gaming machine in which gaming media are enclosed, each device provided in parallel with the gaming machine, and a predetermined display device, wherein each device includes a detection step of detecting a setting change of the gaming machine during the closing of a game parlor, an error notification step of notifying a setting change error to the predetermined display device when the setting change of the gaming machine is detected in the detection step, and each device The store received an opening instruction from the designated control device. includes an error cancellation notification step of notifying cancellation of the setting change error to the predetermined display device when
Effect of the Invention
[0017] According to the present invention, when a setting change of a gaming machine is made, it is possible to efficiently prevent leakage of the fact that the setting has been changed.
Brief Description of the Drawings
[0018] [Figure 1] FIG. 1 is an explanatory diagram of the outline of a gaming system according to an embodiment. [Figure 2] FIG. 2 is a diagram showing the system configuration of a gaming system according to an embodiment. [Figure 3] FIG. 3 is a diagram showing the external configuration of an inter-unit card processor, a gaming machine, and a unit lamp shown in FIG. 2. [Figure 4] FIG. 4 is a diagram showing the configuration of the inter-unit card processor shown in FIG. 2. [Figure 5] FIG. 5 is a diagram showing an example of self-device state data, card data, and setting change data shown in FIG. 4. [Figure 6] FIG. 6 is a diagram showing the configuration of the gaming machine shown in FIG. 2. [Figure 7] FIG. 7 is a diagram showing the configuration of the management device shown in FIG. 2. [Figure 8] FIG. 8 is a diagram showing an example of card management data, device management data, and member management data shown in FIG. 7. [Figure 9] FIG. 9 is a diagram showing an example of setting change data shown in FIG. 7. [Figure 10] FIG. 10 is a diagram showing an example of a setting change signal according to an embodiment. [Figure 11] FIG. 11 is a flowchart showing a processing procedure of setting change control in an under-stage card processor. [Figure 12] FIG. 12 is a diagram showing a system configuration of a game system according to a modification. [Figure 13] FIG. 13 is a flowchart showing a processing procedure of setting change control according to a modification. [Mode for Carrying Out the Invention]
[0019] [Embodiment] Hereinafter, the game system, each device, and the display control method according to the present embodiment will be described in detail.
[0020] In this specification, "held balls" refers to data indicating game media acquired by a game player in a game, which can be used again in the game only during the same day (before the closing time of the game arcade). Note that the "number of held balls" refers to the number of game media acquired by the game player through the game. Also, "stored balls" refers to data indicating game media deposited by the game player at the game arcade, which can be used again in the game even after the next day (after the closing time of the game arcade). Note that the "number of stored balls" refers to the number of game media deposited by the game player at the game arcade. Held balls can be used by both general game players and member game players, and are used when moving the gaming machine, etc. Stored balls can generally be used only by member game players, and are used when using the acquired game media in the game of the gaming machine after the next day. Also, the "number of game balls" refers to the number of playable balls that a game player can use in the game. Also, a "prize" is a prize exchanged for the number of game media acquired by the game player.
[0021] <Overview of the Game System According to the Embodiment> First, an overview of the gaming system according to this embodiment will be described. Figure 1 is an explanatory diagram illustrating the overview of the gaming system according to this embodiment. In this embodiment, each machine device will be described as an inter-machine card processing machine.
[0022] If a setting change is made on gaming machine 20 while the store is in closing mode (S1), an error will be displayed on the machine lamp 40 (S2). After that, if a test play is performed on gaming machine 20, the error on the machine lamp 40 will disappear.
[0023] In conventional gaming systems, if the system switches to operating mode without performing a test run, an error would be displayed on the inter-machine card processing unit 10 and the machine lamp 40. However, in the gaming system according to this embodiment, no error is displayed on either the inter-machine card processing unit 10 or the machine lamp 40 (S3).
[0024] Thus, in the gaming system according to this embodiment, if the settings of a gaming machine are changed during the closing mode and the system transitions to the operating mode without performing a test play, both the inter-machine card processing machine 10 and the machine lamp 40 are configured to hide the error. Therefore, when the settings of a gaming machine are changed, the fact that the settings have been changed can be efficiently prevented from being leaked.
[0025] <System Configuration> Next, the system configuration of the gaming system according to this embodiment will be described. Figure 2 is a diagram showing the system configuration of the gaming system according to this embodiment. As shown in Figure 2, a gaming parlor is equipped with multiple gaming machines 20 and inter-machine card processing machines 10, each of which is provided in conjunction with a gaming machine 20. The inter-machine card processing machines 10 are connected to machine lamps 40 and are also connected to a communication line, which is the store's network, via an island controller 30. The island controller 30, a management device 50, a prize management device 60, and a settlement machine 70 are connected to the communication line.
[0026] 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.
[0027] 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 game 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 playable ball count memory that shows the number of game balls available. The control unit of the game machine 20 also periodically transmits the number of game balls to the inter-machine card processing machine 10.
[0028] If the gaming machine 20 accepts a setting change request, it sends a setting change signal to the inter-machine card processing unit 10.
[0029] 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.
[0030] 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.
[0031] 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 accumulating the out data, safe data, and special prize data.
[0032] 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.
[0033] When the inter-machine card processing machine 10 receives a card insertion notification, it sends a card insertion notification to the management device 50. Furthermore, when the inter-machine card processing machine 10 receives the balance of prepaid value, held balls, or stored balls from the management device 50, it stores the balance. If it receives and stores the balance of held balls, it sends a ball deduction request to the management device 50, thereby clearing the balance (number of balls) of held balls managed by the management device 50 to zero.
[0034] 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.
[0035] 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. If a counting operation is received from the gaming machine 20 before the card return operation, the number of game balls is added to the number of balls held.
[0036] 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.
[0037] When the inter-machine card processing machine 10 receives an opening instruction from the management device 50, it sets its operating mode to business mode, and when it receives a closing instruction, it sets its operating mode to closing mode.
[0038] When the inter-machine card processing unit 10 receives a setting change signal from the gaming machine 20, it turns on the setting change data and notifies the management device 50 of the setting change. At this time, if the operating mode is closed mode, it sends an error signal to the machine lamp 40, and if it is in business mode, it sends an error clear signal to the machine lamp 40.
[0039] When the inter-machine card processing unit 10 receives out data from the gaming machine 20, it sends an error clearing signal to the machine lamp 40. At this time, if the setting change data was ON, it turns the setting change data OFF and also notifies the management device 50 of the setting change cancellation.
[0040] When the inter-machine card processing unit 10 is set to business mode, if the setting change data is ON, it sends an error clearing signal to the machine lamp 40.
[0041] The machine lamp 40 is a status indicator lamp that displays the status of the gaming machine 20 and the inter-machine card processing machine 10. The machine lamp 40 displays an error if it receives an error signal from the inter-machine card processing machine 10, and hides the error if it receives an error clearing signal.
[0042] 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.
[0043] 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.
[0044] 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.
[0045] 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.
[0046] 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.
[0047] 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.
[0048] 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.
[0049] 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.
[0050] When the management device 50 receives an opening or closing instruction, it notifies the inter-machine card processing machine 10 of the received opening or closing instruction.
[0051] If the management device 50 receives a setting change notification or a setting change cancellation notification from the inter-machine card processing machine 10, it stores this setting change notification or setting change cancellation notification in the setting change data.
[0052] 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.
[0053] 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.
[0054] Next, the ball dispensing process in the game information provision system according to this embodiment 1 will be described. When a player performs a ball dispensing operation on the inter-machine card processing machine 10, the inter-machine card processing machine 10 sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted in the inter-machine card processing machine 10, an address or arbitrary identification information that identifies the inter-machine card processing machine 10 as the sender, and a ball dispensing request.
[0055] When the management device 50 receives a message containing a request to borrow balls, it updates the card management data by subtracting a predetermined value (for example, 5 units representing 500 yen if 1 unit is 100 yen) from the prepaid value associated with the card ID in the message, and sends a ball lending permission to the inter-machine card processing machine 10 that sent the message. Upon receiving the ball lending permission, the inter-machine card processing machine 10 sends an addition signal to the gaming machine 20 requesting the addition of a number (for example, "125") corresponding to the subtracted prepaid value to the number of gaming balls.
[0056] Upon receiving the addition signal, the gaming machine 20 adds the number of game balls and transmits the added number of game balls to the inter-machine card processing machine 10. The inter-machine card processing machine 10 compares the sum of the number of game balls before addition and the number of balls dispensed with the added number of game balls to determine whether the addition of game balls was performed correctly.
[0057] Next, the process for replaying held tokens in the game information provision system according to this embodiment 1 will be described. When the inter-machine card processing machine 10 receives the insertion of a general card or a member card, it sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or arbitrary identification information that identifies the inter-machine card processing machine 10 as the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.
[0058] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it notifies the inter-machine card processing machine 10 of the remaining balance of balls held at the rate specified in the message, from among the balls held that are associated with the card ID in the message.
[0059] The inter-machine card processing machine 10 stores the remaining balance of the player's balls received from the management device 50. It then sends a message to the management device 50 containing information identifying the card ID and rate, as well as a request to deduct the remaining balls. If the management device 50 receives a request to deduct the remaining balls, it clears the remaining balance of the balls identified by the card ID and rate to zero. Furthermore, if the inter-machine card processing machine 10 receives a request to replay the remaining balls, it deducts a certain number of balls from the remaining balance, notifies the gaming machine 20 of the corresponding number, and has it added to the number of game balls.
[0060] When the inter-machine card processing machine 10 receives a management transfer request from the gaming machine 20 to transfer the number of game balls in the gaming machine 20 to the inter-machine card processing machine 10's holdings, the inter-machine card processing machine 10 adds the number of game balls indicated in the management transfer request to its own holdings. Subsequently, upon receiving a card return operation, it sends a message to the management device 50 including a request to add to the holdings. This message includes the card ID of the card to be ejected, an address or arbitrary identification information that identifies the inter-machine card processing machine 10 as the sender, information to identify the rate of the inter-machine card processing machine 10, the remaining balance of the holdings, and the request to add to the holdings.
[0061] If the management device 50 receives a request to add to the number of balls held, it updates the balance (number of balls held) of the balls associated with the card ID in the message for the rate specified in the message with the received value. Subsequently, the inter-machine card processing machine 10 sends a card ejection notification to the management device 50 and controls the ejection of the card.
[0062] Next, the process for replaying stored tokens in the game information provision system according to this embodiment 1 will be described. When the inter-machine card processing machine 10 receives a member card, it sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or arbitrary identification information that identifies the inter-machine card processing machine 10 as the sender, information to identify the rate of the inter-machine card processing machine 10, and a card insertion notification.
[0063] The management device 50 transmits to the inter-machine card processing machine 10 stored ball replay data, which includes the PIN associated with the card ID in the message and the balance of stored balls at the rate specified in the message.
[0064] The inter-machine card processing machine 10 stores the received stored ball replay data, and if the balance of stored balls indicated in the stored ball replay data is equal to or greater than the number of game balls dispensed in stored ball replay (stored ball replay unit number; for example, "125 balls"), it accepts the stored ball replay operation.
[0065] After storing the stored ball replay data, the inter-machine card processing machine 10, upon receiving the first stored ball replay operation, prompts the player to enter a PIN and verifies whether the entered PIN matches the PIN shown in the stored ball replay data.
[0066] The inter-machine card processing machine 10 sends a message to the local address of the management device 50 when the PIN matches. This message includes the card ID of the card inserted in the inter-machine card processing machine 10, an address or arbitrary identification information that identifies the sending inter-machine card processing machine 10, information to identify the rate of the inter-machine card processing machine 10, and a request for replay of stored tokens.
[0067] The management device 50 subtracts a predetermined amount from the balance of stored balls associated with the card ID in the message, specifically those at the rate specified in the message, and transmits the stored ball replay data, including the remaining balance, to the inter-machine card processing machine 10.
[0068] The inter-machine card processing unit 10 receives the stored ball replay data, updates the stored ball balance, and notifies the gaming machine 20 of the number corresponding to the stored ball replay unit, adding it to the number of game balls. It also determines whether the updated stored ball balance is less than the number of stored ball replay units. If the updated stored ball data balance is equal to or greater than the number of stored ball replay units, it can accept another stored ball replay operation, and if it accepts the stored ball replay operation, it sends a stored ball replay request. For the second and subsequent stored ball replay operations, verification of the PIN is not required. If the updated stored ball data balance is less than the number of stored ball replay units, it will not accept a stored ball replay operation.
[0069] Next, we will explain the transfer of balls from held balls to stored balls during the closing process. The management device 50 checks the balance of held balls in the card management data during the closing process, and if there are held balls associated with a member card whose balance is greater than "0", it adds the balance of those held balls to the stored ball balance and updates it. After that, the management device 50 clears the balance of those held balls to zero.
[0070] <External configuration of inter-machine card processing machine 10, gaming machine 20, and machine lamp 40> Next, the external configuration of the inter-machine card processing machine 10, gaming machine 20, and machine lamp 40 shown in Figure 2 will be described. Figure 3 is a diagram showing the external configuration of the inter-machine card processing machine 10, gaming machine 20, and machine lamp 40 shown in Figure 2. 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.
[0071] As shown in Figure 3, 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.
[0072] 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.
[0073] The counting button 22 is an operation button for transferring the management of the number of playable balls from the gaming machine 20 to the inter-machine card processing machine 10 by subtracting the number of playable balls from the gaming machine 20 and adding the corresponding number to the number of playable balls held by the inter-machine card processing machine 10. In the case of an open-type gaming machine 20 where physical playable balls are dispensed upon winning, this management transfer corresponds to the counting process in which the inter-machine card processing machine 10 counts the dispensed playable balls and adds them to the number of playable balls held.
[0074] The machine lamp 40 is installed above the gaming machine 20 and the inter-machine card processing machine 10, and displays the status of the gaming machine 20 and the inter-machine card processing machine 10.
[0075] <Configuration of the inter-unit card processing machine 10> Next, the configuration of the inter-machine card processing machine 10 shown in Figure 2 will be described. Figure 4 is a diagram showing the configuration of the inter-machine card processing machine 10 shown in Figure 2. As shown in Figure 4, the inter-machine card processing machine 10 has a banknote transport unit 12, a display operation unit 13, a reader / writer 14, a communication unit 15, a communication unit 19, a storage unit 16, a control unit 17, and a game management unit 18.
[0076] 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.
[0077] 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 reader / writer 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. The communication unit 19 is an interface unit for pulse communication with the lamp 40.
[0078] The storage unit 16 is a storage device consisting of a hard disk drive, non-volatile memory, etc. The storage unit 16 stores its own device status data 16a, card data 16b, and setting change data 16c.
[0079] 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.
[0080] 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.
[0081] The setting change data 16c is data that indicates the status of the setting change, and the status is indicated by ON or OFF.
[0082] 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. The game management unit 18 includes an authentication processing unit 18a, an authentication key management unit 18b, and a gaming 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 gaming machine state management unit 18c to execute the processes corresponding to them, respectively.
[0083] 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.
[0084] 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.
[0085] The gaming machine status management unit 18c is a processing unit that communicates with the gaming machine 20 and manages the status of the gaming machine 20. Specifically, the gaming machine status management unit 18c obtains the gaming machine ID from the gaming machine 20, sends a request to add to the number of game balls when a ball is dispensed, sends a request to switch management from held balls to the number of game balls when a held ball is replayed, sends a request to add to the number of game balls when a stored ball is replayed, receives game results such as the number of balls played and the number of prize balls dispensed from the gaming machine 20, and receives a request to switch management from the number of game balls to held balls when counting. Communication between the inter-machine card processing unit 10 and the gaming machine 20 uses encrypted communication with a predetermined encryption method.
[0086] 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 hands over the number of game balls to the control unit 17.
[0087] 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.
[0088] The control unit 17 is a control unit that provides overall control for the inter-unit card processing machine 10, and includes a data management unit 17a, a mode control unit 17b, and a setting change control unit 17c. In practice, these programs are loaded into the CPU and executed, causing the data management unit 17a, the mode control unit 17b, and the setting change control unit 17c to execute the corresponding processes.
[0089] When a card is inserted, the data management unit 17a 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 data management unit 17a receives data from the management device 50 that includes a monetary value (at least one of prepaid value, held balls, and stored balls), it updates the card data 16b with the received monetary value.
[0090] Furthermore, when a banknote is inserted into the banknote slot 12a, the data management unit 17a 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.
[0091] Furthermore, when a player performs a ball dispensing operation, the data management unit 17a 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 data management unit 17a 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.
[0092] Furthermore, if the data management unit 17a receives a request to replay the balls held, it instructs the game management unit 18 to subtract and update the number of balls held in the card data 16b, and to add the corresponding number of balls to the number of game balls in the game machine 20.
[0093] 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 data management unit 17a 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 data management unit 17a 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 data management unit 17a 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.
[0094] Furthermore, when the game management unit 18 receives a request from the game machine 20 to transfer game balls, the data management unit 17a adds the number of balls instructed by the game management unit 18 to the number of balls held in the card data 16b and updates it.
[0095] Furthermore, when the data management unit 17a receives a card return operation, it sends a request to the management device 50 to add to the remaining balls, including the card ID, the inter-machine card processing machine ID, and the remaining ball balance. After clearing the card data 16b, it sends a card ejection notification to the management device 50 and ejects the card.
[0096] The mode control unit 17b is a processing unit that controls the operating mode. When the mode control unit 17b receives an opening instruction from the management device 50, it sets the operating mode to business mode. When the mode control unit 17b receives a closing instruction from the management device 50, it sets the operating mode to closing mode.
[0097] The setting change control unit 17c is a processing unit that performs control related to setting changes. When the setting change control unit 17c receives a setting change signal from the gaming machine 20, it turns on the setting change data 16c and notifies the management device 50 of the setting change. At this time, if the operating mode is the closed mode, it sends an error signal to the machine lamp 40, and if it is the business mode, it sends an error clear signal to the machine lamp 40.
[0098] Furthermore, if the setting change control unit 17c receives out data from the gaming machine 20, it sends an error clearing signal to the machine lamp 40. At this time, if the setting change data 16c was ON, it turns the setting change data 16c OFF and also notifies the management device 50 of the setting change clearing.
[0099] Furthermore, if the setting change data 16c is ON and the mode control unit 17b sets the operating mode to business mode, the setting change control unit 17c sends an error clearing signal to the unit lamp 40.
[0100] Next, we will explain a specific example of the data stored in the storage unit 16 of the inter-unit card processing machine 10 shown in Figure 4. Figure 5 shows an example of the self-device status data 16a, card data 16b, and setting change data 16c shown in Figure 4.
[0101] The self-device status data 16a shown in Figure 5(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.
[0102] The card data 16b shown in Figure 5(b) indicates that the ID of the card inserted into the inter-machine card processing machine 10 is "2015". Here, the first digit of the card ID indicates the type of card; a card with a first digit of "1" is a general card, and a card with a first digit of "2" is a member card. Furthermore, the card data 16b indicates that the PIN for replaying stored tokens is "1234" and the prepaid value is "0".
[0103] Furthermore, card data 16b indicates that, as held balls, the balance of held balls for ball 1 is "990", the balance of held balls for ball 2 is "0", and the balance of held balls for ball 3 is "0", and as stored balls, the balance of stored balls for ball 1 is "0", the balance of stored balls for ball 2 is "0", and the balance of stored balls for ball 3 is "0".
[0104] The setting change data 16c shown in Figure 5(c) indicates that the setting change is in the "ON" state.
[0105] <Configuration of the gaming machine 20> Next, the configuration of the gaming machine 20 shown in Figure 2 will be described. Figure 6 is a diagram showing the configuration of the gaming machine 20 shown in Figure 2. As shown in Figure 6, 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 setting change control unit 27.
[0106] The communication control unit 23 is a control unit for controlling data communication with the inter-unit card processing machine 10. Communication with the inter-unit card processing machine 10 uses encrypted communication with a predetermined encryption scheme.
[0107] 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.
[0108] 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.
[0109] 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.
[0110] 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.
[0111] 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.
[0112] 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.
[0113] 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.
[0114] 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.).
[0115] 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.
[0116] 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.
[0117] The game ball control unit 26 is a control unit that controls the number of game balls. In practice, the process is executed by loading a program corresponding to the game ball control unit 26 into the CPU and executing it. The playable number management unit 26a is a management unit that manages the playable number, i.e., the number of game balls.
[0118] Specifically, the game ball control unit 26 stores the number of game balls in the playable number 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. In addition, when the number of balls is notified by the inter-machine card processing machine 10, the notified number of balls is added to the number of game balls and a confirmation signal is sent to the inter-machine card processing machine 10 indicating that the number of balls has been added to the number of game balls. Furthermore, the game ball control unit 26 can also perform cleaning control of the game balls (circulating balls) sealed in the game machine 20.
[0119] Furthermore, the game ball control unit 26 periodically transmits the number of game balls stored in the playable number memory to the inter-machine card processing unit 10. In this case, the game ball control unit 26 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 playable number memory to zero.
[0120] Furthermore, 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 game ball control unit 26. The game ball control unit 26 detects the pressing operation of 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 sends a management transfer request to the inter-machine card processing machine 10 along with data on the number of game balls in fixed increments (for example, 100 balls per operation). The number of balls that have been transferred to the management of the inter-machine card processing machine 10 is then subtracted (invalidated) from the game ball count. In addition, if the pressing operation of the counting button 22 is detected and no falling edge is detected for a predetermined time or longer after the detection signal rises, it sends a management transfer request to the inter-machine card processing machine 10 along with data on the number of game balls in fixed increments (for example, 200 balls every 5 seconds) for each period of time that the detection signal remains in a rising state. The number of balls that have been transferred to the management of the inter-machine card processing machine 10 is then subtracted (invalidated) from the game ball count. When subtracting from the number of game balls, possible methods include decrementing the value to be subtracted from a value of 1 stored in memory, or updating the value stored in memory with the value after the subtraction and deleting or logically deleting the value before the subtraction to invalidate it. However, there are no particular limitations as long as the value after the subtraction can be identified.
[0121] The game control unit 25 and the game ball control unit 26 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 combines the ID of the game control board and the ID of the game ball control board and uses them as the gaming machine ID.
[0122] The setting change control unit 27 is a processing unit that performs control related to setting changes. When the setting change control unit 27 receives a setting change request via a setting change button (not shown), it transmits a setting change signal to the inter-unit card processing machine 10.
[0123] <Configuration of the control device 50> Next, the configuration of the management device 50 shown in Figure 2 will be described. Figure 7 is a diagram showing the configuration of the management device 50 shown in Figure 2. As shown in Figure 7, the management device 50 is connected to a display unit 51 and an input unit 52, and has an external network communication unit 53, a store network communication unit 54, a storage unit 55, and a control unit 56.
[0124] 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.
[0125] The storage 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 setting change data 55d.
[0126] 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.
[0127] Member management data 55c is data that associates the card ID of the membership card issued to the member with the member's name, stored tokens, etc. Setting change data 55d is data that shows the history of setting changes and setting change cancellations made in the gaming machine 20.
[0128] The control unit 56 is a control unit that performs overall control of the management device 50 and includes a card management unit 56a, a device management unit 56b, a member management unit 56c, a mode control unit 56d, and a setting change management unit 56e. 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, the mode control unit 56d, and the setting change management unit 56e are made to execute the processes corresponding to them.
[0129] 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, it notifies the card management unit 56a of the value and balance of tokens associated with the card.
[0130] 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.
[0131] The Member Management Unit 56c is a processing unit that manages the Member Management Data 55c. The Member Management Unit 56c communicates with the Prize Management Device 60 to update the balance of stored points associated with the card ID.
[0132] 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.
[0133] The mode control unit 56d is a processing unit that controls the operating mode. When the mode control unit 56d receives an opening instruction from the input unit 52, it notifies the inter-machine card processing machine 10 of the opening instruction. When the mode control unit 56d receives a closing instruction from the input unit 52, it notifies the inter-machine card processing machine 10 of the closing instruction.
[0134] The configuration change management unit 56e is a processing unit that manages the configuration change data 55d. When the configuration change management unit 56e receives a configuration change notification or a configuration change cancellation notification from the inter-unit card processing machine 10, it stores this configuration change notification or configuration change cancellation notification in the configuration change data 55d.
[0135] Next, an example of data stored in the storage unit 55 of the management device 50 shown in Figure 7 will be described. Figures 8 and 9 show examples of card management data 55a, device management data 55b, member management data 55c, and setting change data 55d shown in Figure 7.
[0136] In the card management data 55a shown in Figure 8(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.
[0137] Furthermore, in the card management data 55a, the prepaid value "0" is associated with card ID "2015". In addition, the balance of balls held is associated as follows: ball 1 has a balance of "990" balls, ball 2 has a balance of "0" balls, and ball 3 has a balance of "0" balls. However, the destination ID is not associated. In other words, the card with card ID "2015" is not inserted into the inter-machine card processing machine 10, and the management of the balls held is being handled by the management device 50.
[0138] The device management data 55b shown in Figure 8(b) indicates that for the inter-machine card processing machine 10 with ID "A101", its installation location is "Island 1-1", the ID of the connected gaming machine 20 is "B201", the gaming machine number is "11", the game type is "Ball 1", the model of gaming machine 20 is "EV01", and the serial number is "a". It also indicates that this gaming machine 20 is in use.
[0139] 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", the ID of the connected gaming machine 20 is "B506", the gaming machine number is "21", the game type is "Ball 3", the model of gaming machine 20 is "DX03", and the serial number is "g". It also indicates that this gaming machine 20 is currently in use.
[0140] The member management data 55c shown in Figure 8(c) indicates the name, stored balls, etc., associated with the card ID. Specifically, the member management data 55c shows that for card ID "2015", the name is "Taro Toka", the stored ball balance for "Ball 1" is "0", the stored ball balance for "Ball 2" is "0", and the stored ball balance for "Ball 3" is "0".
[0141] The setting change data 55d shown in Figure 9 associates the date and time "2022 / 05 / 01 22:30", inter-machine card processing machine ID "A101", and setting content "setting change" with the following: date and time "2022 / 05 / 01 22:35", inter-machine card processing machine ID "A101", and setting content "setting change canceled" with the following: date and time "2022 / 05 / 01 22:42", inter-machine card processing machine ID "A201", and setting content "setting change" with the following: date and time "2022 / 05 / 02 10:13", inter-machine card processing machine ID "A201", and setting content "setting change canceled" with the following:
[0142] <An example of a setting change signal according to the embodiment> Next, an example of a setting change signal according to this embodiment will be described. Figure 10 shows an example of a setting change signal according to this embodiment.
[0143] As shown in Figure 10, if the settings of the gaming machine 20 are changed while the operating mode is in closed mode, the setting change state of the inter-machine card processing unit 10, which has received the setting change signal from the gaming machine 20, is turned ON. At this time, the inter-machine card processing unit 10 sends an error signal to the machine lamp 40, so the machine lamp 40 turns ON with the error signal.
[0144] If the setting change status of the inter-machine card processing unit 10 is ON, and the operating mode is set to business mode, the inter-machine card processing unit 10 sends an error clearing signal to the machine lamp 40, so the machine lamp 40 turns OFF.
[0145] If the inter-machine card processing unit 10 is in ON mode and receives out data from the gaming machine 20, the inter-machine card processing unit 10 turns the setting change state OFF. At this time, the inter-machine card processing unit 10 sends an error clearing signal to the machine lamp 40, but the machine lamp 40 remains OFF because the error signal is already OFF.
[0146] <Processing procedure for setting change control in inter-machine card processing machine 10> Next, the processing procedure for setting change control in the inter-machine card processing machine 10 will be described. Figure 11 is a flowchart showing the processing procedure for setting change control in the inter-machine card processing machine 10.
[0147] If the inter-machine card processing machine 10 receives a closing instruction from the management device 50 (Step S101; Yes) and a setting change signal from the gaming machine 20 (Step S102; Yes), it notifies the management device 50 of the setting change (Step S103) and sends an error signal to the machine lamp 40 (Step S104).
[0148] If an out data is received from the gaming machine 20 (step S105; Yes), an error clearing signal is sent to the machine lamp 40 (step S109), a setting change cancellation notification is sent to the management device 50 (step S110), and the process is terminated.
[0149] If no out data is received from the gaming machine 20 (Step S105; No), and an opening instruction is received from the management device 50 (Step S106; Yes), an error clearing signal is sent to the machine lamp 40 (Step S107).
[0150] If out data is received from the gaming machine 20 (step S108; Yes), a notification of setting change cancellation is sent to the management device 50 (step S110), and the process ends.
[0151] As described above, in the gaming system according to this embodiment, if the settings of a gaming machine are changed during the closing mode and the system transitions to the operating mode without performing a test play, both the inter-machine card processing machine 10 and the machine lamp 40 are configured to hide errors. Therefore, when the settings of a gaming machine are changed, the fact that the settings have been changed can be efficiently prevented from being leaked.
[0152] In the above embodiment, a configuration was described in which an error signal is directly transmitted from the inter-machine card processing machine to the machine lamp. However, the present invention is not limited to this, and the system can also be configured to transmit the error signal from the inter-machine card processing machine to the machine lamp via a relay device. Alternatively, the system can be configured to transmit an error signal from the inter-machine card processing machine to a relay device, which then notifies various display devices, such as display devices installed on the floor of the amusement parlor, that the setting change error has been cleared. Such display devices include devices with displays, such as digital signage, POS terminals, payment machines, island-end counting machines, and membership registration machines.
[0153] Furthermore, the system can be configured to send notifications to a mobile device carried by an employee of the amusement parlor, along with the machine's indicator light. Such mobile devices include portable devices such as mobile phones, smartphones, wearable devices, and tablets.
[0154] [Differentiation] By the way, in the above embodiment, we have described a case in which the inter-machine card processing machine directly controls the error display on the machine lamps, but the present invention is not limited to this. The machine lamp management device can also be configured to control the error display on the machine lamps. In this modified example, we will describe a configuration in which the machine lamp management device controls the error display on the machine lamps.
[0155] <System configuration of a modified gaming system> First, the system configuration of the gaming system according to this modified example will be explained. Figure 12 is a diagram showing the system configuration of the gaming system according to this modified example. As shown in Figure 12, the gaming parlor is equipped with multiple gaming machines 20 and inter-machine card processing machines 100, each of which is provided in conjunction with a gaming machine 20. The inter-machine card processing machines 100 are connected to machine lamps 300 and are also connected to the store's network, which is a communication line, via an island controller 30. The island controller 30, management device 50, prize management device 60, settlement machine 70, and machine lamp management device 200 are connected to the communication line.
[0156] When the inter-machine card processing unit 100 is in the ON setting change state, if it receives an opening instruction from the management device 50, it notifies the machine lamp management device 200 of an instruction to hide errors.
[0157] The machine lamp management device 200 is a device that controls the error display by the machine lamps 300. When the machine lamp management device 200 receives an error display notification from the inter-machine card processing machine 100, it notifies the machine lamps 300 of the error display notification.
[0158] If the machine lamp 300 receives an error display notification from the machine lamp management device 200, it sets the error display setting to "disabled," and even if it subsequently receives an error signal from the inter-machine card processing machine 100, it will not display an error.
[0159] <Processing procedure for setting change control related to modified example> Next, the processing procedure for setting change control related to this modified example will be described. Figure 13 is a flowchart showing the processing procedure for setting change control related to this modified example.
[0160] If the inter-machine card processing machine 100 receives a closing instruction from the management device 50 (step S201; Yes) and a setting change signal from the gaming machine 20 (step S202; Yes), it sends an error signal to the machine lamp 300 (step S203). If the machine lamp 300 receives an error signal, it displays an error (step S204).
[0161] If the inter-machine card processing machine 100 receives an opening instruction from the management device 50 (step S205; Yes), it notifies the machine lamp management device 200 of an instruction to hide errors (step S206).
[0162] If the machine lamp management device 200 receives an error disabling instruction from the inter-machine card processing machine 100, it notifies the machine lamp 300 of the error disabling instruction (step S207).
[0163] If the machine lamp 300 receives an error display instruction from the machine lamp management device 200, it sets the error display setting to hide (step S208). Even if the inter-machine card processing machine 100 transmits an error signal (step S209) and the machine lamp 300 receives this error signal, the machine lamp 300 does not display the error.
[0164] As described above, in the modified gaming system, the control of the error display on the machine lamp 300 is performed by the machine lamp management device 200. Therefore, when the settings of the gaming machine are changed, the fact that the settings have been changed can be efficiently prevented from being leaked.
[0165] It should be noted that the configurations illustrated in the above embodiments are functional schematics and do not necessarily have to be physically represented as shown. In other words, the distributed and integrated forms of each device are 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]
[0166] The gaming system, individual machine devices, and display control method according to the present invention are useful in efficiently preventing the leakage of information that a gaming machine's settings have been changed. [Explanation of symbols]
[0167] 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 Configuration Change Data 17 Control Unit 17a Data Management Department 17b Mode Control Unit 17c Setting Change Control Unit 18. Gaming Management Department 18a Authentication Processing Unit 18b Authentication Key Management Department 18c Gaming Machine Status Management Department 19 Communications 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 Playable Number Management Department 27. Configuration Change Control Unit 30 Island Controllers 40 lamps 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 Configuration Change Data 56 Control Unit 56a Card Management Department 56b Equipment management department 56c Membership Management Department 56d Mode Control Unit 56e Configuration Change Management Department 60 Prize Management Device 70 Payment machine 100-unit card processing machine 200-unit lamp management system 300 lamps
Claims
1. A gaming system comprising a gaming machine in which a gaming medium is enclosed, individual devices attached to the gaming machine, and a predetermined display device, Each of the aforementioned units is A detection means for detecting changes in the settings of the aforementioned gaming machine while the gaming parlor is closed, When the detection means detects a change in the settings of the gaming machine, an error notification means notifies the predetermined display device of the setting change error, When an opening instruction is received from a predetermined management device, an error clearing notification means notifies the predetermined display device that a setting change error has been cleared. A gaming system characterized by having the following features.
2. The aforementioned display device is A receiving means for receiving notifications of the setting change error from each of the aforementioned devices, The gaming system according to claim 1, further comprising a display control means that, upon receiving notification of a setting change error by the reception means, displays a predetermined error, and upon receiving notification of the cancellation of the setting change error by the reception means, controls the system to cancel the predetermined error display.
3. The aforementioned display device is The gaming system according to claim 1, characterized in that it is a lamp provided in accordance with the aforementioned gaming machine.
4. The gaming system according to claim 3, further comprising a lamp management device for managing the lamps on the aforementioned lamps.
5. The aforementioned display device is The gaming system according to claim 1, characterized in that it is a portable terminal held by an employee of the gaming establishment, or a display device installed on the floor of the gaming establishment.
6. The error notification means is The gaming system according to claim 1, characterized in that when a change in the settings of the gaming machine is detected by the detection means, a setting change error is notified to the predetermined display device and the predetermined management device.
7. The gaming system according to claim 1, further comprising setting means for setting whether or not to notify the aforementioned setting change error and the resolution of the aforementioned setting change error.
8. A device attached to a gaming machine in which a gaming medium is enclosed, and which is connected to a predetermined display device in a manner that enables communication with it, A detection means for detecting a change in the settings of the aforementioned gaming machine while the gaming parlor is closed, When the detection means detects a change in the settings of the gaming machine, an error notification means notifies the predetermined display device of the setting change error, When an opening instruction is received from a predetermined management device, an error clearing notification means notifies the predetermined display device that a setting change error has been cleared. Each unit is characterized by being equipped with the following features.
9. A display control method in a gaming system comprising a gaming machine in which a gaming medium is enclosed, individual unit devices attached to the gaming machine, and a predetermined display device, Each of the aforementioned devices includes a detection process for detecting changes in the settings of the gaming machine while the gaming parlor is closed, Each of the aforementioned devices, when a change in the settings of the gaming machine is detected by the detection process, includes an error notification process that notifies the predetermined display device of a setting change error, When each of the aforementioned devices receives an opening instruction from a predetermined management device, an error clearing notification process is performed to notify the predetermined display device that a setting change error has been cleared. A display control method characterized by including the following.
Citation Information
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