Gaming device

The gaming device addresses incorrect corrections of gaming points by implementing a system to receive, store, and update game values based on information from the gaming machine, ensuring accurate management and preventing errors.

JP7845942B2Active Publication Date: 2026-04-14SANKYO CO LTD +1
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANKYO CO LTD
Filing Date
2022-07-20
Publication Date
2026-04-14

AI Technical Summary

Technical Problem

In gaming devices that do not communicate bidirectionally with gaming machines, unintended or incorrect corrections of gaming points can occur when information on gaming values is not received, leading to discrepancies between stored and received values.

Method used

A gaming device equipped with a receiving means to receive information from a gaming machine, a storage means to store game values, and an update means to determine if specific processing is required based on received information, preventing incorrect updates by checking for predetermined conditions.

Benefits of technology

Prevents unintended or erroneous updates of gaming points by ensuring accurate management and correction of game values based on received information, maintaining data integrity.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a device for games that is capable of preventing, with regard to processing for updating a predetermined value, an unintended update or a wrong update.SOLUTION: A device (CU 3) for games is provided that can make communication with a game machine (a P machine 2) capable of being played with using a game value (game balls) and that can manage a value corresponding to the game value as a predetermined value (holding balls). When the amount of the game value included in received game information is reduced, the device for games determines, without reception means receiving predetermined information, whether or not to perform specific processing (performance of an automatic correction) regarding the update of the predetermined value. If a predetermined condition is satisfied in the determination, the specific processing is not necessitated, and if the predetermined condition is not satisfied in the determination, the specific processing is to be performed.SELECTED DRAWING: Figure 19
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Description

Technical Field

[0005] , , ,

[0001] The present invention relates to a gaming device communicably connected to a gaming machine.

Background Art

[0002] In an enclosed gaming machine (hereinafter also simply referred to as a gaming machine) in which game balls are enclosed, there is a gaming device that does not communicate with the gaming machine bidirectionally as disclosed in Patent Document 1. Even in a gaming device that does not communicate with the gaming machine bidirectionally, the gaming device also stores information on the gaming points (game balls) of the gaming machine.

[0003] When an abnormality occurs in which information on gaming points (gaming values) transmitted from the gaming machine by a counting operation or the like cannot be received, since there is no communication with the gaming machine bidirectionally, there is no means to inform the gaming machine that the information has not been received. Therefore, the gaming device cannot have the gaming machine retransmit the information on the gaming points, and cannot perform a recovery process of converting the unreceived gaming points into held points and updating the held points. Therefore, in the gaming device according to Patent Document 1, when there is a difference between the number of game balls stored in the gaming device and the number of gaming points newly received from the gaming machine, the difference is automatically corrected as held points (extra balls).

Prior Art Documents

Patent Documents

[0004] [[ID=,25]]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, in the gaming device of Patent Document 1, since the held points (predetermined values) are automatically corrected when the number of gaming points (gaming values included in the gaming machine information) newly received from the gaming machine decreases without receiving information (predetermined information) such as a counting operation, there is a possibility that unintended correction of gaming points or incorrect correction of gaming points may be performed.

[0006] The present invention was conceived in view of the above circumstances, and its purpose is to provide a gaming device that can prevent unintended or erroneous updates in the process of updating a predetermined value when the magnitude of the game value contained in the received gaming machine information decreases, without receiving predetermined information. [Means for solving the problem]

[0007] The gaming device relating to this disclosure is a gaming device (e.g., CU3) that can communicate with a gaming machine (e.g., P-machine 2) that can be played using gaming value (e.g., gaming balls), and is capable of managing a value corresponding to the gaming value as a predetermined value (e.g., balls held), A receiving means (for example, an SC board 325) capable of receiving information transmitted from a gaming machine, A storage means (for example, RAM provided in the CU control unit 323) capable of storing information regarding game value and information regarding predetermined value, The system includes an update means (for example, a CU control unit 323) that updates a predetermined value stored in the storage means based on the receipt of predetermined information transmitted from the gaming machine that can identify the magnitude of the game value by the receiving means, The storage means stores the game value based on receiving game machine information, including information about the game value, from the game machine (for example, managing the number of game balls by the latest game machine information transmitted sequentially from machine P2), The update means is, If the receiving means does not receive the predetermined information and the magnitude of the game value included in the received game machine information decreases, a determination is made as to whether or not to perform a specific process related to updating the predetermined value (for example, automatically correcting the difference between the number of game balls stored in CU3 and the number of game balls newly received from P-machine 2 as the number of balls held). If the predetermined conditions are met in the determination (for example, if the game machine information notification includes information that the number of game balls is cleared ON, or if the game machine identification number (CID) included in the game machine installation information has changed), the aforementioned specific processing is not required. If the predetermined conditions are not met in the determination, the aforementioned specific processing is performed. [Brief explanation of the drawing]

[0008] [Figure 1] This is a front view showing the card unit and the pachinko game machine. [Figure 2] This is a block diagram showing a control circuit used in card units and pachinko gaming machines. [Figure 3] This is an explanatory diagram illustrating the general flow of information transmitted and received between the card unit and the pachinko machine. [Figure 4] This diagram illustrates the general flow of game machine information notifications transmitted from a pachinko game machine to a card unit. [Figure 5] This is a diagram to explain the installation information of gaming machines. [Figure 6] This is a diagram illustrating hall control and fraud monitoring information. [Figure 7] This is a diagram illustrating hall control and fraud monitoring information. [Figure 8] This diagram shows a sequence illustrating the timing of information transmitted and received between a card unit and a pachinko game machine. [Figure 9] This diagram illustrates the sequence for explaining the timing of transmitting game machine installation information from a pachinko game machine to a card unit. [Figure 10] This diagram shows the counting sequence between the card unit and the pachinko game machine. [Figure 11] This diagram shows the counting sequence between the card unit and the pachinko game machine. [Figure 12] This diagram shows the correction sequence when a single message is missing in the counting notification between the card unit and the pachinko game machine. [Figure 13]It is a diagram showing another correction sequence in case of loss of one telegram of counting notification between the card unit and the pachinko machine. [Figure 14] It is a diagram showing a correction sequence in case of loss of two telegrams of counting notification and game machine information notification between the card unit and the pachinko machine. [Figure 15] It is a diagram showing a correction sequence due to power failure or communication failure between the card unit and the pachinko machine. [Figure 16] It is a diagram showing a correction function malfunction sequence when the number of game balls is cleared between the card unit and the pachinko machine. [Figure 17] It is a diagram showing another correction function malfunction sequence when the number of game balls is cleared between the card unit and the pachinko machine. [Figure 18] It is a diagram showing a correction function malfunction prevention sequence when the number of game balls is cleared between the card unit and the pachinko machine. [Figure 19] It is a diagram showing a correction function malfunction sequence when the pachinko machine is replaced for the card unit. [Figure 20] It is a diagram showing a correction function malfunction prevention sequence when the pachinko machine is replaced for the card unit. [Figure 21] It is a diagram showing a correction function malfunction sequence when the pachinko machine is replaced for the card unit and the store opening process on the next business day is performed after startup. [Figure 22] It is a diagram showing a correction function malfunction prevention sequence when the pachinko machine is replaced for the card unit and the store opening process on the next business day is performed after startup. [Figure 23] It is a diagram showing a correction function activation prevention sequence when corrections are executed a predetermined number of times within a predetermined time. [Figure 24] It is a diagram showing another correction function activation prevention sequence when corrections are executed a predetermined number of times within a predetermined time. [Figure 25] It is a front view of the card unit and the medal-less game machine. [Figure 26]This is a block diagram showing the configuration of a card unit and a medal-less gaming machine. [Modes for carrying out the invention]

[0009] Hereinafter, embodiments of the present invention will be described with reference to the drawings.

[0010] <Configuration of a Pachinko Gaming Machine> First, the configuration of the pachinko game machine according to this embodiment will be explained with reference to Figure 1. Figure 1 is a front view showing a card unit and a pachinko game machine. Each of the multiple game islands (not shown) arranged in the game hall is fitted with an example of a game machine, a sealed-type pachinko game machine (hereinafter sometimes abbreviated as game machine, pachinko machine, or P machine) 2. A card unit (hereinafter sometimes abbreviated as CU) 3, an example of a game device, is installed in a one-to-one correspondence with the P machine 2 at a predetermined lateral position on the P machine 2. In this embodiment, the card unit will be described below as an example of a game device, but it is not limited to this, and may also be a call lamp device that connects to the P machine 2 to notify of jackpots and abnormalities, and to collect game information such as the number of wins. Furthermore, in the following explanation of a pachinko game machine that encloses game balls (pachinko balls) as an example of a game machine, the same can be applied to a medalless game machine, which is a slot machine that does not use tokens.

[0011] P machine 2 contains a game ball (pachinko ball), which is an example of a game medium, inside (hereinafter also referred to as a sealed ball). The player operates the ball-shooting operation handle 25, which drives the launch solenoid of the launching mechanism 30, a launching device located on the upper left side, to shoot the sealed balls one by one into the game area 27 on the front of the game board 26, allowing the player to play the game. Specifically, touch sensors are provided around the ball-shooting operation handle 25. When the player operates the ball-shooting operation handle 25, their hand touches the touch sensor, and the touch sensor detects the contact of the player's hand and drives the launch solenoid. In this state, the force of the ball launch is adjusted according to the amount of rotational operation of the ball-shooting operation handle 25 by the player, and the sealed ball is launched into the game area 27.

[0012] When the launch solenoid is driven to fire the sealed balls one by one into the game area 27, the subtraction mechanism 32 subtracts one ball at a time from the number of playable balls on the P machine 2. The launch intensity of the game balls (hereinafter also simply referred to as launch intensity T) can be adjusted according to the amount of rotation of the ball-firing operation handle 25 (hereinafter also simply referred to as the handle operation amount), and the launch intensity T increases as the handle operation amount increases. Therefore, the player can adjust the launch intensity T by adjusting the handle operation amount so that the game balls pass through the area they are aiming at. If the launching device is installed on the lower side of the game board 26, foul balls may be made to flow down through a foul ball return path and detected by a foul ball detection switch installed along the way, so that a negative number of launched balls is counted (that is, the game points may be added according to the detection by the foul ball detection switch).

[0013] The P machine 2 shown in Figure 1 is a so-called Type 1 pachinko game machine, and a variable display device (also called a special symbol) 278 is provided in the center of the game area 27. The game area 27 is also provided with multiple types of prize slots into which the inserted sealed balls can be awarded. The game area 27 shown in Figure 1 shows one large prize slot (variable prize ball device) 271, three normal prize slots 272, 273, and 274, and three starting prize slots 275, 276, and 277. In particular, the starting prize slot 276 is composed of an electric tulip that can change between a first state that is advantageous to the player (for example, an open state) and a second state that is disadvantageous to the player (for example, a closed state).

[0014] The variable display device 278 is equipped with a variable display unit capable of displaying multiple types of identification information (patterns) in a variable manner. Based on the detection signal of the starting prize ball that enters each of the starting prize pockets 275, 276, and 277, it starts to display these multiple types of identification information in a variable manner. When the display result of the variable display device becomes a specific combination of identification information (for example, matching numbers), it enters a jackpot state (also called a jackpot game state), and the large prize pocket 271 opens.

[0015] Furthermore, when the display result of the variable display device 278 becomes a predetermined special identification information combination (for example, a combination of probability-changing symbols such as 777) among the combinations of winning symbols (double numbers), a probability-changing jackpot state is generated, and after the end of the jackpot state, a probability-changing state (probability-changing state) is generated in which the probability of a jackpot occurring is increased.

[0016] The sealed balls launched into the game area 27 either enter one of the prize slots or are collected into the out slot 154 without entering a prize slot. The sealed balls that enter one of the prize slots and the sealed balls collected into the out slot 154 are returned to the launch position via the collection path inside the P machine 2. Then, when the player operates the launch handle 25, the sealed balls at that launch position are launched into the game area 27 again.

[0017] Furthermore, a game ball count indicator is provided above the ball-shooting handle 25 of the P machine 2 to display the number of game balls. The game ball count indicator 29 is composed of a 7-segment LED display and is controlled by the frame control unit 171 (see Figure 2). This game ball count indicator 29 displays the number of game balls, the error number of any errors that have occurred, and so on. Note that the game ball count indicator 29 is not limited to a 7-segment LED display, but may be composed of a liquid crystal display, an organic EL display, or other type of display.

[0018] Furthermore, a counting button 28 for counting game balls from the player's possession to their possession is provided to the left of the game ball count display 29 on the P machine 2. In this embodiment, the counting operation is repeatedly performed according to the duration for which the counting button 28 is pressed (for example, 250 balls are counted each time the button is pressed for 0.3 seconds). Alternatively, regardless of the duration of pressing, a predetermined number (for example, 250 balls) may be counted from the game balls to the player's possession when the button is pressed once, or all game balls currently owned by the player may be counted when the counting button 28 is pressed once, regardless of the duration of the press (whether it is a long press or not). In addition, the counting speed is further improved when performing a card return operation, enabling a smooth card return process.

[0019] As described above, since the counting button 28 is located on the P machine 2 side, the operability for players sitting directly facing the P machine 2 can be improved compared to the case where the counting button 28 is located on the CU3 side. In addition, the P machine 2 is equipped with speakers 270 at the upper right and upper left positions of the game area 27 to output music data to be played in accordance with the effects displayed on the variable display device 278. Note that the position and number of speakers are not limited to the configuration shown in Figure 1, and the position and number may be changed as needed.

[0020] The P machine 2 according to this embodiment can be divided into a game board 26 and the other game frame (game frame, front frame) 5.

[0021] <Card Unit Composition> Next, referring to Figure 1, the configuration of the CU3 according to this embodiment will be described. This CU3 accepts visitor cards (also called general cards), which are prepaid game storage media issued to general players who have not registered as members, and member cards, which are game storage media issued to member players who have registered as members at the game arcade. Visitor cards and member cards are made of IC cards.

[0022] The CU3, upon receiving these cards, has the function of converting the game value owned by the player (e.g., prepaid balance, number of balls held, or number of stored balls) identified by the card's stored information into "game ball data." In machine P2, it is possible to play a game of balls corresponding to the number of balls identified by the game ball data. In other words, "game ball data" is data indicating the remaining number of balls that can be launched. In the following explanation, "game ball data" will be simply referred to as "game balls," just like stored balls or balls held.

[0023] The front side of the CU3 is equipped with a banknote slot 302 for inserting banknotes, a card insertion / extraction slot 309 for inserting membership cards and visitor cards, and other features. Membership cards and visitor cards inserted into the card insertion / extraction slot 309 are received by a card reader / writer (not shown), and the information stored on the card is read.

[0024] A display unit 54 is provided on the portion extending from CU3 to the front of P-unit 2. The display unit 54 displays the prepaid balance stored in the inserted game memory medium (card), and can also display the number of game balls and various other information. Furthermore, its surface is made of a transparent touch panel, and various operations can be input by touching the various display items displayed on the display unit 54 with a finger. The display unit 54 may also display a ball dispensing button 321, a return button 319, and a replay button.

[0025] The ball dispensing button 321 is a button that performs an operation (conversion operation into game balls) to withdraw the remaining balance stored on the inserted card and use it for playing on machine P2. The return button 319 is operated when the player finishes playing and is a button that stores the final number of balls held at the end of the game (number of balls held when the card was inserted - number converted into game balls + number of balls counted by the counting operation) on the inserted card and ejects it.

[0026] When the replay button (not shown) is operated, if the inserted card has a record of the number of balls the player has acquired, a portion of that number will be withdrawn and converted into game balls, and the player will be able to play on machine P2 based on the converted game balls. On the other hand, if the inserted card is a membership card and the number of balls acquired is not stored on it, and the stored balls are stored in the hall's management computer, a portion of those stored balls will be withdrawn and converted into game balls, and the player will be able to play on machine P2. In other words, if both stored balls and acquired balls are stored in association with the inserted card, the acquired balls will be withdrawn preferentially. In addition to the replay button, a dedicated ball withdrawal button may be provided for withdrawing acquired balls, and the replay button may be used exclusively for withdrawing stored balls.

[0027] Here, "stored balls" refer to balls acquired on previous days that are deposited with the arcade, and these stored balls become playable balls upon withdrawal. Furthermore, stored balls are a form of game currency deposited with the arcade and are generally managed by the arcade's management computer or other management computers installed in that arcade.

[0028] "Owned balls" refer to the balls acquired on the day, which become game balls upon withdrawal. The number of owned balls is the number of game balls acquired by the player as a result of playing on machine P2, recorded on the card, and is the number of balls that have not yet been deposited at the arcade. Generally, the number of balls acquired by the player on the day at the arcade is called "owned balls," while the number of balls acquired by the player on previous days and deposited at the arcade is called "stored balls."

[0029] "Game balls" refer to the balls that can be launched from machine P2. As previously explained, the number of game balls is generated in exchange for the remaining balance on the prepaid card, the number of balls held, or the number of stored balls.

[0030] Furthermore, the number of balls held may be managed using a ball count management device set up in the gaming hall. In short, the difference between "stored balls" and "balls held" is whether the number of balls has been deposited into the gaming hall after the deposit operation has been performed, or whether it is the number of balls that have not yet been deposited into the gaming hall.

[0031] In this embodiment, stored ball data is not directly stored on the member card but is stored in a server installed in the gaming hall, such as a hall management computer, in association with the member card number, and the system is configured to allow searching for the corresponding stored balls based on the member card number. On the other hand, the number of balls held is stored directly on the card. However, this is not limited to this, and both may be stored in the hall server in association with the card number. In the case of visitor cards, the number of balls held is also stored directly on the visitor card. However, this is not limited to this, and the number of balls held may be stored in the hall server in association with the card number. When storing the data in the hall server in association with the card number, data that can identify the time the data was stored in the hall server may be written to the card (member card, visitor card) and then ejected. Also, the prepaid balance is written directly to the card (member card, visitor card) and then ejected.

[0032] The timing for storing the number of balls held by a player on a card (member card, visitor card) or on the hall server could be, for example, in real time each time the counting button 28 is operated and counting is performed, or at regular intervals, or all at once when the card is returned.

[0033] Furthermore, when a player finishes playing and returns their card from the CU3, the number of balls they had stored in the CU3 may be temporarily stored as stored balls in the hall server. When the player inserts the card into the same or a different CU3 again on the same day they received their card back, only the number of balls they had stored for that day will be stored again in that CU3, and the number of game balls will be added within that limit so that they can play.

[0034] Banknotes inserted into the banknote slot 302 are taken in by a currency identifier (not shown) and their authenticity and type are identified.

[0035] On the front side of CU3, there is an IR (Infrared) light receiving unit (also called an IR photosensitive unit) 320. The IR light receiving unit 320 receives infrared signals from a remote control (not shown) held by an employee of the amusement arcade, converts them into electronic signals, and outputs them.

[0036] Although not shown in the diagram, the P machine 2 has a picture frame-like outer frame 4, and the game frame (hereinafter also called a cell) 5 and the glass door 6 are installed so as to be able to open and close with the left edge of the outer frame as the pivot point.

[0037] A rear mechanism release switch 13, shown in Figure 2, is provided at the point where the lower part of the game frame 5 contacts the outer frame 4, and it is detected when the game frame 5 is opened. In addition, a front ornament release switch 12, shown in Figure 2, is provided at the point where the upper part of the game frame 5 contacts the glass door 6, and it is detected when the glass door 6 is opened by this front ornament release switch 12.

[0038] The number of times the front ornament release switch 12 and the rear mechanism release switch 13 are opened is counted by a counter (not shown). The counter is equipped with a CPU (Central Processing Unit), ROM (Read Only Memory), RAM (Random Access Memory), etc., and can operate using a backup power supply even when the power supply to the P machine 2 is interrupted. Even when the power is turned off, such as at night, it can count the number of times the glass door 6 and the game frame 5 are detected to be opened and transmit the counted value to the frame control unit 171 (see Figure 2). Here, the backup power supply is, for example, a capacitor or storage battery provided inside the P machine 2.

[0039] The main control board 16 shown in Figure 2 is provided on the back of the game board 26 (the side opposite to the side facing the glass door 6). Since the back of the outer frame 4 is closed, the main control board 16 can be attached to and detached from the game board 26 by first opening the game frame 5 and removing the game board 26 from the game frame 5. In other words, in order to remove the main control board 16 from the game board 26 or replace the semiconductor chip installed on the main control board 16, it is necessary to open the game frame 5, so the back mechanism release switch 13 can always detect this operation. Therefore, if the main control board 16 is illegally removed from the game board 26 or the semiconductor chip installed on the main control board 16 is illegally replaced, it can always be detected by the back mechanism release switch 13.

[0040] Furthermore, a frame control board 17, as shown in Figure 2, is provided on the back of the game frame 5. The frame control board 17 must also be removed from the back of the game frame 5 after the game frame 5 has been opened. Therefore, if the frame control board 17 is illegally removed from the back of the game frame 5, or if the semiconductor chip on the frame control board 17 is illegally replaced, it can always be detected by the back mechanism release switch 13.

[0041] <Configuration of the card unit and the pachinko game machine> Figure 2 is a block diagram showing the control circuits used in CU3 and P-unit 2. Referring to Figure 2, the schematic of the control circuits between CU3 and P-unit 2 will be explained.

[0042] CU3 is equipped with a CU control unit 323, which consists of a microcomputer and other components. This CU control unit 323 is the main control function unit of CU3 and includes a CPU as the control center, ROM that stores programs and control data for the CPU to operate, RAM that functions as the CPU's work area, and input / output interfaces to maintain signal consistency with peripheral devices.

[0043] The CU control unit 323 is provided with an external output terminal 340 for communication with a management computer or hall computer. The CU3 transmits its status and gaming machine status information received from the P machine 2 (including information displayed on the performance display monitor 40) to an external device such as a management computer or hall computer via the external output terminal 340. The CU control unit 323 communicates with the frame control board 17 of the P machine 2 via the SC board 325. The SC board 325 and the frame control board 17 are connected, for example, by dedicated PIF wiring (not shown). Communication between the CU control unit 323 and the frame control board 17 is bidirectional for loan information (information related to the operation of withdrawing the remaining balance stored in the inserted card and using it for playing on the P machine 2) and loan response information (response information to the loan information), while other counting information (information related to the counting process from game balls to held balls) and gaming machine information are communicated unidirectionally from the frame control board 17 to the CU control unit 323. Therefore, the P-machine 2 does not recognize whether or not CU3 has received counting information and gaming machine information. CU3 is provided with a connection part (not shown) to the P-machine 2, and P-machine 2 is provided with a connection part (not shown) to the CU3. These connection parts are made up of connectors, for example. The SC board 325 is equipped with an SC microcontroller (SC) that performs various processes to ensure security in communication between P-machine 2 and CU3.

[0044] The CU control unit 323 receives the identification result signal when the authenticity and type of banknotes are identified by the aforementioned currency identifier. The CU control unit 323 also receives the infrared signal received by the IR receiving unit 320 when infrared light emitted from a remote control held by an employee of the gaming arcade is received. The CU control unit 323 also receives the information read by the card reader / writer from the inserted card, and when data to be written to the inserted card is transmitted from the CU control unit 323 to the card reader / writer, the card reader / writer writes that data to the inserted card. The card's stored information includes the card ID. The CU control unit 323 stores the card ID read by the card reader / writer until the end of the game.

[0045] The CU control unit 323 manages and stores the number of balls a player has while they are playing. Data such as the remaining balance or the number of balls a player has is output from the CU control unit 323 to the display control unit 350, where it is converted into display data. The display data converted by the display control unit 350 is transmitted to the display unit 54, which extends from the CU3 to the front of the P machine 2. The display unit 54 displays an image corresponding to the display data. If a player operates the touch panel on the surface of the display unit 54, the operation signal is input to the CU control unit 323 via the display control unit 350. For example, if a player operates the ball dispensing button 321 or the return button 319 displayed on the display unit 54, the operation signal is input to the CU control unit 323 via the display control unit 350. Note that the ball dispensing button 321 and the return button 319 are not limited to being installed on the CU3, but may also be installed on the front of the CU3 or on the P machine 2, with the operation signal being input to the CU control unit 323. When a player operates the replay button (not shown) displayed on the display unit 54, the operation signal is input to the CU control unit 323 via the display control unit 350. Note that the replay button is not limited to being located on the CU3, but may also be located on the front of the CU3 or on the P machine 2, with the operation signal being input to the CU control unit 323.

[0046] P machine 2 is equipped with a main control board 16 that controls the progress of the game on P machine 2, a frame control board 17 that manages and stores game balls, a launch control board 31 that drives and controls the launch solenoid 31a based on commands from the frame control board 17, a variable display device 278, and a performance control board 15 that controls the display on the variable display device 278 based on commands transmitted from the main control board 16.

[0047] The main control board 16 and the performance control board 15 are installed on the game board 26. The main control board 16 is equipped with a game control microcomputer, which is the main control unit 161. The main control unit 161 is the main control function unit of the game machine. The game machine control microcomputer is equipped with a CPU as the control center, ROM that stores programs and control data for the operation of the CPU, RWM (read write memory) that functions as the CPU's work area, and input / output interfaces to maintain signal consistency with peripheral devices. The main control unit 161 is connected to the prize sensor 162 and the radio wave sensor 163, which are installed on the game board 26.

[0048] When a ball enters one of the starting prize slots 275, 276, or 277, the main control unit 161 draws a random number to determine whether it is a big win (or a minor win) or a miss, and stores that random number. This is called reserved storage. The maximum number of reserved storages is, for example, "4". When the variable display device 278 is ready to start a new variable display, the main control unit 161 consumes one reserved storage and makes a big win determination based on that reserved storage, and also determines the variable display time from the start of the variable to the derivation of the display result from among several types. In addition, when a big win is determined, it also decides whether or not to cause a probability change. The main control unit 161 transmits the result of the big win determination (including whether or not to make it a probability change) and information regarding the variable display time as a command to the performance control unit 151 mounted on the performance control board 15.

[0049] Commands related to the variable display transmitted from the main control unit 161 to the performance control unit 151 include a variable start command indicating the start of the variable display, a display result command indicating the result of the variable display (jackpot / miss), a variable display time command that can specify the variable display pattern, and a variable stop command that indicates the timing for displaying the variable display result. Furthermore, commands transmitted from the main control unit 161 to the performance control unit 151 include commands that can specify the progress of the jackpot during a jackpot, commands that indicate the occurrence of a new hold memory, and commands that indicate the occurrence of an error in the game state.

[0050] The performance control unit 151 determines the variable display content of the variable display device 278 based on these commands transmitted from the main control unit 161. For example, the performance control unit 151 identifies the variable display result and variable display time based on the commands transmitted from the main control unit 161, determines the stop symbols and the variable display pattern (presence or absence of a reach, type of reach), and further determines the performance pattern of the pre-announcement effects related to the jackpot and reach. The performance control unit 151 controls the display of the variable display device 278 according to the determined variable display content.

[0051] The frame control board 17 is installed in the game frame 5. The frame control board 17 is equipped with a frame control unit 171, which is a microcomputer for frame control. The frame control unit 171 is the frame control function unit of the game machine. The microcomputer for frame control is equipped with a CPU as the control center, a ROM that stores programs and control data for the operation of the CPU, an RWM that functions as the CPU's work area, and input / output interfaces to maintain signal consistency with peripheral devices.

[0052] Furthermore, the frame control board 17 is electrically connected to the following: a counting button 28, a performance display monitor 40, a radio wave sensor 173, a subtraction solenoid 32a, a subtraction mechanism inlet sensor 32b, a subtraction mechanism outlet sensor 32c, a lifting mechanism outlet sensor 33, an out-of-bounds ball detection switch 701, a safe ball detection switch 702, a front decoration release switch 12, and a rear mechanism release switch 13. An out-of-bounds ball detection signal is input to the frame control board 17 from the out-of-bounds ball detection switch 701. An out-of-bounds ball detection signal is input to the frame control board 17 from the safe ball detection switch 702. The main control board 16 calculates a base value (also simply called the base) based on the out-of-bounds ball detection signal. The radio wave sensor 173 is for detecting fraudulent activity, mainly by illegally transmitting radio waves to keep the subtraction mechanism inlet sensor 32b constantly on. The detection signal from this radio wave sensor 173 is input to the frame control unit 171 via the input port (not shown) of the frame control board 17. The subtraction mechanism entrance sensor 32b detects the launch of a game ball when it changes from off to on, and based on this detection, the frame control unit 171 subtracts "1" from the number of game balls.

[0053] Therefore, if the subtraction mechanism's input sensor 32b is permanently turned off by unauthorized radio waves, the number of game balls will not decrease no matter how many balls are launched. Such unauthorized activity by radio waves is detected by the radio wave sensor 173.

[0054] The frame control board 17 is equipped with a performance display monitor 40. The performance display monitor 40 is a 7-segment LED display. The performance display monitor 40 displays predetermined information such as performance information related to the assigned game value (e.g., prize balls) calculated by the frame control unit 171, base rate, bonus ratio, and continuous bonus ratio. The information displayed on the performance display monitor 40 can be output to a hall server or the like via the CU3, but the P machine 2 may also be provided with an external output terminal and output directly to a hall server or the like.

[0055] Here, the base is the ratio of the number of game balls corresponding to the game value awarded when game balls enter the prize slots provided in the game area 27 of the P machine 2, such as the large prize slot 271, the regular prize slots 272-274, and the start prize slots 275-277, to the total number of game balls shot into the game area 27 of the P machine 2. The special feature ratio (also called the feature ratio) refers to the proportion of game balls obtained from game balls shot in 10 hours that are due to the operation of special features. In this embodiment, the special feature ratio refers to the ratio of the number of game balls corresponding to the game value awarded when game balls enter the start prize slot 276, which is composed of an electric tulip that is one of the special features, and the large prize slot 271, which is composed of a variable prize ball device that is one of the special features, to the total number of game balls corresponding to the game value awarded when game balls enter all prize slots of game balls shot in 10 hours (100 balls can be shot in 1 minute, so 60,000 balls). Furthermore, the continuous bonus ratio (also called the continuous ratio) refers to the proportion of the number of game balls obtained from game balls launched over 10 hours that are due to the operation of a bonus feature when the bonus feature operates continuously. In this embodiment, the continuous bonus ratio refers to the proportion of the number of game balls that correspond to the game value granted by game balls entering the large prize slot 271, which is equipped with a variable prize ball device that is one of the bonus features, out of the total number of game balls that correspond to the game value granted by game balls entering all prize slots of game balls launched over 10 hours (60,000 balls, since 100 balls can be launched per minute).

[0056] The main control board 16 transmits the following information to the frame control board 17: game machine identification number (CID), prize entry information, round information, prize entry detection signal, start prize entry information, error information, number of confirmed symbols, and jackpot information.

[0057] The gaming machine identification number is the CID stored in the main control board 16 of machine P2, and is information transmitted to the frame control board 17 when machine P2 is powered on. The prize entry information includes the type of prize entry (start prize entry, normal prize entry, big prize entry) and the number of prize balls (the number of balls dispensed when a game ball enters the prize entry; in sealed gaming machines, this is managed by the game value as game points used for the player's game; hereafter, the number of game balls awarded when a game ball enters the prize entry; in medalless slots, the number of medals awarded when a bonus small win such as BB is achieved (game value equivalent to a medal)), and is transmitted to the frame control board 17 when machine P2 is powered on. The round information is information about the number of rounds when a jackpot is hit, and is transmitted to the frame control board 17 when machine P2 is powered on.

[0058] The prize entry detection signal is a signal that detects a game ball that has entered a prize entry slot other than the starting prize entry slot. Upon receiving this detection signal, the frame control board 17 performs control to add the number of balls to be awarded for that one prize ball to the number of game balls and the number of added balls.

[0059] The "Start Prize Entry Information" refers to information indicating that a game ball has entered one of the "Start Prize Entry" slots. The "Error Information" refers to information used to notify the frame control board 17 of an error that occurs while the main control board 16 is performing game control.

[0060] The number of confirmed symbols refers to the information of the symbols that were confirmed as a result of the display on the variable display device for each starting prize entry point.

[0061] Jackpot information refers to information indicating that a jackpot has occurred. This information is divided into common jackpot information, which indicates jackpots common to all manufacturers, and manufacturer-specific jackpot information, which indicates jackpots unique to a particular manufacturer. Common jackpot information includes jackpots that are commonly adopted by all gaming machine manufacturers, such as a 15-round jackpot. If a probability variation occurs as a result of this jackpot, it includes probability variation information. If a time-saving state (a control state that shortens the variable display time of the variable display device) occurs as a result of this jackpot, it also includes time-saving information. Manufacturer-specific jackpots refer to jackpot states that are adopted only by a particular gaming machine manufacturer, such as a sudden probability variation (sudden probability variation).

[0062] The main control board 16 transmits a gaming machine installation information notification and a gaming machine information notification to the frame control board 17. Conversely, the frame control board 17 transmits a gaming machine installation information response and a gaming machine information response to the main control board 16. The gaming machine installation information response and the gaming machine information response are commands that indicate that the main control board 16 has received the gaming machine installation information notification and the gaming machine information notification.

[0063] The SC board 325 of CU3 and the frame control board 17 of P stand 2 are electrically connected via PIF wiring, and various commands are sent from the SC board 325 to the frame control board 17 (see Figure 3). Conversely, various responses are sent from the frame control board 17 to the SC board 325 (see Figure 3).

[0064] The game frame 5 is equipped with a frame control board 17, a launch control board 31, a launch solenoid 31a, and a game ball count indicator 29. The game ball count indicator 29 may be directly attached to the game frame 5, or it may be mounted in a manner that allows it to rotate relative to the game frame 5, similar to the upper and lower trays on the front side of a typical pachinko game machine from which balls are dispensed. The same applies to the indicator 54. The frame control unit 171 of the frame control board 17 displays the number of game balls currently held by the player on the game ball count indicator 29.

[0065] A launch permission signal is output from the frame control board 17 to the launch control board 31. Upon receiving this signal, the launch control board 31 outputs a signal to excite the launch solenoid 31a of the launch mechanism 30. This puts the game ball into a state where it can be launched into the game area 27. The launch control board 31 emits a launch solenoid excitation output and drives the launch solenoid 31a when it receives an input signal from the touch ring that detects that the player is touching the ball-shooting operation handle 25.

[0066] The RWM clear switch 293 is used to erase the game machine information and game information stored in the RWM of machine P2. After machine P enters an error state, a store employee can operate this switch to return it to its initial state. This RWM clear switch 293 is operated by a store employee, for example, after a card has been ejected.

[0067] <Circulation path of game balls> Here, with reference to Figures 1 and 2, the circulation path of the game balls in machine P 2 will be outlined. When the player operates the ball-shooting handle 25, the launch solenoid 31a is activated. As a result, one game ball that has been supplied to the launch position is propelled by the ball-shooting hammer and shot into the game area 27.

[0068] When the launch solenoid 31a is activated and a game ball is launched, a subtraction reference signal is output to the subtraction mechanism 32. In the subtraction mechanism 32, based on the outputted subtraction reference signal, the subtraction solenoid 32a is energized and moves a movable piece, sending the game ball to the launch mechanism 30. The number of game balls is then subtracted as the game ball passes through the subtraction mechanism inlet sensor 32b.

[0069] Of the balls hit into the game area 27, those that enter the out-port 154 (see Figure 1) flow down the out-ball flow path and are detected by an out-ball detection switch 701 located along the way.

[0070] All the winning balls that enter the winning port or the variable winning ball device are collected at the back of the gaming machine and guided to the collected ball passage route. Similarly, out balls and foul balls are also guided to the collected ball passage route. A hoisting mechanism exit sensor 33 is provided in the collected ball passage route. Therefore, all of the winning balls, out balls, and foul balls are detected by the hoisting mechanism exit sensor 33. That is, the hoisting mechanism exit sensor 33 is a switch that detects all of the ejected gaming balls. When the number of detections of this switch becomes equal to the number of ejected gaming balls ejected by the ejection solenoid 31a, it can be determined that all of the inserted gaming balls have been collected.

[0071] Therefore, in the present embodiment, the difference between the number of detections of the hoisting mechanism exit sensor 33 and the number of ejections is calculated, and when this difference number is not zero, it is determined that the collection of the balls inserted into the game area 27 has not been completed. By making this determination, it is possible to judge whether the game area 27 is rolling or whether there are no floating balls that have not fallen after being caught between pins in the game area.

[0072] <Communication between CU3 and P platform 2> Next, the communication between the CU3 and the P platform 2 according to the present embodiment will be described in more detail. The telegram used in this communication is composed of a frame having a predetermined format. The transmission data (telegram) is always transmitted in units of one frame. That is, split transmission of the telegram is not performed. Also, when transmitting telegrams continuously, an interval of 1 millisecond or more is provided.

[0073] Figure 3 is an explanatory diagram illustrating the general outline of the information transmitted and received between CU3 and P-machine 2. The following explanation will refer to Figure 3 to describe the general outline of the information (messages) transmitted and received between CU3 and P-machine 2. Between the frame control board 17 of P-machine 2 and the SC board 325 of CU3, messages categorized into (a) loan information, (b) loan response information, (c) counting information, and (d) gaming machine information are communicated via a common serial communication port. The four types of information (messages) (a) to (d) transmitted and received between CU3 and P-machine 2 each have different message headers, allowing for the distinction of message types based on these headers.

[0074] Furthermore, (a) loan information and (b) loan response information may be communicated via a common serial communication port, (a) loan information and (c) counting information may be communicated via a common serial communication port, or (a) loan information and (d) gaming machine information may be communicated via a common serial communication port. Also, (b) loan response information and (c) counting information may be communicated via a common serial communication port, (b) loan response information and (d) gaming machine information may be communicated via a common serial communication port, or (c) counting information and (d) gaming machine information may be communicated via a common serial communication port.

[0075] Figure 3(a) shows the loan information. The loan information includes the number of balls loaned and the loan serial number for communication management, which are included in the loan notification message that CU3 sends to P-unit 2. The information on the number of balls loaned is the number of game balls related to the loan, and for example, the information on the number of game balls transmitted in one message includes information such as 125 balls. Note that if the number of balls loaned is 0 (zero), the information on the number of balls loaned may also include 0 (zero) when transmitting the information.

[0076] Figure 3(b) shows the loan response information. The loan response information includes information on the number of balls received and information on the loan serial number for communication management, which are included in the loan receipt result response message that P-unit 2 sends to CU3. The information on the number of balls received is information that informs CU3 that it has received the loan number information sent from CU3.

[0077] Figure 3(c) shows the counting information. In the counting information, P-unit 2 sends a counting notification message to CU3 that includes the number of balls counted, the cumulative number of balls counted, and a counting serial number for communication management. Note that P-unit 2 does not receive any information from CU3 to confirm the transmission result. The number of balls counted, the cumulative number of balls counted, and the counting serial number are all information for the purpose of counting game balls. The number of balls counted transmitted in one information is, for example, 250 balls. Note that if the number of balls counted is 0 (zero), the counting information may be sent with 0 (zero) information added to the number of balls count information.

[0078] Figure 3(d) shows the gaming machine information. In the gaming machine information, P-machine 2 transmits gaming machine installation information, gaming machine performance information, and hall computer / fraud monitoring information to CU3. Note that P-machine 2 does not receive information from CU3 to confirm the transmission results. The gaming machine installation information is information for the purpose of machine history management and is transmitted to CU3 as a gaming machine installation information notification message after power is turned on. The gaming machine installation information includes information such as the manufacturer code, model code, and gaming machine identification number of the main / frame control CPU.

[0079] Gaming machine performance information is information intended for the aggregation of performance data and is transmitted to CU3 as a notification message for gaming machine performance information. Gaming machine performance information outputs results calculated based on gameplay and includes information such as total number of game balls launched, total number of game balls acquired, payout rate, number of game balls acquired per minute (low base), number of game balls acquired per minute (high base), total number of game balls acquired by special electric mechanisms, total number of game balls acquired by normal electric mechanisms, total number of game balls acquired by continuous differential mechanism devices, total number of game balls acquired at the start opening, total number of game balls acquired at the normal winning opening, total number of activations of special electric mechanisms, total number of activations of normal electric mechanisms, total number of activations of special symbol display devices, total number of activations of normal symbol display devices, mechanism ratio, and continuous mechanism ratio. Furthermore, the conditions under which the frame control board 17 notifies the CU3 of the gaming machine performance information include, for example, (1) notification after 3 minutes have elapsed since the power of the P machine 2 was turned on, (2) notification every 2000 balls (e.g., 60,000 balls) or every 2000 minutes, (3) notification prior to notification of gaming machine installation information, and (4) notification in the next cycle (300ms later) after notification of hall control / fraud monitoring information. Note that these conditions are examples and other conditions may be adopted, and only one of the above conditions may be adopted, or a combination of multiple conditions may be adopted.

[0080] Hall computer fraud monitoring information is information intended for fraud monitoring by the hall computer's information aggregation and CU3. Hall computer fraud monitoring information includes hall computer information such as jackpots, probability changes, time reductions, and the number of balls that enter each prize slot, as well as fraud monitoring information such as the number of game balls (current number of balls held), game ball serial number, game machine error status, and fraud detection status.

[0081] <Gaming Machine Information Notification> Next, we will explain in detail the commands for notifying game machine information. Figure 4 is a diagram illustrating the general flow of game machine information notifications sent from a pachinko game machine to a card unit. The game machine information notification command shown in Figure 4 is a command used by P-machine 2 to notify CU3 of game machine information. This information includes three types: game machine installation information, game machine performance information, and hall control / fraud monitoring information. The type of game machine information included in the game machine information notification command is determined to be one of the following based on the notification conditions for each type of information, and is then notified to CU3.

[0082] The command for notifying gaming machine information includes message length information, command information, sequence number information, gaming machine type information, gaming machine information type information, and gaming machine information. Message length information indicates the length of the message to be transmitted (message length ~ error detection code (CRC) of the communication frame). Command information indicates the command code of the message. Sequence number information indicates the sequence number. The sequence number is a sequence number that the primary station (e.g., the P machine side) sends with an initial value of "0" and counts up (+1) when transmitting. However, the primary station does not count up the sequence number when retransmitting, and the secondary station (e.g., the CU side) also transmits the received sequence number as is. Note that since the message length information, command information, and sequence number information are commonly included in the commands and responses used in communication, explanations of these will be omitted in the following commands and responses.

[0083] The gaming machine type information is used to indicate the type of gaming machine P-machine 2. If the gaming machine type information is, for example, "10", it indicates that P-machine 2 connected to CU3 is a "pachinko gaming machine" of the "pachinko" type, and if it is "11", it indicates that it is a "pachinko gaming machine" of the "parrot" type. Also, if the gaming machine type information is, for example, "20", it indicates that P-machine 2 connected to CU3 is a "slot machine" of the "slot machine" type, if it is "30", it indicates that it is an "arrange ball" of the "arrange ball" type, and if it is "40", it indicates that it is a "jankyu gaming machine" of the "jankyu gaming machine". In addition, if the transmitted gaming machine type information is "10" or "11", CU3 will display the number of game balls, for example, the unit used in the game will be displayed as "balls", and if the gaming machine type information is "20", it will display the number of game medals, for example, the unit used in the game will be displayed as "medals".

[0084] The gaming machine information type information is a type code that indicates the type of information included in the gaming machine information. If the gaming machine information type information is "0x00", it indicates that the information included in the gaming machine information is gaming machine performance information; if it is "0x01", it indicates that the information included in the gaming machine information is gaming machine installation information; and if it is "0x02", it indicates that the information included in the gaming machine information is hall control / fraud monitoring information. If the gaming machine information type information is any value other than those above, the notified CU3 will be judged to be abnormal.

[0085] The gaming machine information includes one of the following based on the type code set in the gaming machine information type information: gaming machine installation information, gaming machine performance information, or hall control / fraud monitoring information, and is notified to CU3. The gaming machine performance information includes information such as the number of game balls acquired per minute (low base), the ratio of winning combinations, and the ratio of consecutive winning combinations. The gaming machine installation information includes information such as the manufacturer code, model code, and gaming machine identification number of the main control CPU and frame control CPU. The hall control / fraud monitoring information includes information such as jackpots, probability fluctuations, time reductions, the number of winning balls in each winning slot, and the number of game balls.

[0086] Furthermore, the gaming machine information will be explained in more detail. When the gaming machine information type information is "0x00", the gaming machine performance information included in the gaming machine information is indicated. Gaming machine performance information is information about the performance of the gaming machine, and includes, for example, the ratio of winning combinations and the number of jackpots.

[0087] Figure 5 is a diagram illustrating the installation information of a gaming machine. In Figure 5, the installation information of a gaming machine is shown when the type of gaming machine information is "0x01". For example, the gaming machine information includes the gaming machine identification number, the manufacturer code of the main control CPU, the model code of the main control CPU, the frame identification number, the manufacturer code of the frame control CPU, and the model code of the frame control CPU.

[0088] Figures 6 and 7 are diagrams illustrating hall control and fraud monitoring information. Figures 6 and 7 show the hall control and fraud monitoring information included in the gaming machine information when the gaming machine information type information is "0x02". For example, the gaming machine information includes "number of game balls", "number of balls launched", "total number of prize balls", "main control status", "gaming machine error status", "fraud detection status", and "game information".

[0089] "Number of game balls" indicates the current number of game balls. "Number of balls launched" indicates the number of balls launched. "Total number of prize balls" indicates the sum of prize balls multiplied by the number of winning balls.

[0090] "Main control state" includes "Main control state 1" and "Main control state 2," which are information about the game state of P machine 2. "Main control state 1" includes information about jackpot 1, jackpot 2, and jackpot 3, and information about game machine state signals 1 to 4. "Main control state 2" includes information about jackpot + time reduction (reduced variation time) or advantageous state (such as probability change or reserve consumption), high probability, and time reduction (reduced variation time) or advantageous state.

[0091] The "Gaming Machine Error Status" contains information about the error code currently occurring in the gaming machine. Specifically, in the "Gaming Machine Error Status," Bits 0 through 5 represent the error code. If Bit 6 is "0", it indicates an error on the frame control side; if it is "1", it indicates an error on the main control side. Furthermore, if Bit 7 is "0", it indicates only an alert has been issued; if it is "1", it indicates an alert has been issued plus an output from the hall computer.

[0092] "Fraud detection state" includes "Fraud detection state 1" to "Fraud detection state 3". "Fraud detection state 1" shows information about the setting change signal in progress, indicating that a setting change is being made on the main control board 16, information about the setting confirmation signal in progress, indicating that a setting confirmation is being made on the main control board 16, and information about the RWM clear signal in progress, indicating that an RWM clear is being performed on the main control board 16, in Bit0. Bits 3 to 5 show information indicating that the fraud detection state on the main control board 16, in particular fraud detection signals 1 to 3, have been detected. Bit 6 shows the complete signal. Bit 7 is unused. "Fraud detection state 2" shows the fraud detection state on the frame control board 17 and includes information indicating that the front decoration has been opened in Bit0, the back mechanism has been opened in Bit1, fraudulent radio wave detection in Bit2, game ball count clear detection in Bit3, abnormal number of winning balls 1 detection in Bit4, and abnormal number of winning balls 2 detection in Bit5 have been detected. Here, the detection of anomaly in the number of winning balls 1 occurs when the difference between the number of winning balls detected by the main control board 16 and the number of winning balls detected by the frame control board 17 is 100 balls or more, and the detection of anomaly in the number of winning balls 2 occurs when the difference between the number of balls launched and the total number of returned balls (number of winning balls + number of non-winning balls) is 100 balls or more. "Fraud detection state 3" indicates the fraud detection state on the frame control board 17 and includes information indicating that small balls were detected in Bit0 and steel balls were detected in Bit1.

[0093] The "game information" includes information that the main control board 16 notifies the frame control board 17 of, for example, the number of times a ball enters the starting slot, enters the big prize slot, and the number of times a symbol is confirmed. The "game information" consists of type information and count information. The type information consists of a data type and a data number, with a data number assigned to each data type.

[0094] Regarding the category information, it is set for each value of the data type (Bits 4 to 7). For example, when the value of the data type is 1, it is the information of the start port winning. Also, for each data type, a data number (Bits 0 to 3) is set. If the data number is 1, it indicates the start port number such as start port 1.

[0095] The count information is set with different number information for each data type. When the data type is 1 = start port winning, 2 = big winning port winning, 3 = winning port winning, 9 = start port winning by accessory operation, 10 = big winning port winning by continuous accessory operation, 11 = winning port winning by accessory operation, the count information is composed of the number of bonus balls and the number of winnings. For example, when there are 2 winnings in the start port winning with 3 bonus balls, there will be 2 pieces of game information with the data type being "1 = start port winning", the data number being, the number of bonus balls being "3 = 3 bonus balls", and the number of winnings being "1 = 1 winning".

[0096] <Communication Sequence between CU and P Machine> Next, the communication between CU3 and P machine 2 using the telegrams described in FIGS. 3 to 7 will be explained. FIG. 8 is a diagram showing a sequence for explaining the timing of information transmitted and received between the card unit and the pachinko game machine. Among the notifications for transmitting information from P machine 2 to CU3, the game machine information notification transmits the game machine information at regular intervals A as shown in FIG. 8. That is, the period from the transmission of information from P machine 2 to CU3 to the transmission of the next information is controlled by the regular interval A (for example, 300 ms = 0.3 seconds). P machine 2 can perform the game machine information notification that transmits the game machine information to CU3 at regular intervals A regardless of the reception status of the game machine information at CU3. Therefore, in P machine 2, the retransmission process of the game machine information notification becomes unnecessary, and there is no need to store the past game machine information, reducing the processing burden.

[0097] In this way, a notification for transmitting information from P machine 2 to CU3 at an interval of 300 ms is performed. On the other hand, since P machine 2 operates the hitting operation handle 25, 100 game balls are hit into the game area 27 within 1 minute, the hitting launch time interval is 0.6 seconds. As a result, a plurality of information will be transmitted and received while launching one ball.

[0098] The game machine information notification communicates via a serial communication port shared with the counting notification. Therefore, if a counting notification is attempted at the same time as the game machine information notification, information may become congested within the shared serial communication port, potentially causing data collisions and preventing the notification from being sent correctly. To address this, in machine P2, when the game machine information notification is sent to CU3 at predetermined intervals A, the counting notification is sent to CU3 at a timing corresponding to a predetermined interval B (e.g., 100ms) that is shorter than predetermined interval A, after the game machine information notification has been sent, in order to optimize information transmission. The counting notification is sent to CU3 at predetermined intervals B after the game machine information notification has been sent, regardless of the reception status at CU3. Furthermore, if the player operates the counting button 28 before the game machine information notification, the counting notification will include information for, for example, 250 balls. If the player operates the counting button 28 after the game machine information notification, the counting notification will include information for 0 (zero) balls.

[0099] The transmission of the counting notification is not limited to being within the specified period B from the time the gaming machine information notification is transmitted, but may be done at any time that does not cause congestion with the gaming machine information notification, and may be done between the time the specified period B has elapsed and the time the next gaming machine information notification is sent.

[0100] In Figure 8, after the counting notification is sent to CU3, a lending notification is sent from CU3 during the reception validity period (e.g., 170ms). The lending notification from CU3 to P-machine 2 includes information on the number of balls lent and the lending serial number. If the player operates the ball lending button 321 or the replay button before the game machine information notification, the number of balls lent will include information such as 125 balls. If the player operates the ball lending button 321 or the replay button after the game machine information notification, the number of balls lent will include information such as 0 (zero) balls.

[0101] The loan receipt result response is communicated via the same serial communication port as the gaming machine information notification. Therefore, if the loan receipt result response is sent from CU3 at the same time as the gaming machine information notification, the information may become congested within the common serial communication port, potentially causing data collisions and preventing the notification from being sent correctly.

[0102] Therefore, CU3 sends a loan notification to P-unit 2 within the reception validity period after receiving the count notification. In other words, P-unit 2 receives information on the number of balls loaned and the loan serial number from CU3 within the reception validity period after sending the count notification, and within the response time (e.g., 10ms) notifies CU3 of the loan receipt result for the number of balls loaned and the loan serial number.

[0103] Figure 8 illustrates an example of communication between CU3 and P-machine 2, where the timing of counting notifications is determined based on the timing of game machine information notifications, and the timing of loan notifications is determined based on the timing of counting notifications. However, the communication between CU3 and P-machine 2 may also be based on other timings, such as determining the timing of counting notifications and loan notifications based on the timing of game machine information notifications.

[0104] Next, we will explain the timing of sending game machine installation information from P-machine 2 to CU3. Figure 9 is a diagram illustrating the sequence for explaining the timing of sending game machine installation information from the pachinko game machine to the card unit. After P-machine 2 has finished starting up, P-machine 2 sends a command to CU3 with serial number=0, indicating game machine information notification. After 300ms, P-machine 2 sends a command to CU3 with serial number=1, indicating game machine information notification. Between serial number=0 and serial number=1, P-machine 2 sends a counting notification command to CU3, and then receives a loan notification command from CU3, to which it replies with a loan receipt result response command.

[0105] In the communication sequence between CU3 and P-machine 2, after P-machine 2 has finished starting up, message communication between sequence numbers 0 and 1 is repeated. After P-machine 2 has finished starting up and sent the first game machine information notification command to CU3, 1 minute (60 seconds) has elapsed, when P-machine 2 sends sequence number 200, a game machine information notification command that includes game machine installation information, to CU3. Subsequently, P-machine 2 notifies CU3 of game machine installation information at 1-minute intervals.

[0106] <Counting Sequence> Next, we will explain the counting sequence in the communication sequence between CU3 and P-machine 2, which counts and subtracts a portion of the game balls. Figures 10 and 11 show the counting sequence between the card unit and the pachinko game machine. Figures 10 and 11 show the case where the counting button 28 is pressed without detecting the card return operation.

[0107] Furthermore, in Figure 10, the number of balls held, as identified by the inserted recording medium (member card or visitor card), is "100" balls, and the initial number of game balls is "1000" balls. Therefore, the game ball count display device (for example, game ball count display 29) of machine P2 displays "Game ball count = 1000".

[0108] In this example, counting continues in units of 250 balls while the counting button 28 is being operated, and the counting operation ends when the operation of the counting button 28 is no longer detected. However, the number of game balls counted may be increased depending on how long the counting button 28 is pressed, or all of the game balls held may be counted if the counting button 28 is pressed for a certain period of time.

[0109] First, the P machine sends a game machine information notification (hereinafter simply referred to as "game machine information notification") to the CU3, which includes one of the following pieces of information: hall computer / fraud monitoring information, game machine installation information, and game machine performance information. Since the included information is hall computer / fraud monitoring information, it includes the information serial number = n and game ball count = 1000. By receiving the game machine information from the P machine 2, the CU3 can determine the number of game balls on the P machine 2 and can display game ball count = 1000 and number of balls held = 100 on the CU3's dedicated unit display (for example, display unit 54). Within 100ms (within the specified period B shown in Figure 8) after sending the game machine information notification to the CU3, the P machine sends counting information, including the counting notification message, to the CU3.

[0110] If the player has pressed the counting button 28 before the P machine sends the counting information to CU3, the P machine will notify CU3 of the counting information in the counting notification message, including the information: counting serial number = m, number of balls counted = 250, and cumulative number of balls counted = 250. When the P machine sends a counting notification message to CU3 that includes the information: number of balls counted = 250, it will subtract the counted 250 balls from the information: number of game balls held = 1000, and update the information to: number of game balls = 750. On the other hand, if the player has not pressed the counting button 28 before the P machine sends the counting information to CU3, the P machine will notify CU3 of no counting in the counting notification message, including the information: counting serial number = m, number of balls counted = 0, and cumulative number of balls counted = 0.

[0111] For example, if the player does not operate the counting button 28, the count data in the counting notification message sent to CU3 will be 0 balls. Also, depending on the player's operation of the counting button 28, if continuous operation for less than 0.5 seconds is detected, the count data in the counting notification message sent to CU3 will be 1 ball. This operation is used to adjust the fractional amount of balls held. If continuous operation for 0.5 seconds or more but less than 0.8 seconds is detected, the count data in the counting notification message sent to CU3 will be 250 balls. If continuous operation for 0.8 seconds or more is detected, the count data in the counting notification message sent to CU3 for the first time will be 250 balls, and thereafter, the count data in the counting notification message sent to CU3 every 0.3 seconds will be 250 balls. In other words, if the player continuously presses the counting button 28, counting data for 250 balls will be sent to the CU3 every 0.3 seconds.

[0112] CU3 receives counting information from P-machine 2, adds the counted balls to the number of balls held, and updates the number of balls to 100 + 250 = 350. Within the reception validity period (see Figure 8) after receiving the counting information from P-machine 2, CU3 sends loan information, including a loan notification message, to P-machine 2, regardless of whether the ball loan button 321 is pressed or not. The loan notification message includes the information loan serial number = k and number of balls loaned = 0.

[0113] Unit P2 receives loan information from CU3 and, within the response time (see Figure 8), transmits loan response information, including a loan receipt result response message, to CU3. The loan receipt result response message includes information such as loan serial number = k and loan ball count receipt result = normal.

[0114] Machine P2 sends a game machine information notification to CU3 after a specified period A (see Figure 8) has elapsed since the last time it sent a game machine information notification to CU3. The new game machine information notification sent to CU3 includes the updated serial number = n+1 and the number of game balls subtracted = 750, as reported in the hall computer / fraud monitoring information.

[0115] When P-machine 2 sends a new game machine information notification to CU3, if the player continues to press the counting button 28 (counting button held down), it notifies CU3 of the counting information, including the updated counting serial number = m+1, counted balls = 250, and cumulative counted balls = 500 in the counting notification message. When P-machine 2 sends a counting notification message to CU3 that includes the information counted balls = 250, it subtracts the counted 250 balls from the information it holds for game balls = 750 and updates the information for game balls = 500. In addition, P-machine 2 adds the information for the current count = 250 to the previous information for cumulative counted balls = 250 and updates the information for cumulative counted balls = 500.

[0116] CU3 receives counting information from P-machine 2, adds the counted balls to the number of balls held, and updates the number of balls to 350 + 250 = 600. Within the reception validity period after receiving the counting information from P-machine 2, CU3 sends loan information, including a loan notification message, to P-machine 2, regardless of whether the ball loan button 321 is pressed or not. The loan notification message includes the updated loan serial number = k+1 and the number of balls loaned = 0.

[0117] Unit P2 receives loan information from CU3 and, within the response time, sends loan response information to CU3, including a message confirming the loan receipt result. The message confirming the loan receipt result includes updated loan serial number = k+1 and loan ball receipt result = normal.

[0118] In the sequence shown in Figure 11, if the player stops pressing the counting button 28 before the P machine 2 sends a new game machine information notification to the CU3, the P machine 2 will not perform counting from the time it sends the next game machine information notification to the CU3. Specifically, when the P machine 2 sends a new game machine information notification to the CU3, the player has stopped pressing the counting button 28, so the P machine 2 notifies the CU3 of the counting information, including the updated counting serial number = m+2, counted balls = 0, and cumulative counted balls = 500 in the counting notification message.

[0119] In other words, machine P does not perform counting and sends a counting notification message to CU3 that includes the information that the number of balls counted is 0, leaving the information that it currently holds 500 game balls and not updating the game ball count information. Similarly, machine P2 does not update the information that the cumulative number of balls counted is 500, the same as the previous cumulative number of balls counted.

[0120] Even if CU3 receives counting information from P-machine 2, it does not update the number of balls held (600) because the information is that the number of balls counted is 0. Within the reception validity period after receiving the counting information from P-machine 2, CU3 sends loan information, including a loan notification message, to P-machine 2, regardless of whether the ball loan button 321 is pressed or not. The loan notification message includes the updated information: loan serial number = k+2, number of balls loaned = 0.

[0121] P-machine 2 receives loan information from CU3 and, within the response time, sends loan response information to CU3, including a message confirming the loan receipt result. The message confirming the loan receipt result includes the updated loan serial number = k+2 and the information that the number of balls received = normal. P-machine 2 sends a game machine information notification to CU3 after a specified period A has elapsed since the last time it sent a game machine information notification to CU3.

[0122] <Correction sequence for counting notifications> Next, we will explain the correction of the number of balls held when the player presses the counting button 28 and a counting notification is sent from P-machine 2 to CU3, but CU3 fails to receive the counting notification due to some abnormality. Figure 12 is a diagram showing the correction sequence when one counting notification message is missing between the card unit and the pachinko game machine. In the sequence shown in Figure 12, for example, one counting notification message is missing due to noise, etc. Also, in Figure 12, the number of balls held, as specified by the inserted recording medium (member card or visitor card), is "100" balls, and the initial number of game balls is "1000" balls. Therefore, the game ball count display device (for example, game ball count display 29) of P-machine 2 displays game ball count = 1000.

[0123] Here, we will explain an example in which the counting operation of game balls in predetermined units (for example, units of 250 balls) is performed when the press of the counting button 28 is detected, and the counting operation ends when the press of the counting button 28 is no longer detected. However, the number of game balls to be counted may be increased depending on the length of time the counting button 28 is pressed, or all of the game balls held may be counted if the counting button 28 is pressed for a certain period of time.

[0124] First, the P machine sends a game machine information notification to the CU3. This notification includes information that the number of game balls is 1000. By receiving the game machine information from the P machine 2, the CU3 can determine the number of game balls in the P machine 2 and display "Number of game balls = 1000" and "Number of balls held = 100" on the CU3's dedicated unit display (for example, display unit 54). Within 100ms (within the specified period B shown in Figure 8) after sending the game machine information notification to the CU3, the P machine sends counting information, including the counting notification message, to the CU3.

[0125] When P-machine 2 sends the counting information to CU3, the player has pressed the counting button 28, so the counting notification message includes the information that the number of balls counted is 250 and the cumulative number of balls counted is 250, and notifies CU3 of the counting information. When P-machine 2 sends the counting notification message containing the information that the number of balls counted is 250 to CU3, it subtracts the counted 250 balls from the information that it currently has 1000 balls to play, and updates the information to 750 balls to play.

[0126] CU3 receives counting information from P-machine 2, converts the counted balls into balls held, adds the counted balls to the number of balls held, and updates the number of balls held to 100 + 250 = 350 balls. Also, when the number of balls held is updated, CU3 updates the stored cumulative count to 0 + 250 = 250 balls.

[0127] Subsequently, CU3 receives counting information from P-machine 2 and, within the reception validity period, transmits loan information, including a loan notification message, to P-machine 2, regardless of whether the ball dispensing button 321 has been pressed or not. P-machine 2 receives the loan information from CU3 and, within the response time, transmits loan response information, including a loan receipt result response message, to CU3. P-machine 2 transmits a game machine information notification to CU3 after a specified period A has elapsed since the last time it transmitted a game machine information notification to CU3.

[0128] After P-machine 2 sends a new gaming machine information notification to CU3, if it detects that the player has pressed the counting button 28, it notifies CU3 of the counting information, including the information that the number of balls counted is 250 and the cumulative number of balls counted is 500, in the counting notification message. When P-machine 2 sends a counting notification message to CU3 that includes the information that the number of balls counted is 250, it subtracts the counted 250 balls from the information that it currently has about 750 balls, and updates the information to say that the number of balls counted is 500. In addition, P-machine 2 adds the information that the number of balls counted is 250 this time to the information that the cumulative number of balls counted is 250 this time, and updates the information to say that the cumulative number of balls counted is 500.

[0129] However, the counting information transmitted from P-machine 2 did not reach CU3 due to a communication error, and because CU3 has not received the counting information from P-machine 2, the count of 250 balls is missing, and the number of balls held remains at 250. Although not shown in the diagram, CU3 then transmits lending information, including a lending notification message, to P-machine 2, regardless of whether the ball lending button 321 was pressed or not. Furthermore, P-machine 2 transmits a gaming machine information notification to CU3 after a specified period A has elapsed since the last time it transmitted a gaming machine information notification to CU3.

[0130] When sending the gaming machine information notification to CU3, if the player has not pressed the counting button 28, the counting notification message includes the information that the number of balls counted is 0 and the total number of balls counted is 500, and this information is sent to CU3. However, because the previous counting notification message was not received due to a communication error, the total number of balls counted, which is stored in CU3, remains at 250. Therefore, CU3 determines that the count is missing because the previous counting notification message was not received due to a communication error, and automatically corrects the number of balls held by adding the difference of 250 balls between the previous total number of balls counted = 250 (the total number of balls counted, which is stored in CU3) and the current total number of balls counted = 500 (the total number of balls newly received from P-machine 2), making the total number of balls held 350 + 250 = 600. At this time, CU3 does not issue an error notification. CU3 automatically adjusts the ball count to 500 if it accounts for a difference of 250 balls.

[0131] If a counting error occurs in CU3 and is automatically corrected, no error notification will be issued, but a notification that an automatic correction has been made may be sent to the hall computer and the ball management server. Of course, an error notification may also be issued if a counting error occurs in CU3 and is automatically corrected.

[0132] In the case of gaming devices that cannot be automatically corrected, a notification is sent to the staff prompting them to take corrective action after an abnormality occurs. The staff had to check the number of balls in the gaming machine, check the number of balls held by the player and the reception history of counting information on the gaming device's screen, calculate the difference between the number of balls in the gaming machine and the number of balls held by the player, and then operate the POS terminal of the prize counter to add the difference to the player's card. With CU3, this complicated process is eliminated, and any missing balls in the count can be automatically corrected and added to the number of balls held, eliminating the need for correction work by staff and preventing work errors.

[0133] Of course, as mentioned above, instead of CU3 automatically correcting the count when a discrepancy occurs, if a discrepancy occurs, CU3 could be configured to enter an error state and pre-calculate the missing value from the difference between the previous cumulative count and the current cumulative count, thereby reducing some of the correction work required by the staff. After the staff member confirms the pre-calculated missing value in CU3, they can add the missing count to their total ball count by performing correction work on the management server or CU3. Even in such a case, the work of checking the number of balls on the gaming machine and checking the player's ball count and the history of received counting information on the gaming device screen can be omitted, thus reducing some of the correction work.

[0134] Figure 13 shows an alternative correction sequence when a counting notification message is missing between the card unit and the pachinko machine. The correction sequence shown in Figure 13 differs from the correction sequence shown in Figure 12 in that it occurs when the P-machine 2 detects that the player has pressed the counting button 28 before sending a new game machine information notification to the CU3. The P-machine 2 notifies the CU3 of the counting information, including the information that the number of balls counted is 250 and the cumulative number of balls counted is 500 in the counting notification message.

[0135] However, the counting information transmitted from P-machine 2 did not reach CU3 due to a communication error. As a result, CU3 has no record of counting 250 balls, and the number of balls held remains at 250. Therefore, CU3 determines that it could not receive the previous counting notification message due to a communication error and that the count is missing. It then automatically corrects the number of balls held by adding the difference of 250 balls between the previous cumulative count of 250 balls (the cumulative count stored in CU3) and the current cumulative count of 500 balls (the cumulative count newly received from P-machine 2), resulting in a total of 350 + 250 = 600 balls.

[0136] Next, Figure 14 shows the correction sequence in case of two missing messages between the card unit and the pachinko machine: the count notification and the game machine information notification. In Figure 14, the number of balls held, as identified by the inserted recording medium (member card or visitor card), is "100" balls, and the initial number of game balls is "1000" balls. Therefore, the game ball count display device of machine P2 (for example, game ball count display 29) displays game ball count = 1000.

[0137] First, machine P2 sends a game machine information notification to CU3. This notification includes information that the number of game balls is 1000. By receiving the game machine information from machine P2, CU3 can determine the number of game balls in machine P2 and display "Number of game balls = 1000" and "Number of balls held = 100" on its dedicated unit display (for example, display unit 54).

[0138] When P-machine 2 sends the counting information to CU3, the player has pressed the counting button 28, so the counting notification message includes the information that the number of balls counted is 250 and the cumulative number of balls counted is 250, and notifies CU3 of the counting information. When P-machine 2 sends the counting notification message containing the information that the number of balls counted is 250 to CU3, it subtracts the counted 250 balls from the information that it currently has 1000 balls to play, and updates the information to 750 balls to play.

[0139] However, the counting information transmitted from P-machine 2 did not reach CU3 due to a communication error. As a result, CU3 lost the count of 250 balls, leaving the number of balls held at 100. Furthermore, the game machine information notification transmitted from P-machine 2 also did not reach CU3. Therefore, CU3 did not receive the game machine information for the number of balls played at 750 from P-machine 2. In short, CU3 failed to receive two consecutive messages from P-machine 2—the counting notification and the game machine information notification—and therefore determined that a communication error had occurred, detecting an error.

[0140] CU3 detects an error and turns off the power supply VL to resolve the error. While the error is being resolved, the error is displayed on the display unit 54, etc. After the error is resolved, the store employee will clear the error display using the remote control or other means. Then, the power supply VL is turned on.

[0141] When the power supply (VL) of machine P2 is turned on and communication with CU3 resumes, machine P2 sends a game machine information notification to CU3. This notification includes information that the number of game balls is 750. Since the previous number of game balls included in the game machine information notification received from machine P2 before the communication error occurred was 1000, CU3 determines that it could not receive the previous count notification message due to the communication error and that the count is missing. CU3 then automatically corrects the number of game balls by adding the difference of 250 balls (the difference between the previous number of game balls = 1000 balls, which is the number of game balls stored in CU3) and the current number of game balls = 750 balls (the number of game balls newly received from machine P2), resulting in a total of 100 + 250 = 350 balls. At this time, CU3 does not issue an error notification.

[0142] If a communication error occurs and the power supply (VL) is turned off to restore functionality, the cumulative ball count will be reset to 0. Therefore, automatic correction using the cumulative ball count, as shown in Figures 12 and 13, cannot be performed. For this reason, CU3 performs automatic correction using the difference in the number of game balls when the power supply (VL) is turned off. When CU3 performs automatic correction, it sets the cumulative ball count received first after restoration as the initial value.

[0143] Next, we will explain the correction sequence due to power outage (power failure) or communication failure after the count notification has been sent. Figure 15 is a diagram showing the correction sequence due to power outage or communication failure between the card unit and the pachinko game machine. In Figure 15, we will explain using the example of a power outage that causes power outage in both the card unit and the pachinko game machine. Also, in Figure 15, the number of balls held, as identified by the inserted recording medium (member card or visitor card), is "100" balls, and the initial number of game balls is "1000" balls. Therefore, the game ball count display device of machine P2 (for example, game ball count display 29) will display game ball count = 1000.

[0144] First, the P machine sends a gaming machine information notification to the CU3. This notification includes information that the number of game balls is 1000. By receiving the gaming machine information from the P machine 2, the CU3 can determine the number of game balls in the P machine 2 and display "Number of game balls = 1000" and "Number of balls held = 100" on the CU3's dedicated unit display (for example, display unit 54).

[0145] Since the player has pressed the counting button 28 by the time the P machine sends the counting information to CU3, the counting notification message includes the information that the number of balls counted is 250 and the cumulative number of balls counted is 250, and notifies CU3 of the counting information. When P machine 2 sends a counting notification message to CU3 that includes the information that the number of balls counted is 250, it subtracts the counted 250 balls from the information that it currently has 1000 balls to play, and updates the information to 750 balls to play.

[0146] However, if a power outage occurs after the player presses the counting button 28 on machine P 2, machine P 2 will not be able to send a counting notification message to CU 3. On the other hand, CU 3 will not be able to receive counting information from machine P 2, including the information that the number of balls counted is 250 and the cumulative number of balls counted is 250, due to the power outage. As a result, the number of balls counted will be lost at 250, and the number of balls held will remain at 100.

[0147] After the power is restored, the startup process is performed on P-machine 2 and CU3. Once P-machine 2 and CU3 are restored, P-machine 2 sends a game machine information notification to CU3. This notification includes information that the number of game balls is 750. The previous number of game balls included in the game machine information notification received from P-machine 2 before the power outage was 1000. Therefore, CU3 determines that a communication interruption (power outage) occurred due to the power outage based on the difference in the number of game balls. Furthermore, CU3 determines that it could not receive the previous count notification message due to the power outage and has a count loss. It then automatically corrects the number of game balls by adding the difference of 250 balls between the previous number of game balls = 1000 (the number of game balls stored in CU3) and the current number of game balls = 750 (the number of game balls newly received from P-machine 2), making the number of game balls 100 + 250 = 350. At this time, CU3 does not issue an error notification.

[0148] <Prevention of malfunction of the correction function when the number of game balls is cleared> As explained in the correction sequence shown in Figures 11 to 15, the automatic correction of the number of balls held when counting errors occur eliminates the need for complicated processing and manual correction by staff, thus preventing errors. However, if the number of balls held is automatically corrected based on a significant change in the ball count information transmitted from machine P2, there is a possibility of unintended or incorrect automatic corrections. For example, if the number of balls held is intentionally cleared, but the automatic correction function is activated, the number of balls that should have been cleared may be incorrectly counted as the number of balls held.

[0149] Figure 16 shows the sequence of malfunctions in the correction function when the number of game balls is cleared between the card unit and the pachinko machine. In Figure 16, the number of balls held, as identified by the inserted recording medium (member card or visitor card), is "0" balls, and the initial number of game balls is "100" balls. Therefore, the game ball count display device of machine P2 (for example, game ball count display 29) displays game ball count = 100.

[0150] First, machine P2 sends a game machine information notification to CU3. This notification includes information that the number of game balls is 100. By receiving the game machine information from machine P2, CU3 can determine the number of game balls in machine P2 and display "Number of game balls = 100" and "Number of balls held = 0" on its dedicated unit display (for example, display unit 54).

[0151] Before sending the counting information to CU3, the staff member clears the number of game balls on machine P2, but does not press the counting button 28. Therefore, the counting process is not performed, and the counting notification message includes the information that the number of game balls is 0, which is then sent to CU3. The staff member clearing the number of game balls on machine P2 occurs, for example, when a player leaves the store without paying attention to the number of game balls. By clearing the number of game balls on machine P2, the number of game balls is reduced from 100 to 0, and the information is updated to show that the number of game balls is 0.

[0152] After confirming the counted ball count information, CU3 receives the counting information from P-unit 2 and, within the reception validity period (e.g., 170ms), transmits the loan information, including the loan notification message, to P-unit 2. The loan notification message includes the information loan serial number = k and the number of balls loaned = 0 balls and notifies P-unit 2 of this.

[0153] Upon receiving the loan information transmitted from CU3, P-unit 2 transmits loan response information, including a loan receipt result response message, to CU3 within a response time (e.g., 10ms). The loan receipt result response message includes information such as loan serial number = k and receipt result = normal.

[0154] Subsequently, machine P2 sends a gaming machine information notification to CU3. The gaming machine information notification includes information that the game ball count clear is ON, serial number = n+1, and game ball count = 0 balls. CU3 determines that although the counted number of balls was 0, the game ball count has decreased from 100 balls in the previous instance to 0 balls in the current instance, so it is necessary to automatically correct the difference in the game ball count as the number of balls held. Although the gaming machine information notification includes information that the game ball count clear is ON, CU3 uses this information only for error detection and does not use it to determine whether or not automatic correction is necessary.

[0155] Therefore, as explained in Figures 14 and 15, CU3 determines that there is a counting error and automatically corrects the number of balls held by the player by adding the difference of 100 balls between the previous number of balls played (100 balls, the number of balls stored in CU3) and the current number of balls played (0 balls, the number of balls newly received from P-machine 2), resulting in a total of 0 + 100 = 100 balls.

[0156] CU3 receives information that the game ball count clear is ON in the game machine information notification, and based on this information, it displays an error message on the display unit 54, for example, indicating that the game ball count has been cleared. Furthermore, CU3 automatically corrects the number of game balls cleared on P machine 2 as remaining balls, and displays "Game ball count = 0, Remaining balls = 100" on the CU3's dedicated unit display (for example, display unit 54). Despite clearing the remaining game balls on P machine 2, the staff processes the 100 balls converted to remaining balls through automatic correction, according to the hall's operational procedures. This processing could involve, for example, writing the 100 balls converted to remaining balls to a card and storing it in a counter, or clearing the 100 balls converted to remaining balls using a remote control, etc. Thus, when the game ball count is cleared on P machine 2, the staff must process the automatically corrected remaining balls from CU3, which complicates hall operations and may reduce the game machine's utilization rate.

[0157] Subsequently, machine P2 sends a game machine information notification to CU3, which includes information that the game ball count reset is OFF. When CU3 receives the game ball count reset OFF information from machine P2, it automatically clears the error.

[0158] Figure 17 shows another correction function malfunction sequence when the number of game balls is cleared between the card unit and the pachinko machine. Unlike the correction function malfunction sequence shown in Figure 16, the correction function malfunction sequence shown in Figure 17 occurs when a store employee clears the number of game balls after the P machine 2 has sent a loan receipt result response to the CU3, but before sending a new game machine information notification.

[0159] In the correction function malfunction sequence shown in Figure 17, after the operation to clear the number of game balls is performed, machine P2 sends a game machine information notification to CU3. The game machine information notification includes information that the game ball count clear is ON, the serial number is n+1, and the number of game balls is 0. CU3 determines that although the counted number of balls was 0, the number of game balls has decreased from the previous number of game balls = 100 to the current number of game balls = 0, so it is necessary to perform automatic correction using the difference in the number of game balls as the number of balls held. Although the game machine information notification includes information that the game ball count clear is ON, CU3 uses this information only for error detection and does not use it to determine whether or not automatic correction is required.

[0160] Therefore, CU3 determines that there is a counting error and automatically corrects the number of balls held by the player by adding the difference of 100 balls between the previous number of balls played (100 balls, the number of balls stored in CU3) and the current number of balls played (0 balls, the number of balls newly received from P-machine 2), resulting in a total of 0 + 100 = 100 balls.

[0161] Even though the number of game balls remaining on P-machine 2 has been cleared, the staff will process the 100 balls that were automatically corrected and converted into remaining balls, according to the hall's operational procedures. If the number of game balls on P-machine 2 is cleared, the staff will need to process the remaining balls that were automatically corrected by CU3, which will complicate hall operations and may reduce the utilization rate of the gaming machines.

[0162] Subsequently, machine P2 sends a game machine information notification to CU3, which includes information that the game ball count reset is OFF. When CU3 receives the game ball count reset OFF information from machine P2, it automatically clears the error.

[0163] As explained in Figures 16 and 17, even though the number of game balls remaining on machine P2 has been cleared, the cleared number of game balls is unintentionally converted into remaining balls due to automatic correction. As a result, store staff have to process the automatically corrected remaining balls, which complicates hall operations and may reduce the utilization rate of the gaming machines. Therefore, CU3 determines whether or not automatic correction is necessary based not only on whether the number of game balls has decreased from the previous number to the current number, but also on whether or not predetermined conditions are met. This allows CU3 to prevent unintentional or incorrect automatic corrections.

[0164] Specifically, we will explain the sequence that prevents the correction function from malfunctioning when the number of game balls is cleared. Figure 18 is a diagram showing the sequence that prevents the correction function from malfunctioning when the number of game balls is cleared between the card unit and the pachinko game machine. In Figure 18, the number of balls held, as identified by the inserted recording medium (member card or visitor card), is "0" balls, and the initial number of game balls is "100" balls. Therefore, the game ball count display device of machine P2 (for example, game ball count display 29) displays game ball count = 100.

[0165] First, machine P2 sends a game machine information notification to CU3. This notification includes information that the number of game balls is 100. By receiving the game machine information from machine P2, CU3 can determine the number of game balls in machine P2 and display "Number of game balls = 100" and "Number of balls held = 0" on its dedicated unit display (for example, display unit 54).

[0166] On machine P2, the staff member clears the number of game balls before sending the counting information to CU3, but does not press the counting button 28. Therefore, the counting process is not performed, and the counting notification message includes the information that the number of game balls is 0, which is then sent to CU3. By clearing the number of game balls on machine P2, the number of game balls is reduced from 100 to 0, and the information is updated to show that the number of game balls is 0.

[0167] After confirming the counted ball count information, CU3 receives the counting information from P-unit 2 and, within the reception validity period (e.g., 170ms), transmits the loan information, including the loan notification message, to P-unit 2. The loan notification message includes the information loan serial number = k and the number of balls loaned = 0 balls and notifies P-unit 2 of this.

[0168] Upon receiving the loan information transmitted from CU3, P-unit 2 transmits loan response information, including a loan receipt result response message, to CU3 within a response time (e.g., 10ms). The loan receipt result response message includes information such as loan serial number = k and receipt result = normal.

[0169] Subsequently, machine P2 sends a gaming machine information notification to CU3. This notification includes information that the game ball count is reset ON, the serial number is n+1, and the number of game balls is 0. Although the counted number of game balls was 0, CU3 has received information that the game ball count is reset ON, so it determines that there is no need to automatically correct the difference in the number of game balls as the remaining balls. In other words, CU3 uses not only the decrease in the number of game balls but also the presence or absence of the game ball count reset ON information included in the gaming machine information notification as one of the conditions for deciding whether or not to perform automatic correction.

[0170] CU3 receives information that the game ball count clear is ON in the game machine information notification, and based on this information, it displays an error message on the display unit 54, for example, indicating that the game ball count has been cleared. Also, since CU3 does not automatically correct the number of game balls cleared on P machine 2 as the number of remaining balls, the dedicated unit display of CU3 (for example, display unit 54) displays "Number of game balls = 0" and "Number of remaining balls = 0". In this way, by clearing the number of game balls remaining on P machine 2, CU3 will no longer incorrectly correct it as the number of remaining balls, eliminating the need for complicated hall operations and preventing a decrease in the utilization rate of the game machines.

[0171] Subsequently, machine P2 sends a game machine information notification to CU3, which includes information that the game ball count reset is OFF. When CU3 receives the game ball count reset OFF information from machine P2, it automatically clears the error.

[0172] <Prevention of malfunction of the correction function when the gaming machine is moved> One situation in which the correction function may malfunction is, for example, when connecting a P2 machine with remaining game balls to CU3, which was previously connected to another P2 machine. Situations in which gaming machines are moved (replacement of gaming machines) include changing the layout of gaming machines within the store or introducing used gaming machines.

[0173] Figure 19 shows the sequence of malfunctions in the correction function when a pachinko game machine is swapped with a card unit. In Figure 19, the sequence is shown when P-machine 2A, which has 1000 game balls remaining, is removed from CU3, and P-machine 2B, which has 500 game balls remaining, is connected to CU3. Therefore, P-machine 2A sends a game machine information notification to CU3. The game machine information notification includes the information that the number of game balls is 1000. By receiving the game machine information from P-machine 2A, CU3 can determine the number of game balls in P-machine 2A, and can display "Number of game balls = 1000" and "Number of balls held = 0" on the CU3's dedicated unit display (for example, display unit 54).

[0174] In this state, turn off the power to P-unit 2A and CU3, remove P-unit 2A and replace it with P-unit 2B, and connect it to CU3. Then, turn on the power to P-unit 2B and CU3.

[0175] Since P machine 2B has 500 game balls remaining, the game ball count display device (for example, game ball count display 29) displays game ball count = 500. After starting up, P machine 2B sends a game machine information notification to CU3. The game machine information notification includes the serial number = n and the game ball count = 500. CU3 determines that although the count was 0 balls, the game ball count has decreased from the previous game ball count = 1000 balls to the current game ball count = 500 balls, so it is necessary to automatically correct the difference in the game ball count as the remaining balls.

[0176] Therefore, as explained in Figures 14 and 15, CU3 determines that there is a counting error and automatically corrects the number of balls held by the player by adding the difference of 500 balls between the previous number of balls played (1000 balls, the number of balls stored in CU3) and the current number of balls played (500 balls, the number of balls newly received from P-machine 2B), resulting in a total of 0 + 500 = 500 balls.

[0177] Since the counting button 28 has not been pressed, P-unit 2B does not perform the counting process and notifies CU3 of the counting information, including the information that the number of balls counted is 0, in the counting notification message. After CU3 confirms the information about the number of balls counted, it receives the counting information from P-unit 2B and, within the reception validity period (for example, 170ms), sends the loan information, including the loan notification message, to P-unit 2B. CU3 notifies P-unit 2B of the information that the loan serial number is k and the number of balls loaned is 0 in the loan notification message.

[0178] Upon receiving the loan information transmitted from CU3, P unit 2B transmits loan response information, including a loan receipt result response message, to CU3 within the response time (e.g., 10ms). The loan receipt result response message includes information such as loan serial number = k and receipt result = normal.

[0179] Subsequently, as explained in Figure 9, after the startup is complete, P-machine 2B sends a game machine information notification to CU3, and then 1 minute (60 seconds) later sends a game machine information notification containing game machine installation information to CU3. The game machine installation information includes the game machine identification number (CID), as explained in Figure 5. Therefore, CU3 can determine whether the connected P-machine 2 is P-machine 2A or P-machine 2B based on the game machine identification number (CID).

[0180] Specifically, if the previously connected P-machine 2A's game machine identification number (CID) was "5678" and the currently connected P-machine 2B's game machine identification number (CID) is "1234", CU3 will stop with an error, indicating a mismatch in game machine identification numbers (CIDs).

[0181] If CU3 malfunctions and stops, store staff must perform actions based on hall operations, such as clearing the number of balls recorded on the card using the POS system. After performing these actions, it is necessary to restart P-machine 2B and CU3 after clearing the error. This can complicate hall operations and potentially reduce the utilization rate of the gaming machines.

[0182] Next, we will explain the sequence for preventing the correction function from malfunctioning when the gaming machine is moved (e.g., swapped). Figure 20 shows the sequence for preventing the correction function from malfunctioning when a pachinko gaming machine is swapped with the card unit. In Figure 20, P machine 2A, which has 1000 balls remaining, is removed from CU3, and P machine 2B, which has 500 balls remaining, is connected to CU3. Therefore, P machine 2A sends a gaming machine information notification to CU3. The gaming machine information notification includes the information that the number of balls is 1000. By receiving the gaming machine information from P machine 2A, CU3 can determine the number of balls in P machine 2A, and can display "Number of balls = 1000" and "Number of balls held = 0" on the CU3's dedicated unit display (for example, display unit 54).

[0183] In this state, turn off the power to P-unit 2A and CU3, remove P-unit 2A and replace it with P-unit 2B, and connect it to CU3. Then, turn on the power to P-unit 2B and CU3.

[0184] Since machine P2B has 500 game balls remaining, the game ball count display device (for example, game ball count display 29) displays game ball count = 500. After starting up, machine P2B sends a game machine information notification to CU3. The game machine information notification includes the serial number = n and the game ball count = 500. CU3 sees that the number of game balls has decreased from 1000 to 500, even though the count was 0. However, CU3 temporarily suspends the process of automatically correcting the game ball count by adding the difference to the remaining balls if a difference occurs in the game ball count before receiving the game machine installation information. Therefore, CU3 does not perform automatic correction and the number of balls remains 0.

[0185] Since the counting button 28 has not been pressed, P-unit 2B does not perform the counting process and notifies CU3 of the counting information, including the information that the number of balls counted is 0, in the counting notification message. After CU3 confirms the information about the number of balls counted, it receives the counting information from P-unit 2B and, within the reception validity period (for example, 170ms), sends the loan information, including the loan notification message, to P-unit 2B. CU3 notifies P-unit 2B of the information that the loan serial number is k and the number of balls loaned is 0 in the loan notification message.

[0186] Upon receiving the loan information transmitted from CU3, P unit 2B transmits loan response information, including a loan receipt result response message, to CU3 within the response time (e.g., 10ms). The loan receipt result response message includes information such as loan serial number = k and receipt result = normal.

[0187] Subsequently, after P-machine 2B has finished starting up, it sends a game machine information notification to CU3, and then after 1 minute (60 seconds) has elapsed since sending the initial game machine information notification to CU3, it sends a game machine information notification to CU3 that includes game machine installation information. The game machine installation information includes the game machine identification number (CID). Therefore, CU3 can determine whether the connected P-machine 2 is P-machine 2A or P-machine 2B based on the game machine identification number (CID).

[0188] CU3 determines that the CIDs do not match because the CID of the previously connected P-machine 2A was "5678" and the CID of the currently connected P-machine 2B is "1234". Therefore, CU3 determines that although the number of game balls has decreased from 1000 to 500 because the game machine was swapped from P-machine 2A to P-machine 2B, there is no need to automatically correct the difference in the number of game balls as the number of balls held. In other words, CU3 uses not only the decrease in the number of game balls but also whether or not the game machine identification number (game machine identification information) included in the received game machine installation information has changed as one of the conditions for deciding whether or not to perform automatic correction.

[0189] CU3 starts up normally without stopping due to an error, because it determines that there is no need to automatically correct the difference in the number of game balls as held balls, even though the game machine identification number (CID) does not match. Based on the game machine information notification sent from P machine 2B, which includes the information that the number of game balls is 500, CU3 can display "Number of game balls = 500" and "Number of held balls = 0" on its dedicated unit display (for example, display 54). This eliminates the need for complicated hall operations and avoids a decrease in the operating rate of the game machines.

[0190] When replacing a gaming machine, it may be moved and then started up on the next business day. Figure 21 shows the sequence of malfunctions of the correction function when a pachinko gaming machine is replaced with a card unit and then started up, followed by opening procedures on the next business day. In Figure 21, P machine 2A, which has 1000 balls remaining, is removed from CU3, and P machine 2B, which has 200 balls remaining, is connected to CU3. Therefore, P machine 2A sends a gaming machine information notification to CU3. The gaming machine information notification includes information that the number of balls is 1000. By receiving the gaming machine information from P machine 2A, CU3 can determine the number of balls in P machine 2A and can display "Number of balls = 1000" and "Number of balls held = 0" on the CU3's dedicated unit display (for example, display unit 54).

[0191] In this state, turn off the power to P-unit 2A and CU3, remove P-unit 2A and replace it with P-unit 2B, and connect it to CU3. Then, on the next business day, turn on the power to P-unit 2B and CU3. P-unit 2B and CU3 need to be started up on the next business day so that the opening procedure can be performed as described later.

[0192] Since P machine 2B has 200 game balls remaining, the game ball count display device (for example, game ball count display 29) displays game ball count = 200. After starting up, P machine 2B sends a game machine information notification to CU3. The game machine information notification includes the serial number = n and the game ball count = 200. CU3 determines that although the count was 0 balls, the game ball count has decreased from the previous game ball count = 1000 balls to the current game ball count = 200 balls, so it is necessary to automatically correct the game ball count by adding the difference to the remaining balls.

[0193] Therefore, as explained in Figures 14 and 15, CU3 determines that there is a counting error and automatically corrects the number of balls held by the player by adding the difference of 800 balls between the previous number of balls played (1000 balls, the number of balls stored in CU3) and the current number of balls played (200 balls, the number of balls newly received from P-machine 2B), resulting in a total of 0 + 800 = 800 balls.

[0194] Since the counting button 28 has not been pressed, P-unit 2B does not perform the counting process and notifies CU3 of the counting information, including the information that the number of balls counted is 0, in the counting notification message. After CU3 confirms the information about the number of balls counted, it receives the counting information from P-unit 2B and, within the reception validity period (for example, 170ms), sends the loan information, including the loan notification message, to P-unit 2B. CU3 notifies P-unit 2B of the information that the loan serial number is k and the number of balls loaned is 0 in the loan notification message.

[0195] Upon receiving the loan information transmitted from CU3, P unit 2B transmits loan response information, including a loan receipt result response message, to CU3 within the response time (e.g., 10ms). The loan receipt result response message includes information such as loan serial number = k and receipt result = normal.

[0196] Subsequently, as explained in Figure 9, after startup is complete, P-machine 2B sends a game machine information notification to CU3, and then 1 minute (60s) later sends a game machine information notification containing game machine installation information to CU3. The game machine installation information includes the game machine identification number (CID), as explained in Figure 5. Therefore, CU3 can determine whether the connected P-machine 2 is P-machine 2A or P-machine 2B based on the game machine identification number (CID). If the game machine identification number (CID) of P-machine 2A, which CU3 connected to previously, was "5678", and the game machine identification number (CID) of P-machine 2B, which is connected this time, is "1234", CU3 will stop with an error, indicating a mismatch in game machine identification numbers (CIDs).

[0197] With CU3 stopped due to an error, the opening process is executed. During the opening process, since there are still game balls remaining on P machine 2B, a past game ball error is displayed, for example, on display unit 54. The staff member then performs an operation to clear the game ball count on P machine 2B, based on the hall's operational procedures.

[0198] Subsequently, P-machine 2B sends a game machine information notification to CU3. The game machine information notification includes information that the game ball count clear is ON, serial number = n+10, and game ball count = 0 balls. CU3 determines that although the counted number of balls was 0, the number of game balls has decreased from the previous game ball count = 200 balls to the current game ball count = 0 balls, so it needs to automatically correct the difference in the number of game balls as the number of balls held. Therefore, CU3 determines that there is a counting error and automatically corrects the number of balls held by adding the difference of 200 balls between the previous game ball count = 200 balls (the number of game balls stored in CU3) and the current game ball count = 0 balls (the number of game balls newly received from P-machine 2B), making the number of balls held 800 + 200 = 1000 balls.

[0199] Next, machine P2 sends a game machine information notification to CU3 that includes information about the game ball count reset being OFF. When CU3 receives the game ball count reset OFF information from machine P2, it automatically clears the error.

[0200] In the sequence shown in Figure 21, the system automatically adjusts the number of balls held by each player by adding 800 balls due to the switch from machine 2A to machine 2B, and by adding 200 balls due to clearing the ball count on machine 2B. Therefore, store staff need to perform tasks such as clearing the ball count recorded on the card using the POS system, which can complicate hall operations and potentially reduce the utilization rate of the gaming machines.

[0201] Next, we will explain the sequence to prevent the correction function from malfunctioning when a gaming machine is moved (e.g., swapped) and started up on the next business day. Figure 22 is a diagram showing the sequence to prevent the correction function from malfunctioning when a pachinko gaming machine is swapped with a card unit, started up, and then the opening process for the next business day is performed. In Figure 22, P machine 2A, which has 1000 balls remaining, is removed from CU3, and P machine 2B, which has 200 balls remaining, is connected to CU3. Therefore, P machine 2A sends a gaming machine information notification to CU3. The gaming machine information notification includes the information that the number of balls is 1000. By receiving the gaming machine information from P machine 2A, CU3 can determine the number of balls in P machine 2A, and can display "Number of balls = 1000" and "Number of balls held = 0" on the CU3's dedicated unit display (for example, display unit 54).

[0202] In this state, turn off the power to P-unit 2A and CU3, remove P-unit 2A and replace it with P-unit 2B, and connect it to CU3. Then, on the next business day, turn on the power to P-unit 2B and CU3.

[0203] Since machine P2B has 200 game balls remaining, the game ball count display device (for example, game ball count display 29) displays game ball count = 200. After starting up, machine P2B sends a game machine information notification to CU3. The game machine information notification includes the serial number = n and the game ball count = 200. CU3 sees that the number of game balls has decreased from 1000 to 200, even though the count was 0. However, CU3 temporarily suspends the process of automatically correcting the game ball count by adding the difference to the remaining balls if a difference occurs in the game ball count before receiving the game machine installation information. Therefore, CU3 does not perform automatic correction and the number of balls remains 0.

[0204] Since the counting button 28 has not been pressed, P-unit 2B does not perform the counting process and notifies CU3 of the counting information, including the information that the number of balls counted is 0, in the counting notification message. After CU3 confirms the information about the number of balls counted, it receives the counting information from P-unit 2B and, within the reception validity period (for example, 170ms), sends the loan information, including the loan notification message, to P-unit 2B. CU3 notifies P-unit 2B of the information that the loan serial number is k and the number of balls loaned is 0 in the loan notification message.

[0205] Upon receiving the loan information transmitted from CU3, P unit 2B transmits loan response information, including a loan receipt result response message, to CU3 within the response time (e.g., 10ms). The loan receipt result response message includes information such as loan serial number = k and receipt result = normal.

[0206] Subsequently, after P-machine 2B has finished starting up, it sends a game machine information notification to CU3, and then after 1 minute (60 seconds) has elapsed since sending the initial game machine information notification to CU3, it sends a game machine information notification to CU3 that includes game machine installation information. The game machine installation information includes the game machine identification number (CID). Therefore, CU3 can determine whether the connected P-machine 2 is P-machine 2A or P-machine 2B based on the game machine identification number (CID).

[0207] CU3 determines that the CIDs do not match because the CID of the previously connected P-machine 2A was "5678" and the CID of the currently connected P-machine 2B is "1234". Therefore, CU3 determines that although the number of game balls has decreased from 1000 to 200 because the game machine was switched from P-machine 2A to P-machine 2B, there is no need to automatically correct the difference in the number of game balls as the remaining balls.

[0208] CU3, despite the mismatch in the game machine identification number (CID), determines that there is no need to automatically correct the difference in the number of game balls by treating it as remaining balls. Therefore, it starts up normally without stopping due to an error, and the opening process is executed. During the opening process, since there are still game balls remaining on P machine 2B, a past game ball error is displayed, for example, on display unit 54. The staff then performs an operation to clear the game ball count on P machine 2B based on the hall's operational procedures.

[0209] Subsequently, machine P2B sends a gaming machine information notification to CU3. This notification includes information that the game ball count reset is ON, the serial number is n+10, and the number of game balls is 0. Although the counted number of game balls was 0, CU3 has received information that the game ball count reset is ON, so it determines that there is no need to automatically correct the difference in the number of game balls as the remaining balls.

[0210] Next, machine P2B sends a game machine information notification to CU3 that includes information about the game ball count reset being OFF. When CU3 receives the game ball count reset OFF information from machine P2B, it automatically clears the error.

[0211] Thus, CU3 uses not only a decrease in the number of game balls, but also the presence or absence of information indicating that the game ball count should be cleared ON in the game machine information notification, and whether or not the game machine identification number (game machine identification information) included in the received game machine installation information has changed as conditions for whether or not to perform automatic correction. Therefore, as shown in the sequence in Figure 22, CU3 does not automatically correct the difference in the number of game balls of 800 due to the switch from P machine 2A to P machine 2B, and the difference in the number of game balls of 200 due to the clearing of the game ball count of P machine 2B, as the number of balls held. This eliminates the need for complicated hall operations and avoids a decrease in the utilization rate of the game machines.

[0212] <Prevention of the correction function from activating a predetermined number of times> The function that automatically corrects the difference in the cumulative number of balls counted or the number of balls played as the player's ball count is effective in recovering from malfunctions caused by communication errors or power outages. However, there is a possibility that the automatic correction may be performed frequently due to equipment failure, or that the automatic correction function may be intentionally exploited to commit fraud. Therefore, CU3 can prevent the correction function from being executed a predetermined number of times within a predetermined time, thereby enabling the detection of equipment failures and deterring fraud.

[0213] Figure 23 is a diagram showing the sequence for preventing the correction function from activating when a predetermined number of corrections are performed within a predetermined time. In Figure 23, the number of balls held, as identified by the inserted recording medium (member card or visitor card), is "100" balls, and the initial number of game balls is "1000" balls. Therefore, the game ball count display device of machine P2 (for example, game ball count display 29) displays game ball count = 1000.

[0214] First, the P machine sends a game machine information notification to the CU3. This notification includes information that the number of game balls is 1000. By receiving the game machine information from the P machine 2, the CU3 can determine the number of game balls in the P machine 2 and display "Number of game balls = 1000" and "Number of balls held = 100" on the CU3's dedicated unit display (for example, display unit 54). Within 100ms (within the specified period B shown in Figure 8) after sending the game machine information notification to the CU3, the P machine sends counting information, including the counting notification message, to the CU3.

[0215] After sending a game machine information notification to CU3, if P-machine 2 detects that the player has pressed the counting button 28, it notifies CU3 of the counting information, including the information that the number of balls counted is 250 and the cumulative number of balls counted is 250, in the counting notification message. When P-machine 2 sends a counting notification message to CU3 that includes the information that the number of balls counted is 250, it subtracts the 250 balls that have been counted from the information that it currently has 1000 balls to play, and updates the information to 750 balls. In addition, P-machine 2 adds the information that the number of balls counted this time is 250 to the information that the cumulative number of balls counted this time is 0, and updates the information to 250 balls.

[0216] However, the counting information transmitted from P-machine 2 did not reach CU3 due to a communication error. As a result, CU3 did not receive the counting information from P-machine 2, and the count of 250 balls was lost, leaving the number of balls held as 100.

[0217] Next, machine P sends a game machine information notification to CU3. The game machine information notification includes information that the number of game balls is 750. If machine P2 has not detected a press of the counting button 28 by the player after sending a new game machine information notification to CU3, it will notify CU3 of the counting information, including the number of balls counted = 0 and the cumulative number of balls counted = 250 in the counting notification message.

[0218] However, since the previous count notification message was not received due to a communication error, the cumulative count stored in CU3 remains at 0 balls. Therefore, CU3 determines that the count is missing because the previous count notification message was not received due to a communication error, and automatically corrects the count by adding the difference of 250 balls (the cumulative count stored in CU3) from the previous cumulative count = 0 balls and the current cumulative count = 250 balls (the cumulative count newly received from P-machine 2) to the number of balls held, making the total number of balls 100 + 250 = 350 balls.

[0219] Subsequently, when P-machine 2 detects that the player has pressed the counting button 28, it notifies CU3 of the counting information in the counting notification message, including the information that the number of balls counted is 250 and the cumulative number of balls counted is 500. However, the counting information sent from P-machine 2 does not reach CU3 due to a communication error, and CU3 has not received the counting information from P-machine 2, so the count of 250 balls is missing, and the number of balls held remains at 350.

[0220] Next, machine P sends a game machine information notification to CU3. The game machine information notification includes information that the number of game balls is 500. If machine P2 has not detected the player pressing the counting button 28 after sending a new game machine information notification to CU3, it notifies CU3 of the counting information, including the information that the number of balls counted is 0 and the cumulative number of balls counted is 500 in the counting notification message. CU3 determines that it could not receive the previous counting notification message due to a communication error and has a count loss. It then automatically corrects the count by adding the difference of 250 balls between the previous cumulative number of balls counted = 250 (the cumulative number of balls counted stored in CU3) and the current cumulative number of balls counted = 500 (the cumulative number of balls newly received from machine P2), making the total number of balls 350 + 250 = 600.

[0221] Subsequently, when P-machine 2 detects that the player has pressed the counting button 28, it notifies CU3 of the counting information in the counting notification message, including the information that the number of balls counted is 250 and the cumulative number of balls counted is 750. However, the counting information sent from P-machine 2 does not reach CU3 due to a communication error, and CU3 has not received the counting information from P-machine 2, so the count of 250 balls is missing, and the number of balls held remains at 600.

[0222] Next, machine P sends a game machine information notification to CU3. The game machine information notification includes information that the number of game balls is 250. After machine P2 sends a new game machine information notification to CU3, if it does not detect that the player has pressed the counting button 28, it notifies CU3 of the counting information, including the information that the number of balls counted is 0 and the cumulative number of balls counted is 750, in the counting notification message. CU3 determines that it could not receive the previous counting notification message due to a communication error and has a counting error. It attempts to automatically correct the count by adding the difference of 250 balls between the previous cumulative number of balls counted = 500 (the cumulative number of balls counted stored in CU3) and the current cumulative number of balls counted = 750 (the cumulative number of balls counted newly received from machine P2) as the number of balls held. However, since it attempted to perform a predetermined number of automatic corrections (for example, 2 times) within a predetermined time (for example, 5 minutes) after the first automatic correction, it stops due to an error.

[0223] In the correction function activation prevention sequence shown in Figure 23, the CU3 stops due to an error because the condition has been met when an attempt was made to perform a predetermined number of automatic corrections within a predetermined time after the first automatic correction was performed. When the condition is met when an attempt was made to perform a predetermined number of automatic corrections within a predetermined time, it is possible that a malfunction has occurred in the equipment or that fraudulent activity has been carried out by intentionally using the automatic correction function. Therefore, the CU3 is stopped due to an error so that a store employee can check the situation.

[0224] Next, Figure 24 shows another correction function prevention sequence when correction is performed a predetermined number of times within a predetermined time. In Figure 24, the number of balls held, as identified by the inserted recording medium (member card or visitor card), is "100" balls, and the initial number of game balls is "1000" balls. Therefore, the game ball count display device (for example, game ball count display 29) of machine P2 displays game ball count = 1000.

[0225] First, the P machine sends a gaming machine information notification to the CU3. This notification includes information that the number of game balls is 1000. By receiving the gaming machine information from the P machine 2, the CU3 can determine the number of game balls in the P machine 2 and display "Number of game balls = 1000" and "Number of balls held = 100" on the CU3's dedicated unit display (for example, display unit 54).

[0226] Since the player has pressed the counting button 28 by the time the P machine sends the counting information to CU3, the counting notification message includes the information that the number of balls counted is 250 and the cumulative number of balls counted is 250, and notifies CU3 of the counting information. When P machine 2 sends a counting notification message to CU3 that includes the information that the number of balls counted is 250, it subtracts the counted 250 balls from the information that it currently has 1000 balls to play, and updates the information to 750 balls to play.

[0227] However, if a communication error occurs after P-machine 2 detects that the player has pressed the counting button 28, P-machine 2 will not be able to send a counting notification message to CU3. On the other hand, CU3 will not be able to receive counting information from P-machine 2, including the information that the number of balls counted is 250 and the cumulative number of balls counted is 250, so the number of balls counted will be missing 250 and the number of balls held will remain at 100.

[0228] Subsequently, the communication error is resolved by turning the power OFF and then ON again, and P-machine 2 sends a game machine information notification to CU3. The game machine information notification includes information that the number of game balls is 750. The previous number of game balls included in the game machine information notification received from P-machine 2 before the communication error occurred was 1000. Therefore, CU3 determines that a communication error has occurred based on the difference in the number of game balls. Furthermore, CU3 determines that there is a counting error and automatically corrects the number of game balls by adding the difference of 250 balls between the previous number of game balls = 1000 (the number of game balls stored in CU3) and the current number of game balls = 750 (the number of game balls newly received from P-machine 2), making the number of game balls 100 + 250 = 350.

[0229] Subsequently, when the power is turned OFF and then ON again, the number of game balls decreases by 250 due to some event (for example, normal counting or fraud). Therefore, P-machine 2 sends a game machine information notification to CU3 that includes the information that the number of game balls is 500. The previous number of game balls included in the game machine information notification received from P-machine 2 before the power was turned OFF and ON was 750. Therefore, CU3 automatically corrects the number of game balls by adding the difference of 250 balls between the previous number of game balls = 750 (the number of game balls stored in CU3) and the current number of game balls = 500 (the number of game balls newly received from P-machine 2), making the number of game balls 350 + 250 = 600.

[0230] Furthermore, after the power is turned OFF and then ON again, the number of game balls decreases by 250 due to some event (for example, normal counting or fraud). Therefore, P-machine 2 sends a game machine information notification to CU3 that includes the information that the number of game balls is 250. The previous number of game balls included in the game machine information notification received from P-machine 2 before the power was turned OFF and ON was 500. Therefore, CU3 attempts to automatically correct the number of game balls by taking the difference of 250 balls between the previous number of game balls = 500 (the number of game balls stored in CU3) and the current number of game balls = 250 (the number of game balls newly received from P-machine 2). However, since it attempts to perform a predetermined number of automatic corrections (for example, 2 times) within a predetermined time (for example, 10 minutes) after the first automatic correction has been performed, it stops with an error.

[0231] In the correction function activation prevention sequence shown in Figure 24, the CU3 stops due to an error because the condition has been met when an attempt was made to perform a predetermined number of automatic corrections within a predetermined time after the first automatic correction was performed. When the condition is met when an attempt is made to perform a predetermined number of automatic corrections within a predetermined time, it is possible that a malfunction has occurred in the equipment or that fraudulent activity has been carried out by intentionally using the automatic correction function. Therefore, the CU3 is stopped due to an error so that a store employee can check the situation.

[0232] As shown in Figures 23 and 24, CU3 can detect equipment malfunctions or deter fraud by stopping due to an error if it meets the conditions for attempting to perform automatic correction a predetermined number of times within a predetermined time. Furthermore, if the number of game balls decreases due to some event (e.g., normal counting or fraud) even though the game machine information does not change when the power is turned OFF and then ON, automatic correction may be prevented even if the conditions for attempting to perform automatic correction a predetermined number of times within a predetermined time are not met.

[0233] <Coinless gaming machines> Next, we will explain a coinless gaming machine as another example of a gaming machine. Figure 25 is a front view of the card unit and the coinless gaming machine. In relation to the abbreviation "P-machine" used for pachinko gaming machines in the previous explanation, coinless gaming machines will also be abbreviated as "S-machine" below. In addition to coinless gaming machines, pachinko gaming machines may also be installed in the same gaming hall.

[0234] A card unit A3, an example of a gaming device connected to the coinless gaming machine A2, is installed in a one-to-one ratio at a predetermined lateral position on the coinless gaming machine A2.

[0235] The medalless gaming machine A2 is a gaming machine in which players do not need to pick up medals and insert them into a slot, nor are medals dispensed to the players. Therefore, the value of the game is directly added to the credits (game points usable in the game (hereinafter also referred to as "game medals")) according to the lending operation, etc. The number of credits (number of game medals) added is displayed on the credit display A11.

[0236] Furthermore, unlike conventional slot machines, the maximum number of credits that can be added is not limited to "50," but can be set within the range of the number that can be displayed on the credit display A11. Alternatively, there may be no upper limit at all. Note that the number of game tokens, such as the number of tokens played or the number of tokens held, is an electronically managed game point (game value) and represents game value that does not use physical tokens.

[0237] Furthermore, unlike conventional slot machines, it not only lacks a coin slot and payout slot, but also does not require devices to control inserted coins, such as a coin selector or hopper. Inside the coinless gaming machine A2, reels A2L, A2C, and A2R (hereinafter also referred to as the left reel, middle reel, and right reel) are arranged horizontally, with multiple types of symbols arranged around their outer edges. As shown in Figure 25, three consecutive symbols among the symbols arranged on these reels A2L, A2C, and A2R are positioned so that they can be seen through the transparent window A30.

[0238] Each reel, A2L, A2C, and A2R, is rotated by corresponding reel motors A32L, A32C, and A32R. As a result, the patterns on each reel, A2L, A2C, and A2R, are displayed in the transparent window A30 in a continuously changing manner. Furthermore, by stopping the rotation of each reel, A2L, A2C, and A2R, three consecutive patterns are derived and displayed as the result in the transparent window A30.

[0239] Inside reels A2L, A2C, and A2R, there is a reel LEDA55 that illuminates reels A2L, A2C, and A2R from the back. The reel LEDA55 consists of 12 LEDs corresponding to the three consecutive patterns on reels A2L, A2C, and A2R, and each pattern can be illuminated independently.

[0240] The display area of ​​the liquid crystal display A51 is located on the front side (player side) of each reel A2L, A2C, and A2R. The liquid crystal display A51 has a transparent area corresponding to the transparent window A30 of the display area, and each reel A2L, A2C, and A2R can be seen from the player's side through the transparent window A30.

[0241] Below the transparent window A30, a gently sloping surface is formed from the back to the front, and the operating section is formed to protrude further forward from there. The top surface of the operating section is provided with a MAXBET switch A6, 1BET LED A14, 2BET LED A15, and 3BET LED A16, while the front side of the operating section is provided with a start switch A7, stop switches A8L, A8C, A8R, counting button A10, and credit indicator A11. The credit indicator A11 is composed of a 7-segment LED display and is controlled by the game point control unit A171.

[0242] The various operating means provided in the control unit will now be described. The MAXBET switch A6 is a switch that is operated when setting the maximum bet (in this embodiment, "3"). 1BETLEDA14 lights up to indicate that the bet is set to 1. 2BETLEDA15 lights up to indicate that the bet is set to 2. 3BETLEDA16 lights up to indicate that the bet is set to 3.

[0243] The start switch A7 is used to start the reels spinning after the bet amount has been set. The stop switches A8L, A8C, and A8R are used to stop the reels while they are spinning, with A8L corresponding to the left reel, A8C to the middle reel, and A8R to the right reel. The counting button A10 is used to count the number of credits (game tokens) and convert them into the number of tokens held (points).

[0244] Inside the front door of the medalless gaming machine A2, there is a door open detection switch A25 that detects whether the front door is open. Inside the cabinet, there is a power supply box. On the front of the power supply box, there is a setting key 37 for switching to setting change state or setting confirmation state, and an error release switch 38 which functions as a reset switch to clear error state or stop state under normal circumstances, and as a setting switch to change the setting value of the winning probability (payout rate) of the internal lottery when the setting change state is in place.

[0245] In this embodiment, of the three reels A2L, A2C, and A2R that start rotating, the first reel to stop is referred to as the first stop reel, and that stop is referred to as the first stop. Similarly, the second reel to stop is referred to as the second stop reel, and that stop is referred to as the second stop, and the third reel to stop is referred to as the third stop reel, and that stop is referred to as the third stop or final stop.

[0246] Next, we will explain the game flow in the medalless gaming machine A2. When playing a game in the medalless gaming machine A2, first, you secure credits (game tokens) by performing a lending operation on the card unit A3. This lending operation corresponds to the two-step operation in conventional slot machines with a token payout system: "lending tokens" and "manually inserting the lent tokens into the slot."

[0247] When the MAXBET switch A6 is operated while credits are available, the number of bets is increased to the maximum possible within the credit limit, and the number of credits is reduced by that amount. Once the number of bets is set, the winning lines L1 to L5, as determined by the number of bets and the game state, become active, and the START switch A7 becomes active, meaning the game can be started.

[0248] Here, a winning line is a line set up to determine whether the combination of symbols displayed in the transparent window A30 of each reel A2L, A2C, and A2R is a winning symbol combination. In this embodiment, as shown in Figure 25, five types of winning lines are defined: winning line L1 set across the symbols arranged in the middle of each reel A2L, A2C, and A2R; winning line L2 set across the symbols arranged in the upper of each reel A2L, A2C, and A2R; winning line L3 set across the symbols arranged in the lower of each reel A2L, A2C, and A2R; winning line L4 set across the symbols arranged in a downward sloping direction to the right, i.e., the upper of the reel A2L, the middle of the reel A2C, and the lower of the reel A2R; and winning line L5 set across the symbols arranged in an upward sloping direction to the right, i.e., the lower of the reel A2L, the middle of the reel A2C, and the upper of the reel A2R.

[0249] When the game is ready to start, operating the start switch A7 causes reels A2L, A2C, and A2R to rotate, and the symbols on each reel change continuously. If any of the stop switches A8L, A8C, or A8R are operated in this state, the rotation of the corresponding reels A2L, A2C, and A2R stops, and the display result is shown in the transparent window A30.

[0250] A game ends when all reels A2L, A2C, and A2R stop. A win occurs if a predetermined combination of symbols stops on any of the activated winning lines L1 to L5 as the display result for each reel A2L, A2C, or A2R.

[0251] When a win occurs, the player is awarded points according to the amount won. These points are added to their credits.

[0252] Credits can be counted and converted into tokens by operating the counting button A10. By converting them to tokens, it becomes possible to record the number of tokens held onto the card at the end of the game.

[0253] Next, referring to Figure 25, the configuration of card unit A3 according to this embodiment will be described. This card unit A3 accepts visitor cards (also called general cards), which are prepaid game storage media issued to general players who have not registered as members, and member cards, which are game storage media issued to member players who have registered as members at the game arcade. Visitor cards and member cards are made of IC cards.

[0254] Card unit A3, upon receiving these cards, has the function of converting the game value owned by the player (for example, prepaid balance, number of tokens held, or number of stored tokens (also called "stored tokens")) identified by the information stored on the card into credits (number of game tokens).

[0255] The front side of card unit A3 is provided with a banknote slot A302 for inserting banknotes, a protrusion A305 that extends forward from the front of the device, and a card insertion / extraction slot A309 for inserting membership cards and visitor cards. Membership cards and visitor cards inserted into this card insertion / extraction slot A309 are received by a card reader / writer (not shown), and the information recorded on the card is read.

[0256] In the aforementioned protruding portion A305, the side facing the player is provided with a display A312, a replay button A319 for performing a replay game using the member card ID (also simply called card ID or C-ID) recorded on the member card and the number of stored tokens (stored balls) identified by the member card ID when a member card is accepted, and an IR receiving unit A320 that receives infrared signals from a remote control (not shown) held by the staff of the gaming hall, converts them into electronic signals, and outputs them.

[0257] The display unit A312 can display the prepaid balance (also called the card balance or simply the balance) recorded on the inserted game recording medium (card), the number of tokens held, the number of credits (number of game tokens), and various other information, and its surface is made of a transparent touch panel. Various operations can be input by touching the various display items on the display part of the display unit A312 with a finger.

[0258] When the "Keep Medal" button A324 is pressed, a portion of the number of medals recorded on the inserted card is deducted and converted into credits (game medals).

[0259] When the replay button A319 is operated, if the inserted card has the number of medals the player has acquired stored on it, a portion of those medals will be withdrawn and converted into credits, allowing the player to play using the medalless gaming machine A2 based on the converted credits. On the other hand, if the inserted card is a membership card and does not have the number of medals stored on it, and the stored medals are stored in the hall's management computer, a portion of those stored medals will be withdrawn and converted into credits, allowing the player to play using the medalless gaming machine A2. In other words, if both stored medals and acquired medals are stored in the inserted card, the acquired medals will be withdrawn preferentially. In addition to the replay button A319, a dedicated medal payout button for withdrawing acquired medals may be provided, and the replay button A319 may be used exclusively for withdrawing stored medals.

[0260] Here, "Credits (Number of Game Tokens)" is data that can be used to set the bet amount and can also be converted to "Number of Tokens Held." "Credits" are generated in exchange for deducting the balance from a prepaid card, the number of tokens held, or the number of stored tokens.

[0261] "Number of tokens held" refers to the number of credits (number of tokens played) acquired by the player as a result of playing games on the gaming machine. This "number of tokens held" is stored in a way that allows for identification by the player's card. Alternatively, the number of tokens held may be managed using a token management device set up in the gaming facility.

[0262] Furthermore, "game balls" in the pachinko game machine (P machine 2) correspond to "game medals" in the medalless game machine A2. Also, "balls held" in the pachinko game machine (P machine 2) correspond to "medals held" in the medalless game machine A2. Communication between the medalless game machine A2 and the card unit A3 can be performed using the commands shown in Figures 3 to 7 and the sequences shown in Figures 8 to 25, just as communication between P machine 2 and CU3.

[0263] Figure 26 is a block diagram showing the configuration of the card unit and the medalless gaming machine. Referring to Figure 26, the schematic of the control circuit between card unit A3 and medalless gaming machine A2 will be explained.

[0264] The card unit A3 is equipped with a CU control board A32, which in turn is equipped with a CU control unit A323 consisting of a microcomputer and other components. This CU control unit A323 is the main control function unit of the card unit A3 and includes a CPU as the control center, ROM that stores programs and control data for the CPU to operate, RAM that functions as the CPU's work area, and input / output interfaces to maintain signal consistency with peripheral devices.

[0265] <Configuration of the embodiment> (1) A gaming device (e.g., CU3) that can communicate with a gaming machine (e.g., P-machine 2) that can be played using gaming value (e.g., gaming balls), and that can manage a value corresponding to the gaming value as a predetermined value (e.g., balls held), A receiving means (for example, an SC board 325) capable of receiving information transmitted from a gaming machine, Storage means (e.g., the RAM provided in the CU control unit 323) capable of storing information related to game value and information related to a predetermined value, Updating means (e.g., CU control unit 323) for updating the predetermined value stored in the storage means based on receiving, by the receiving means, predetermined information transmitted from the gaming machine and capable of specifying the magnitude of the game value. Based on receiving gaming machine information including information related to game value from the gaming machine, the storage means stores the game value (e.g., manages the number of game balls according to the latest gaming machine information transmitted one by one from P platform 2). The updating means When the magnitude of the game value included in the received gaming machine information decreases without the receiving means receiving the predetermined information, it determines whether to perform a specific process related to updating the predetermined value (e.g., automatically corrects the difference between the number of game balls stored in CU3 and the newly received number of game balls from P platform 2 as the number of balls held). When a predetermined condition is satisfied in the determination (e.g., when the gaming machine information notification includes information on clearing the number of game balls, when the gaming machine identification number (CID) included in the gaming machine installation information changes, etc.), the specific process is unnecessary, and when the predetermined condition is not satisfied in the determination, the specific process is performed.

[0266] According to such a configuration, when the gaming device satisfies a predetermined condition, it does not perform a specific process, so it is possible to prevent the predetermined value stored in the storage means from being erroneously updated by the updating means.

[0267] (2) In the gaming device of (1) above, The predetermined condition is the case where the receiving means receives gaming machine information including information on clearing the game value (e.g., information on clearing the number of game balls) from the gaming machine.

[0268] According to such a configuration, the gaming device can prevent the game value cleared by the gaming machine from being erroneously updated as a predetermined value by the updating means.

[0269] (3) In the gaming device according to (1) above, before receiving, by the receiving means, gaming machine information including information related to installation (for example, gaming machine installation information) from the gaming machine, the magnitude of the gaming value included in the received gaming machine information decreases, and furthermore, the gaming machine identification information (for example, gaming machine identification number (CID)) included in the received gaming machine information changes.

[0270] According to such a configuration, the gaming device can prevent the gaming value of a gaming machine with different gaming machine identification information from being erroneously updated as a predetermined value by the updating means.

[0271] (4) In the gaming device according to (1) above, the predetermined condition is a case where an attempt is made to execute the specific process a predetermined number of times within a predetermined time.

[0272] According to such a configuration, the gaming device can prevent an abnormal execution of the specific process and an act of illegally increasing a predetermined value.

[0273] (5) In the gaming device according to (1) above, the predetermined condition is a case where, although the information related to the game from the gaming machine has not changed, the receiving means receives gaming machine information including information indicating a decrease in the gaming value.

[0274] According to such a configuration, the gaming device can prevent the gaming value, which is the gaming value cleared by the gaming machine because the gaming value has decreased although no game is being played on the gaming machine, from being erroneously updated as a predetermined value by the updating means.

[0275] (6) In the gaming device according to (3) above, even when the gaming machine identification information (for example, gaming machine identification number (CID)) included in the gaming machine information received by the receiving means changes, the gaming device is normally started by making the specific process unnecessary.

[0276] With this configuration, even if the equipment is replaced, it can start up normally without stopping due to an error, enabling smooth equipment operation.

[0277] (7) In the gaming device described in (4) above, If an attempt is made to execute the specified process a predetermined number of times within a predetermined time, the gaming device will be stopped due to an error.

[0278] With this configuration, if the gaming device performs a specific process a predetermined number of times within a predetermined time, it can stop due to an error, thereby notifying the staff of the abnormality.

[0279] The embodiments disclosed herein should be considered in all respects to be illustrative and not restrictive. The scope of the present invention is indicated by the claims rather than by the foregoing description, and all modifications within the meaning and scope equivalent to the claims are intended to be included. [Explanation of Symbols]

[0280] 2 P unit, 3 CU, 16 main control board, 17 frame control board, 26 game board, 29 game ball count display, 171 frame control unit, 309 card insertion / ejection slot, 319 return button, 320 IR light receiving unit, 321 ball dispensing button, 323 CU control unit.

Claims

[Claim 1] A gaming device that can communicate with a gaming machine that can be played using game value, and that can manage a value corresponding to game value as a predetermined value, Receiving means capable of receiving information transmitted from the aforementioned gaming machine, A storage means capable of storing information regarding the value of the game and information regarding a predetermined value, The system includes an update means that updates a predetermined value stored in the storage means based on the receipt of predetermined information transmitted from the gaming machine, which is capable of identifying the magnitude of the gaming value, by the receiving means. The storage means stores the game value based on having received game machine information, including information regarding the game value, from the game machine. The update means is, When the receiving means has not received the predetermined information, and the magnitude of the game value included in the received game machine information has decreased, a determination is made as to whether or not to perform a specific process related to updating the predetermined value. A gaming device that, if the predetermined conditions are met in the determination, makes the specified processing unnecessary, and if the predetermined conditions are not met in the determination, performs the specified processing.

Citation Information

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