Ball storage management system

The ball storage management system addresses inefficiencies and high costs in stored ball management by integrating a game management device with a monitoring device to streamline fee collection and enhance operational efficiency and player satisfaction.

JP7873412B2Active Publication Date: 2026-06-12J NET株式会社

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
J NET株式会社
Filing Date
2022-06-28
Publication Date
2026-06-12

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Patent Text Reader

Abstract

To provide a ball storage management system capable of achieving soundness in operation of ball storage replay services including cost reduction required by maintenance and management of a game parlor.SOLUTION: A system enables a player customer to acquire game balls by a play with a game machine 16 and allows ball storage replay using stored balls left with an operator of the game machine 16 and has a game system 10 installed by the operator and a monitoring device 20 installed by a third party management organization. The game system 10 moves data of a total number of stored balls of the player customer to the monitoring device 20 as a request of stored ball replay from the player customer is received. The monitoring device 20 returns to the game system 10 data of the number of residual stored balls after subtracting the number of consumed stored ball consumed for the stored ball replay and the number of imposed and stored balls equivalent to management fees from the total number of stored balls.SELECTED DRAWING: Figure 1
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Description

【Technical Field】 【0001】 The present invention relates to a stored ball management system used in a game hall where, for example, pachinko game machines or pachislot game machines are installed. More specifically, it relates to a new mechanism for stored ball replay. 【Background Art】 【0002】 Stored ball replay refers to a service form in which a game player who has registered as a member at a game hall stores game media such as game balls lent out at the start of a game or game balls obtained through the game (including medals. These are collectively referred to as "held balls" hereinafter.) in an information processing device installed at the game hall (the stored held balls are referred to as "stored balls"), and allows the game player to use their stored balls for the game on the game machine when they visit the game hall again. 【0003】 Stored ball replay is a service form that has been adopted in many game halls in recent years. However, from the perspective of the game hall operator, maintaining and managing stored balls, especially third-party management of stored balls, requires a great deal of cost. Therefore, how to collect fees so that game players will accept them has become a major issue for the operator. 【0004】 To address these challenges, the invention disclosed in Patent Document 1 displays the number of playable balls after deducting the exchange fee equivalent to that charged when exchanging special prizes, and the number of playable balls after deducting the fee equivalent to that charged for replaying with stored balls, thereby appealing to players to the advantages of replaying with stored balls. The invention disclosed in Patent Document 2 increases the satisfaction of players who want as many playable balls as possible by converting the fractional amount of stored balls for the day into stored balls from the previous day, adding them together with the previous day's stored balls, and returning them as playable balls when the stored balls for the day fall below the number of playable balls. The invention disclosed in Patent Document 3 manages stored ball accounts for each type of game in association with the player ID, and automatically collects a stored ball management fee according to the number of stored balls and the period for which the stored balls were deposited during daily processing, monthly processing, and processing when a player visits the store, thereby encouraging players to repeatedly use the replaying feature with stored balls. The invention disclosed in Patent Document 4 makes it possible to manage losses for the pachinko parlor by changing the number of times the fee for replaying with stored tokens is waived. [Prior art documents] [Patent Documents] 【0005】 [Patent Document 1] Japanese Patent Publication No. 2012-148024 [Patent Document 2] Japanese Patent Publication No. 2013-244181 [Patent Document 3] Japanese Patent Publication No. 2014-131534 [Patent Document 4] Japanese Patent Publication No. 2011-110330 [Overview of the project] [Problems that the invention aims to solve] 【0006】 The inventions disclosed in Patent Documents 1 to 4 involve the operator of a gaming arcade collecting a number of stored tokens from players in some form equivalent to the maintenance fee for the re-play of stored tokens. Moreover, the rate and method of deducting the fee vary from one gaming arcade to another. Gaming arcades that engage in inappropriate service practices may face business restrictions, which could result in unforeseen disadvantages for players who have deposited tokens, and ultimately hinder the promotion of the use of stored tokens themselves. 【0007】 The primary objective of the present invention is to provide a token storage management system that can improve the operational efficiency of a token storage and replay service, including reducing the costs required for the maintenance and management of amusement facilities. [Means for solving the problem] 【0008】 One aspect of the present invention is a ball storage management system that enables a player to replay using balls acquired by playing a game machine and deposited with the operator of the game machine, comprising a game management device installed by the operator and a monitoring device installed by a third-party management organization, wherein the game management device, upon receiving a request from the player for replay using balls, transfers data on the total number of balls stored by the player to the monitoring device, and the monitoring device returns data on the remaining number of balls stored, obtained by subtracting the number of balls consumed for replay and the number of balls charged to cover management fees from the total number of balls stored, to the management device. [Effects of the Invention] 【0009】 According to this embodiment of the stored token management system, it is possible to improve the operational efficiency of the stored token replay service, including reducing the costs required for the maintenance and management of the amusement facility. [Brief explanation of the drawing] 【0010】 [Figure 1] An overall configuration diagram of the amusement arcade system according to this embodiment. [Figure 2] Functional configuration diagram of the inter-machine processing unit. [Figure 3] Functional configuration diagram of the gaming management device. [Figure 4] Diagram explaining the amusement arcade member database. [Figure 5] Diagram explaining the stored token account database. [Figure 6] Functional configuration diagram of the monitoring device. [Figure 7] Functional configuration diagram of the customer terminal. [Figure 8] An explanatory diagram showing an example of the operation model of a gaming arcade system. [Modes for carrying out the invention] 【0011】 The following describes an example of an embodiment when the present invention is applied to a gaming arcade system. Figure 1 is an overall configuration diagram of the gaming arcade system. This gaming arcade system 1 includes a gaming system 10, which is an example of a gaming management device, and a monitoring device 20. The gaming system 10 is installed by the operator of the gaming arcade. The monitoring device 20 is installed by a third-party management organization different from the operator of the gaming arcade, for example, a backup organization for stored tokens. The gaming system 10 and the monitoring device 20 are installed within the gaming arcade, but may be installed in a location that is considered to be substantially within the same gaming arcade. The gaming system 10 includes a card management device 11, a member management device 12, a gaming management device 13, a communication management device 14, and a card R / W 111 as its main electronic devices. These electronic devices are interconnected via a LAN (Local Area Network) laid within the gaming arcade. 【0012】 First, let's explain the gaming system 10. The card management device 11 writes and reads information from the member card 40 attached to the card R / W 111. Specifically, when a card is issued, the card management device 11 records the card ID, member ID, and gaming arcade ID in the member area of ​​the member card 40. The card management device 11 also reads the recorded information from the member area, prepaid area, and ball / coin area of ​​the member card 40 through the card R / W 111. 【0013】 The membership management device 12 collaborates with the card management device 11 to manage (record, update, delete, read, etc. to an accessible storage) personal information of members, privilege information such as passwords set by members, contract information between the casino operator and the third-party management agency, privilege information of members that can be provided to members as appropriate, and the like. 【0014】 A two-way communication path is set between the gaming management device 13, a plurality of gaming tables 16, and the inter-table processors 17 corresponding one-to-one to each gaming table 16 and the monitoring device 20. The gaming management device 13 collaborates with the monitoring device 20 described later to control the operations of each gaming table 16 and each inter-table processor 17. 【0015】 The communication management device 14 enables communication between the member terminal 30 held by the member, the management terminal 60 installed in the third-party management agency, and external information sites connected to the communication network N, such as a financial institution system and a credit card providing system. The financial institution system and the credit card providing system access based on predetermined privilege information when obtaining a valuable value in place of cash according to the request of the member. The management terminal 60 is a server that stores backup data related to stored balls with the same content as the casino system 1. 【0016】 The inter-table processor 17 will be described. FIG. 2 is a structural explanatory diagram of the inter-table processor 17. The inter-table processor 17 includes a status display unit 171, a bill insertion slot 172, a display operation unit 173, a card insertion slot 174, a code reading sensor 175, a nozzle unit 176, a counting unit 177, and a control unit 178. The control unit 178 includes a storage for holding various data, is a type of computer installed with a control program, and in addition to enabling communication with the membership management device 12 and the gaming management device 13, comprehensively controls the operation of the inter-table processor 17. 【0017】 The status display unit 171 displays the operating status of the pedestal processor 17. During normal operation, it lights up green, for example. When some trouble occurs, it automatically or manually changes to red lighting, and when the trouble continues for a certain period of time, it changes to flashing red. The bill insertion slot 172 is a hole for receiving bills inserted by members. The control unit 178 recognizes the financial value of the inserted bill and records the recognized financial value in the storage as the remaining charge balance. 【0018】 The display operation unit 173 is a user interface with the member, and includes a numeric keypad 173a and a display unit 173b. The numeric keypad 173a is used for functions such as lending game balls within the range of the number of balls in hand, member authentication, paying out stored balls by stored ball replay, and other function selections, and for instruction inputs such as card ejection. The display unit 173b displays the remaining charge balance, the number of balls in hand, the total number of stored balls, etc. recorded in the storage. The member card 40 is inserted into the card insertion slot 174, and when an instruction input for card ejection is triggered, the member card 40 is ejected. At that time, the remaining charge balance and the number of balls in hand are recorded on the member card 40. The code reading sensor 175 reads the image code 301 displayed on the display of the member terminal 30 and transmits the result to the control unit 178. The result read by the image code 301 is information indicating, for example, that the player currently operating the game table 16 and the adjacent pedestal processor 17 is a member, that the player is requesting confirmation of the total number of stored balls or the remaining number of stored balls, that the player is requesting stored ball replay, or that an amount equivalent to cash is being input from a financial institution system or a credit card providing system. 【0019】 The nozzle unit 176 supplies game balls (lent balls, balls in hand) from a game ball circulation mechanism (not shown) provided behind the game table 16 to the upper plate of the game table 16 under the control of the control unit 178. The counting unit 177 counts the game balls (balls in hand) discharged from the lower plate of the game table 16 to the game ball circulation mechanism by manual operation and records the counting result in the storage of the control unit 178 as the number of balls in hand. The number of balls in hand is sequentially displayed on the display unit 173b of the display operation unit 173. 【0020】 Referring to Figure 3, the game management device 13 will be described. The game management device 13 is a management computer to which peripheral devices such as a display, printer, keyboard, and storage device are connected. By executing a game management program, the game management device 13 realizes the functions of the data input unit 101, personal authentication unit 102, game medium management unit 103, game hall member management unit 106, data transmission / reception unit 107, data output unit 108, and main control unit 100. In addition, a game hall member database (hereinafter, database is abbreviated as "DB") 104 and a stored ball account DB 105 are constructed on a storage device (not shown). 【0021】 The data input unit 101 receives various data input from, for example, multiple inter-machine processing units 17 connected via a relay unit 15. The various data received include, for example, record information of the member card 40 read by the inter-machine processing unit 17, information on the fulfillment of conditions for replaying stored balls created by the inter-machine processing unit 17, and instructions on the number of stored balls to be consumed for each replay. 【0022】 The personal authentication unit 102 performs personal authentication of a player who has started or is currently playing a game, when authentication of the player's membership is required, and returns the authentication result to the requesting party. Personal authentication is performed by comparing the member ID and authority information entered through the data input unit 101 with the personal information stored in the game hall member DB 104 at the time of registration. 【0023】 The game media management unit 103 performs tasks such as monitoring the operation status of the game ball circulation mechanism, monitoring the operation status of the inter-machine processing machine 17, moving data on the total number of stored balls for each member to the monitoring device 20, restoring data on the remaining number of stored balls returned from the monitoring device 20 for each member, processing increases and decreases in the number of stored balls, and responding to requests to view the total number of stored balls (current number of stored balls). The arcade member DB 104 stores personal information of members managed by the member management device 12 in a file-based format. The stored ball account DB 105 stores the stored ball accounts for each member. The stored ball account records the total number of stored balls along with the date and time of increase or decrease (including increases and decreases due to movement or restoration). The stored ball account may be associated with a restriction flag to restrict the use of stored balls for replay and a restriction release flag to release the restriction. The restriction flag is added, for example, when the number of stored balls consumed per day exceeds the upper limit (e.g., 2750 balls). The restriction release flag is updated, for example, on the next day of play after the restriction flag was added. The restriction flag is a numerical value, for example, "1", and the restriction release flag is a numerical value, for example, "0", but these values ​​can be reversed. Also, as long as they can be distinguished from each other, they can be characters or symbols other than numbers. 【0024】 The amusement arcade member management unit 106 manages information about members. Specifically, it assigns a member ID when a member registers and creates a record area for each member ID in the amusement arcade member database 104. It also opens a dedicated token account for each member when they register and registers this token account in the token account database 105, associating it with the member ID. Furthermore, it exchanges member information between the member management device 12, the amusement arcade member database 104, and the token account database 105. 【0025】 The data transmission / reception unit 107 functions as one of the communication means that enables communication with the management terminal 60. The data output unit 108 displays various data to the inter-unit processing unit 173 and the like via the repeater 15. 【0026】 The main control unit 100 comprehensively controls various operations of the game management device 13. Furthermore, in cooperation with the control unit 178 of the inter-machine processing unit 17, which is connected via the relay unit 15, it controls the use of stored tokens during token replay for members. For example, the control unit 100 provides information and instructions to the control unit 178 of each inter-machine processing unit 17 for autonomously performing characteristic token replay controls, receives the results, and performs controls corresponding to the received results. One form of control regarding the use of stored tokens is to restrict or release the acceptance of token replays, which are performed by inserting a member card 40 into the card slot 174 of the inter-machine processing unit 17, based on predetermined conditions. 【0027】 This section explains the arcade member database 104 and the stored token account database 105. Figure 4 is an explanatory diagram of the arcade member database 104. The arcade member database 104 records records such as the personal information of members, authorization information used for personal authentication (password, etc.), and gaming history, all associated with the member ID. The contents of the arcade member database 104 are updated as needed. 【0028】 The stored ball account DB105 registers each member's stored ball account in association with their member ID. Figure 5 is an example of each member's stored ball account. For each member ID, the stored ball account records the total number of stored balls (current number of stored balls), the number of stored balls for the day (daily total), the number of stored balls consumed for the day (daily total), and the number of stored balls charged for the day (daily total). The number of stored balls for the day will be the same as the total number of stored balls up to the previous day before the start of stored ball replay. 【0029】 The monitoring device 20 will now be described. Figure 6 is a functional configuration diagram of the monitoring device 20. The monitoring device 20 is a server with storage functionality, and by executing a stored ball monitoring program installed on a storage device (not shown), the server operates as a data transmission / reception unit 21, a unit 22 for determining the number of stored balls charged, a history management unit 23, a unit 24 for aggregating the number of stored balls charged, a data output unit 25, and a control unit 26. The data transmission / reception unit 21 exchanges various types of data with the gaming system 10, the management terminal 60, and the member terminal 30, respectively. 【0030】 From the game management device 10, data including the member ID and a request for replaying stored balls is transmitted to the monitoring device 20, and data on the total number of stored balls that can be used (consumed) on the day of play by the member identified by the member ID is also transmitted. On the other hand, from the monitoring device 20, data on the remaining number of stored balls of the member identified by the member ID is transmitted to the game management device 10. The remaining number of stored balls is the total number of stored balls of that member minus the number of stored balls consumed for replaying stored balls and the number of stored balls charged to cover the management fee. 【0031】 The charge amount determination unit 22 determines the charge amount of stored balls equivalent to the management fee according to the number of stored balls consumed and the game rate for each request for a stored ball replay. The charge amount of stored balls can be determined, for example, by rate data transmitted from the management terminal 60. For example, the number of stored balls consumed at a certain game rate is 250 balls / play, and the charge amount of stored balls is 25 balls. However, other values ​​may also be used. 【0032】 The history management unit 23 maintains, in a manner that can be freely updated, the history of the total number of stored balls received, the number of stored balls consumed, and the history of the difference in the number of stored balls charged for each member in a predetermined storage location, and makes the stored information available for output upon request from an external device, such as a management terminal 60 or a member terminal 30. 【0033】 The accrued ball count aggregation unit 24 aggregates the number of balls levied per day over a predetermined period, and stops aggregation for the period if the aggregation result exceeds a predetermined upper limit, for example, 2500 balls (the number of balls consumed for 10 ball replays). In this case, the number of balls levied due to subsequent requests for ball replays is excluded from being deducted from the total number of balls. This is expected to increase the satisfaction of members who want to secure as many balls as possible for consumption. 【0034】 The member terminal 30 will now be described. Figure 7 is a functional configuration diagram of the member terminal 30. The member terminal 30 provides members with various services related to the handling of their stored tokens by executing a program for members with stored tokens installed on its internal storage. In this embodiment, the member terminal 30 operates as a data transmission / reception unit 31, a data input unit 32, a data output unit 33, and a control unit 34. 【0035】 The data transmission / reception unit 31 accesses the game management device 13 to perform bidirectional communication. The data input unit 32 is an input interface such as key buttons and a touch panel. The data output unit 33 is an output interface such as a display and a sound output device. The display presents various data and messages to members in a format that is visible to them, and the sound output device presents messages to members using synthesized speech. 【0036】 The control unit 34 comprehensively controls the operation of the member terminal 30. The control unit 34 also creates various information to be transmitted to the gaming system 10 or the management terminal 60, and causes the corresponding functional block (for example, the data output unit 33) to execute processing according to the information received from the gaming system 10 or the management terminal 60. The information transmitted to the gaming system 10 is, for example, an inquiry about the user's stored ball account, a request to freeze the stored ball account, and one of the processes according to the received information is the display of the image code 301 mentioned above. 【0037】 <Example of operation mode> Next, an example of the operation of the amusement arcade system 1 when a member uses stored tokens for replay will be described. Figure 8 is an overview diagram of the processes performed in the amusement arcade system 1. The process for using stored tokens for replay is started in the amusement arcade system 1 when a member with member ID 777 inserts their member card 40 into the inter-machine processing machine 17 and inputs a request for using stored tokens for replay (S1). 【0038】 The gaming system 10, upon receiving a request from a member to replay using stored tokens, refers to the token account 105 associated with that member's member ID. In the illustrated example, it is assumed that the total number of tokens available for use by that member on that day is 5000, and no limit flag has been set. The gaming system 10 moves this data of the total number of stored tokens (including the member ID) to the monitoring device 20 (S2). As a result, the total number of tokens in that member's token account is updated from 5000 to 0. 【0039】 The monitoring device 20 temporarily stores the data of the total number of stored balls received from the gaming system 10 in its storage, and then subtracts the number of stored balls consumed for each replay (250 balls) and the number of stored balls equivalent to the management fee (25 balls) from the total number of stored balls (5000 balls) (S3), and returns the data of the member's remaining stored balls (4725 balls) obtained in this way to the gaming management device 10 (S4). As a result, the total number of stored balls (remaining stored balls) in the member's stored ball account 105 in the gaming management device 10 is updated from 0 to 4725. 【0040】 The gaming system 10 then supplies the number of stored balls consumed (250 balls) from the inter-machine processing machine 17 to the upper tray of the gaming machine 16 (S5). This allows the member to replay using stored balls. When the number of stored balls consumed (250 balls) runs out, the procedure from S1 to S5 is repeated. At this time, if the gaming machine 16 does not have any wins, the total number of stored balls decreases each time, but the deduction of the number of stored balls charged is limited to 10 replays using stored balls, and for the 11th and subsequent requests for replays using stored balls, only the number of stored balls consumed may be deducted. Alternatively, the deduction of the number of stored balls charged may be limited to the first time only. In addition, if the member wins a prize on the gaming machine 16 and acquires balls, these can be added to the total number of stored balls for the day (remaining number of stored balls for the day) at the member's request. 【0041】 When the amusement arcade closes for the day, the gaming system 10 transmits the number of stored balls the member has for the day (2250 balls) and the number of stored balls consumed (2750 balls: the upper limit in this example) to the management terminal 60 (S6). The monitoring device 20 also transmits the number of stored balls the member has been charged for the day (250 balls: the upper limit in this example) to the management terminal 60 (S7). As a result, the management terminal 20 can correctly understand the processing performed by the gaming system 10 for the member's stored ball replay and the number of stored balls the member has been charged for. 【0042】 In this embodiment, an example was described in which the gaming machine 16 is a pachinko gaming machine, but the gaming machine may also be a pachinko slot machine. In this case, "loaned balls" in the above disclosure should be read as "loaned tokens," "stored balls" as "stored tokens," and "held balls" as "held tokens." 【0043】 The disclosures in this embodiment include the inventions in the following embodiments. [Aspect 1] The invention of Embodiment 1 is a ball storage management system that enables a player to replay using balls that they have acquired by playing on a gaming machine and deposited with the operator of the gaming machine, comprising a gaming management device installed by the operator and a monitoring device installed by a third-party management organization, wherein the gaming management device, upon receiving a request from the player to replay using balls, transfers data on the total number of balls the player has stored to the monitoring device, and the monitoring device returns data on the remaining number of balls, obtained by subtracting the number of balls consumed for replay and the number of balls charged to cover the management fee from the total number of balls stored, to the gaming management device. According to the invention of Embodiment 1, it is possible to improve the sound operation of the stored ball replay service, including reducing the costs required for the maintenance and management of the amusement parlor. In particular, since only the monitoring device will be able to operate the data on the total number of stored balls, the number of stored balls consumed, the number of stored balls charged, and the remaining number of stored balls, it is expected that opportunities for amusement parlors to engage in inappropriate service practices will decrease. 【0044】 [Aspect 2] The invention of Embodiment 2 is that, in the invention of Embodiment 1, the game management device transfers data on the total number of stored balls that the player can use on the day of play to the monitoring device. According to the invention of Embodiment 2, only the data on stored tokens for the day of play needs to be manipulated, reducing the processing required by the game management device for replaying stored tokens. 【0045】 [Aspect 3] The invention of Embodiment 3 is the invention of Embodiment 2, wherein the game management device lends the game medium for the number of stored balls to be consumed to the game machine after the data of the remaining number of stored balls has been returned. According to the invention of Embodiment 3, not only is it possible to operate a sound system for storing and replaying tokens, but the processing load on the game management device is further reduced. 【0046】 [Aspect 4] The invention of Embodiment 4 is the invention of Embodiment 1, wherein the monitoring device includes a means for determining the number of stored balls to be charged according to the number of stored balls consumed and the game rate for each request for replay of stored balls, and subtracts the determined number of stored balls to be charged from the total number of stored balls. According to the invention of Embodiment 4, the method for determining the number of stored balls can be broadened, making it possible to operate the stored ball replay system in a way that suits the actual circumstances of the amusement arcade. 【0047】 [Aspect 5] The invention of Embodiment 5 is the invention of Embodiment 4, further comprising: a history management means for storing the receipt history of the total number of stored balls, the consumption history of stored balls, and the assessment history of stored balls in a predetermined storage; and an output means for outputting the information held by the history management means to an external device. According to the invention of Embodiment 5, the factors causing changes in the number of stored balls can be checked at any time, enabling a healthier operation of stored ball replay. 【0048】 [Aspect 6] The invention of Embodiment 6 is the invention of Embodiment 5, wherein the monitoring device further comprises a means for aggregating the number of stored balls charged over a predetermined period, and when the aggregated value by the means for aggregating the number of stored balls charged exceeds a predetermined upper limit, the number of stored balls charged is excluded from the deduction. According to the invention of Embodiment 6, it is expected that the satisfaction of players who wish to use as many stored tokens as possible will be increased, and the use of the stored token management service will be promoted. 【0049】 [Aspect 7] The invention of Embodiment 7 is an invention in which, in any one of Embodiments 1 to 6, the game management device and the monitoring device are both the game A gaming area where the machines are installed, or a place that is considered to be substantially within the same gaming area. It will be installed. According to the invention of Embodiment 7, the integration of the ball storage management system can be further enhanced. [Explanation of symbols] 【0050】 1... Amusement arcade system, 10... Amusement system, 16... Amusement machines, 17... Inter-machine processing machine, 20... Monitoring device, 22... Unit for determining the number of balls and tokens charged, 23... History management unit, 24... Unit for tallying the number of balls and tokens charged, 30... Member terminal, 40... Member card, 60... Management terminal.

Claims

[Claim 1] A token management system that enables players to replay using tokens they have earned by playing on a gaming machine and deposited with the operator of the gaming machine, The system includes a gaming management device installed by the aforementioned operator and a monitoring device installed by a third-party management organization. A ball storage management system comprising: a game management device that, upon receiving a request from a player for replay of stored balls, transfers data on the total number of stored balls of the player to the monitoring device, and the monitoring device returns data on the remaining number of stored balls, obtained by subtracting the number of stored balls consumed for replay and the number of stored balls equivalent to the management fee from the total number of stored balls, to the game management device. [Claim 2] The ball storage management system according to claim 1, wherein the game management device transfers data on the total number of balls that the player can use on the day of play to the monitoring device. [Claim 3] The ball storage management system according to claim 2, wherein the game management device lends game media to the game machine for the number of balls to be consumed after the data of the remaining number of stored balls has been returned. [Claim 4] The monitoring device comprises a means for determining the amount of stored balls to be charged according to the number of stored balls consumed and the game rate for each request for replay of stored balls, and subtracts the determined amount of stored balls to be charged from the total number of stored balls, as described in claim 1. [Claim 5] The ball storage management system according to claim 4, further comprising: a monitoring device, a history management means for storing a history of receipts of the total number of stored balls, a history of deductions of the number of stored balls consumed and the number of stored balls charged in predetermined storage; and an output means for outputting the information held by the history management means to an external device. [Claim 6] The monitoring device further comprises a means for totaling the number of stored balls charged over a predetermined period, The ball storage management system according to claim 5, wherein when the aggregated value by the ball storage count aggregation means exceeds a predetermined upper limit, the ball storage count is excluded from the deduction. [Claim 7] Both the game management device and the monitoring device are installed in the game hall where the game machines are installed, or in a location that is considered to be substantially within the same game hall. A ball storage management system according to any one of claims 1 to 6.