Gaming system, individual machine devices, and method for controlling the transition of the number of gaming media.

The gaming system addresses long transfer times and player anxiety by implementing a mechanism to manage and control gaming media transfers within the system, ensuring efficient and error-free operations.

JP7894728B2Active Publication Date: 2026-07-24GLORY LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
GLORY LTD
Filing Date
2022-05-12
Publication Date
2026-07-24

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Patent Text Reader

Abstract

To shift the number of game media between the number of game media stored in a game machine and the number of game media stored in each machine device.SOLUTION: When the number of owned balls is 50,000, the number of game balls is 70,000, and the upper limit of the number of game balls is 100,000, the number of balls that can be put out to a game machine 20 becomes 30,000 or less. When a game player exactly inputs 10,000 as the number of owned balls and performs decision key operation, 40,000 balls are put out but the number exceeds the upper limit of the number of game balls of the game machine 20. For this reason, an inter-machine card processor 10 displays "20,000 to 49,999" exactly as the number of inputtable owned balls such that the number of putout balls becomes 30,000 or less. When the game player performs decision key operation by inputting "30,000 balls", the number of input balls is received and owned balls are put out by replay button operation. In this case, since the number of putout balls does not reach the upper limit of game balls, all can be put out.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a gaming system, each device, and a gaming medium number transfer control method that can efficiently eliminate the anxiety of game players when transferring the number of gaming media between the number of gaming media stored in a gaming machine and the number of gaming media stored in each device.

Background Art

[0002] Conventionally, in gaming parlors such as pachinko parlors, gaming machines that payout gaming media made of balls or medals outside the machine have been installed in the gaming parlors. Recently, however, enclosed smart gaming machines (hereinafter simply referred to as "gaming machines") that do not payout such gaming media outside the machine have been developed.

[0003] Such a gaming machine stores data called "number of game balls", and an inter-unit card processor (each device) installed in the gaming machine stores data called "number of balls in hand" (see, for example, Patent Document 1). When a predetermined replay operation is performed, a process is performed of subtracting the number of replay balls from the number of balls in hand and adding the number of replay balls to the number of game balls.

[0004] When performing such a replay of balls in hand, a technique is known in which the number of balls to be left in the inter-unit card processor among the number of balls in hand (hereinafter referred to as "exact balls in hand") is specified, and the remaining number of balls is added to the game balls. For example, if there is a number of balls in hand of "30,000 balls" and "10,000 balls" of them are specified as the exact balls in hand, then "20,000 balls" is subtracted from the number of balls in hand, and this "20,000 balls" is added to the game balls.

Prior Art Documents

Patent Documents

[0005]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0006] However, as with the conventional technology described above, transferring a large number of balls to game balls requires a long transfer time, which may cause anxiety among players. In particular, attempting to transfer more than a predetermined upper limit (for example, 100,000 balls) to game balls results in an error and an even longer transfer time.

[0007] Therefore, a crucial issue is how to alleviate the anxiety of players when transferring the number of tokens held by the inter-machine card processing machine to the number of game tokens in the game machine. This same issue arises when transferring from the number of tokens held to the number of game tokens.

[0008] The present invention has been made to solve the problems of the prior art described above, and aims to provide a gaming system, individual machine devices, and a method for controlling the transition of the number of gaming media that can efficiently alleviate the anxiety of players when the number of gaming media stored in the gaming machine and the number of gaming media stored in each machine device are to be transferred. [Means for solving the problem]

[0009] To solve the above problems, the present invention provides a mechanism in which a game medium is sealed inside the machine. , as the number of playable games A gaming system comprising a gaming machine that stores a first number of gaming media, and individual machine devices attached to the gaming machine that store a second number of gaming media, wherein the individual machine devices store the number of gaming media stored in the gaming machine. 1 The number of gaming media and the number of gaming devices that can be stored in the gaming machine 1 The device is characterized by comprising: a storage means for storing an upper limit on the number of game media; a receiving means for receiving the number of game media to be left in the device; a calculation means for calculating the number of transition game media by subtracting the number of remaining game media from the second number of game media; and a control means for controlling the transition of the number of transition game media to the first number of game media based on the number of transition game media, the first number of game media, and the upper limit.

[0010] Furthermore, the present invention is characterized in that, in the above invention, the control means displays and controls the number of game media in which the sum of the number of transition game media and the number of first game media is greater than the upper limit, as the number of inputtable game media in which the sum of the number of transition game media and the number of first game media does not exceed the upper limit.

[0011] Furthermore, the present invention is characterized in that, in the above invention, the control means displays and controls the number of remaining game media to prompt the user to re-enter the number of remaining game media when the sum of the number of transition game media and the number of first game media is greater than the upper limit.

[0012] Furthermore, the present invention is characterized in that, in the above invention, the control means controls the transition of the transition game media to the first game media when the sum of the transition game media and the first game media is less than the upper limit.

[0013] Furthermore, the present invention is characterized in that, in the above invention, if the control means receives a predetermined transition cancellation operation during the transition in which the number of transitioning game media is added to the number of first game media, it cancels the transition to the number of transitioning game media with respect to the number of first game media and displays a message indicating that it has been canceled.

[0014] Furthermore, the present invention is characterized in that, in the above invention, the predetermined transition cancellation operation is either an operation by the player on a predetermined cancellation button, or an operation by a store employee using a remote control.

[0015] Furthermore, the present invention is characterized in that, in the above invention, if the number of first game media exceeds the upper limit during the transition in which the number of transitioning game media is added to the number of first game media, the control means cancels the transition to the number of first game media with respect to the number of transitioning game media and displays a message indicating that it has been canceled.

[0016] Furthermore, the present invention is characterized in that, in the above invention, if the control means cancels the transition to the first number of game media with respect to the number of transition game media, it corrects the number of game media.

[0017] In addition, the present invention is provided in a gaming machine that stores the number of first gaming media and encloses the gaming media inside the machine, and is a device for each unit that stores the number of second gaming media, and the number of gaming media stored in the gaming machine , as the number of playable games and a storage means for storing the upper limit value of the number of the gaming media that can be stored in the gaming machine, a reception means for receiving the number of remaining gaming media to be left in the own device, and a calculation means for calculating the number of transfer gaming media obtained by subtracting the number of remaining gaming media from the number of second gaming media, and based on the number of transfer gaming media, the number of first gaming media, and the upper limit value, control means for controlling to limit the transfer of the number of transfer gaming media to the number of first gaming media. It is characterized by having. 1 of the gaming media and the upper limit value of the number of the gaming media that can be stored in the gaming machine 1 of the gaming media

[0018] In addition, the present invention is a method for controlling the transfer of the number of gaming media in a gaming system having a gaming machine that stores the number of first gaming media and encloses the gaming media inside the machine, and devices for each unit that are provided in the gaming machine and store the number of second gaming media. The method includes a reception step in which each unit device receives the number of remaining gaming media to be left in the own device, a calculation step in which each unit device calculates the number of transfer gaming media obtained by subtracting the number of remaining gaming media from the number of second gaming media, and each unit device based on the number of transfer gaming media, the number of first gaming media, and the upper limit value of the number of the gaming media that can be stored in the gaming machine, and a control step for controlling to limit the transfer of the number of transfer gaming media to the number of first gaming media. It is characterized by having. , as the number of playable games of the gaming media 1 of the gaming media

Effect of the Invention

[0019] According to the present invention, when causing the number of gaming media to be transferred between the number of gaming media stored in the gaming machine and the number of gaming media stored in each unit device, it is possible to efficiently eliminate the anxiety of the players.

Brief Description of the Drawings

[0020] [Figure 1] FIG. 1 is an explanatory diagram of the outline of a gaming system according to an embodiment. [Figure 2]FIG. 2 is a diagram showing the system configuration of the gaming system according to the embodiment. [Figure 3] FIG. 3 is a diagram showing the external configuration of the inter-pedestal card processor and the gaming machine shown in FIG. 2. [Figure 4] FIG. 4 is a diagram showing the configuration of the inter-pedestal card processor shown in FIG. 2. [Figure 5] FIG. 5 is a diagram showing an example of the self-device state data, card data, maximum number of gaming balls data, correspondence setting data, and number of gaming balls data shown in FIG. 4. [Figure 6] FIG. 6 is a diagram showing the configuration of the gaming machine shown in FIG. 2. [Figure 7] FIG. 7 is a diagram showing the configuration of the management device shown in FIG. 2. [Figure 8] FIG. 8 is a diagram showing an example of the card management data, device management data, member management data, maximum number of ball game levels data, and correspondence setting data shown in FIG. 7. [Figure 9] FIG. 9 is a diagram (part 1) showing an example of the display on the inter-pedestal card processor according to the embodiment. [Figure 10] FIG. 10 is a diagram (part 2) showing an example of the display on the inter-pedestal card processor according to the embodiment. [Figure 11] FIG. 11 is a diagram (part 3) showing an example of the display on the inter-pedestal card processor according to the embodiment. [Figure 12] FIG. 12 is a flowchart showing the processing procedure of correspondence 1 in the inter-pedestal card processor according to the embodiment. [Figure 13] FIG. 13 is a flowchart showing the processing procedures of correspondence 2 and correspondence 3 in the inter-pedestal card processor according to the embodiment. [Figure 14] FIG. 14 is a flowchart showing the processing procedure of correspondence 4 in the inter-pedestal card processor according to the embodiment.

MODE FOR CARRYING OUT THE INVENTION

[0021] [[ID=

[0022] In this specification, "balls held" refers to data indicating the gaming media acquired by a player during gameplay, which can only be used again on the same day (before the arcade's closing time). "Number of balls held" refers to the number of gaming media acquired by a player through gameplay. "Stored balls" refers to data indicating the gaming media deposited by a player with the arcade, which can be used again on subsequent days (after the arcade's closing time). "Number of stored balls" refers to the number of gaming media deposited by a player with the arcade. Balls held can be used by both general and member players, and are used when moving to a different gaming machine, etc. Stored balls can, in principle, only be used by member players, and are used when acquiring gaming media to play on a gaming machine on subsequent days. "Number of game balls" refers to the number of game balls available for a player to play.

[0023] <Overview of the gaming system according to the embodiment> First, an overview of the gaming system according to this embodiment will be described. Figure 1 is an explanatory diagram illustrating the overview of the gaming system according to this embodiment.

[0024] In the gaming system according to this embodiment, there is a limit to the number of game balls that can be stored in the gaming machine 20 (for example, 100,000 balls), and it is not possible to store a number of game balls that exceeds this limit.

[0025] When a player dispenses their balls to the gaming machine 20 using the exact ball dispensing method, if this dispensing exceeds the maximum number of balls the gaming machine 20 can hold, the machine will display the number of balls that can be entered using the exact ball dispensing method, ensuring that the number does not exceed the maximum number of balls, and prompt the player to re-enter the number of balls.

[0026] For example, if a player has 50,000 balls, the gaming machine 20 has 70,000 balls, and the maximum number of balls that can be dispensed is 100,000, then the number of balls that can be dispensed to gaming machine 20 will be 30,000 or less. If a player with 50,000 balls enters exactly 10,000 balls and presses the confirmation key, 40,000 balls will be dispensed, which exceeds the maximum number of balls that can be dispensed to gaming machine 20.

[0027] Therefore, the inter-machine card processing machine 10 displays "20,000 to 49,999 balls" as the input number of balls that can be held, so that the number of balls to be dispensed is 30,000 or less. When a player enters "30,000 balls" and presses the confirmation key, the machine accepts the input number of balls and dispenses the balls held by the player when they press the replay button. In this case, since the number of balls to be dispensed does not reach the maximum number of game balls, all of them can be dispensed.

[0028] Thus, the gaming system according to this embodiment is configured to display the exact number of playable balls that can be input so that the number of playable balls in the gaming machine 20 does not exceed the upper limit of playable balls. Therefore, when transferring the number of playable balls between the number of playable balls stored in the gaming machine and the number of playable balls stored in each machine device, it is possible to efficiently alleviate the anxiety of the players.

[0029] <System Configuration> Next, the system configuration of the gaming system according to this embodiment will be described. Figure 2 is a diagram showing the system configuration of the gaming system according to this embodiment. As shown in Figure 2, a gaming parlor is equipped with multiple gaming machines 20 and inter-machine card processing machines 10, each of which is provided in conjunction with a gaming machine 20. The inter-machine card processing machines 10 are connected to a communication line, which is the store's network, via an island controller 30.

[0030] The island controller 30, management device 50, prize management device 60, and settlement machine 70 are connected to the communication line. In addition, the remote control terminal 40 is connected to the inter-machine card processing machine 10 via wireless communication using infrared or the like.

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

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

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

[0034] Each time a game ball is launched onto the game board, the gaming machine 20 transmits launch data to the inter-machine card processing unit 10, and when a predetermined number of game balls have been launched, it transmits out data to the inter-machine card processing unit 10. Furthermore, when a game ball passes through the winning area (so-called winning) and a predetermined number of prize balls are added to the game balls, the gaming machine 20 transmits safe data to the inter-machine card processing unit 10. In addition, when a game ball passes through the starting area, it transmits start data to the inter-machine card processing unit 10, and if a special state such as a jackpot occurs as a result of a predetermined lottery based on the game ball passing through the starting area, it transmits special prize data indicating the occurrence of such a state to the inter-machine card processing unit 10.

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

[0036] The inter-machine card processing machine 10 accepts deposits, dispenses game balls, communicates with the management device 50, and communicates with the game machines 20. When the inter-machine card processing machine 10 receives banknotes inserted by a player, it sends a deposit notification including the deposit amount to the management device 50, adding the equivalent prepaid value to the prepaid value managed by the management device 50. Then, when a predetermined ball dispensing operation is performed, it sends a ball dispensing request to the management device 50, deducting the prepaid value managed by the management device 50, notifying the game machine 20 of the number corresponding to the deducted prepaid value, and adding it to the number of game balls.

[0037] When the inter-machine card processing machine 10 receives a card insertion notification, it sends a card insertion notification to the management device 50. Furthermore, when the inter-machine card processing machine 10 receives the balance of prepaid value, held balls, or stored balls from the management device 50, it stores the balance. If it receives and stores the balance of held balls, it sends a ball deduction request to the management device 50, thereby clearing the balance (number of balls) of held balls managed by the management device 50 to zero.

[0038] When the inter-machine card processing unit 10 receives a request to replay held balls, it subtracts a predetermined number of balls from the number of balls it manages, notifies the gaming machine 20 of the number of balls subtracted, and adds it to the number of game balls. Also, when the inter-machine card processing unit 10 receives a request to replay stored balls, it sends a request to the management device 50 to replay stored balls, causing the management device 50 to subtract a predetermined number of stored balls, notifies the gaming machine 20 of the number of balls subtracted, and adds it to the number of game balls.

[0039] When the inter-machine card processing machine 10 receives a card return operation, it sends a request to the management device 50 to add the number of balls held, and after the management device 50 adds the number of balls held, it sends a card ejection notification to the management device 50 and controls the ejection of the card. If a counting operation is received from the gaming machine 20 before the card return operation, the number of game balls is added to the number of balls held.

[0040] The inter-machine card processing unit 10 has the function of obtaining a game machine ID from the game machine 20 and authenticating the game machine 20 using the obtained game machine ID and the authentication key received from the management device 50. This authentication is performed during opening procedures, etc., and the game machine 20 becomes playable only if the authentication is successful.

[0041] The inter-machine card processing unit 10 performs various display controls based on the status of the gaming machine 20 and transmits the status of the gaming machine 20 to the management device 50.

[0042] The remote control terminal 40 is a portable terminal device that can instruct the inter-machine card processing machine 10 to perform various operations via wireless communication using infrared or the like. The remote control terminal 40 can be operated by an employee to stop the payout process for balls held by the player.

[0043] The island controller 30 is a device that bundles a group of gaming machines 20 and inter-machine card processing machines 10 installed on a gaming island, and relays various information to the management device 50.

[0044] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it manages the identification information of the inserted card (hereinafter referred to as "card ID") in association with the inter-machine card processing machine 10, and transmits the prepaid value and balance of tokens associated with the card ID to the inter-machine card processing machine 10. Furthermore, if the card ID indicated in the card insertion notification is the card ID of a member card, it transmits the token replay data to the inter-machine card processing machine 10.

[0045] Furthermore, when the management device 50 receives a request to deduct balls from the inter-machine card processing machine 10, it clears the balance of balls to zero, and when it receives a request to add balls from the inter-machine card processing machine 10, it adds the number of balls indicated in the ball addition request to the balance of balls.

[0046] Furthermore, when the management device 50 receives a ball dispensing request from the inter-machine card processing machine 10, it subtracts a predetermined value from the prepaid value associated with the card ID and transmits permission to dispense balls to the inter-machine card processing machine 10. When it receives a request to replay stored balls, it transmits stored ball replay data to the inter-machine card processing machine 10.

[0047] Furthermore, if the management device 50 receives a card ID from the prize management device 60, it notifies the prize management device 60 of the number of balls associated with this card ID. In addition, if it receives a card ID from the payment machine 70, it notifies the payment machine 70 of the prepaid value associated with this card ID.

[0048] Furthermore, the management device 50 obtains the gaming machine ID from the inter-machine card processing machine 10 and manages the gaming machines 20 installed in its own store. It then obtains an authentication key for authenticating the gaming machines 20 set up in its own store from an authentication key management center (not shown) outside the gaming store and distributes it to the inter-machine card processing machine 10.

[0049] Furthermore, the management device 50 manages member management data of members registered with the amusement parlor. Specifically, it manages the number of stored tokens, PINs, and names, etc., in association with the member card ID issued to the member.

[0050] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it transmits to the inter-machine card processing machine 10 stored ball replay data, including the balance of stored balls and the PIN corresponding to the card ID indicated in the card insertion notification. Also, when the management device 50 receives a stored ball replay request from the inter-machine card processing machine 10, it subtracts a predetermined number of stored balls associated with the card ID indicated in the stored ball replay request, and transmits to the inter-machine card processing machine 10 stored ball replay data, including the remaining stored ball balance after the subtraction.

[0051] Furthermore, if the management device 50 receives an inquiry from the prize management device 60 regarding the number of stored tokens, it notifies the prize management device 60 of the balance of stored tokens corresponding to the specified card ID.

[0052] The prize management device 60 is a terminal device for prize exchange located next to the prize exchange counter inside the amusement store, and it processes the exchange of stored balls and balls for prizes. This prize management device 60 is connected to a card reader that reads the card ID of a card and a prize dispensing device that dispenses prizes. When the prize management device 60 reads a card ID from a general card or a membership card (or reads identification information corresponding to the card ID from a mobile terminal, etc.), it transmits the card ID to the management device 50 and requests the balance of balls held for that card ID. Also, when exchanging stored balls for prizes, it requests the balance of stored balls from the management device 50.

[0053] When a card with associated prepaid value is inserted into the payment machine 70, it transmits the card ID of the card to the management device 50, retrieves the prepaid value associated with the card, and dispenses cash equivalent to the retrieved prepaid value.

[0054] Next, the ball dispensing process in the gaming system according to this embodiment will be described. When a player performs a ball dispensing operation with the inter-machine card processing machine 10, the inter-machine card processing machine 10 sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted in the inter-machine card processing machine 10, an address or arbitrary identification information that identifies the inter-machine card processing machine 10 as the sender, and a ball dispensing request.

[0055] When the management device 50 receives a message containing a request to borrow balls, it updates the card management data by subtracting a predetermined value (for example, 5 units representing 500 yen if 1 unit is 100 yen) from the prepaid value associated with the card ID in the message, and sends a ball lending permission to the inter-machine card processing machine 10 that sent the message. Upon receiving the ball lending permission, the inter-machine card processing machine 10 sends an addition signal to the gaming machine 20 requesting the addition of a number (for example, "125") corresponding to the subtracted prepaid value to the number of gaming balls.

[0056] Upon receiving the addition signal, the gaming machine 20 adds the number of game balls and transmits the added number of game balls to the inter-machine card processing machine 10. The inter-machine card processing machine 10 may determine whether the addition of game balls was performed correctly based on the sum of the number of game balls before addition and the number of balls dispensed, plus the added number of game balls.

[0057] Next, the process for replaying held tokens in the gaming system according to this embodiment will be described. When the inter-machine card processing machine 10 receives the insertion of a general card or a membership card, it sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or arbitrary identification information that identifies the inter-machine card processing machine 10 as the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.

[0058] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it notifies the inter-machine card processing machine 10 of the remaining balance of balls held at the rate specified in the message, from among the balls held that are associated with the card ID in the message.

[0059] The inter-machine card processing machine 10 stores the remaining balance of the player's balls received from the management device 50. It then sends a message to the management device 50 containing information identifying the card ID and rate, as well as a request to deduct the remaining balls. If the management device 50 receives a request to deduct the remaining balls, it clears the remaining balance of the balls identified by the card ID and rate to zero. Furthermore, if the inter-machine card processing machine 10 receives a request to replay the remaining balls, it deducts a certain number of balls from the remaining balance, notifies the gaming machine 20 of the corresponding number, and has it added to the number of game balls.

[0060] Next, the replay process for balls held by the player according to this embodiment will be described. When the inter-machine card processing machine 10 receives a replay operation for balls held by the player according to the player's current ball count, it continuously subtracts a certain number of balls from the remaining balance until it reaches the number of balls entered, and notifies the game machine 20 of the corresponding number of balls. If it is predicted that the number of game balls will reach the maximum number of game balls due to this payout, or if the number of game balls has reached the maximum number of game balls, or if the number of game balls has increased to a number close to the maximum number of game balls, the system will process the balls using one of the following methods 1 to 4.

[0061] In response 1, if the sum of the entered number of balls held and the number of game balls exceeds the maximum number of game balls, a screen for re-entering the number of balls will be displayed. In response 2, if the ball payout process is in progress, a cancel button will be displayed, and if this cancel button is selected, the ball payout process will be stopped.

[0062] In response 3, while the payout process for the player's balls is underway, the remote control terminal 40 will accept a command to stop the payout, and if this command is received, the payout process for the player's balls will be stopped. In response 4, while the payout process for the player's balls is underway, if the number of game balls reaches the maximum limit, the payout process for the player's balls will be stopped.

[0063] When the inter-machine card processing machine 10 receives a management transfer request from the gaming machine 20 to transfer the number of game balls in the gaming machine 20 to the inter-machine card processing machine 10's holdings, the inter-machine card processing machine 10 adds the number of game balls indicated in the management transfer request to its own holdings. Subsequently, upon receiving a card return operation, it sends a message to the management device 50 including a request to add to the holdings. This message includes the card ID of the card to be ejected, an address or arbitrary identification information that identifies the inter-machine card processing machine 10 as the sender, information to identify the rate of the inter-machine card processing machine 10, the remaining balance of the holdings, and the request to add to the holdings.

[0064] If the management device 50 receives a request to add to the number of balls held, it updates the balance (number of balls held) of the balls associated with the card ID in the message for the rate specified in the message with the received value. Subsequently, the inter-machine card processing machine 10 sends a card ejection notification to the management device 50 and controls the ejection of the card.

[0065] Next, the process for replaying stored tokens in the gaming system according to this embodiment will be described. When the inter-machine card processing machine 10 receives a member card, or reads identification information corresponding to the card ID from a mobile terminal 110 that can be used as a member card, it sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10 (or the identification information corresponding to the card ID read from the mobile terminal 110), an address or arbitrary identification information that identifies the inter-machine card processing machine 10 as the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.

[0066] The management device 50 transmits to the inter-machine card processing machine 10 stored ball replay data, which includes the PIN associated with the card ID in the message and the balance of stored balls at the rate specified in the message.

[0067] The inter-machine card processing machine 10 stores the received stored ball replay data, and if the balance of stored balls indicated in the stored ball replay data is equal to or greater than the number of game balls dispensed in stored ball replay (stored ball replay unit number; for example, "125 balls"), it accepts the stored ball replay operation.

[0068] After storing the stored ball replay data, the inter-machine card processing machine 10, upon receiving the first stored ball replay operation, prompts the player to enter a PIN and verifies whether the entered PIN matches the PIN shown in the stored ball replay data.

[0069] The inter-machine card processing machine 10 sends a message to the local address of the management device 50 if the PIN matches. This message includes the card ID of the card inserted in the inter-machine card processing machine 10, an address or arbitrary identification information that identifies the sending inter-machine card processing machine 10, information to identify the rate of the inter-machine card processing machine 10, and a request for replay of stored tokens.

[0070] The management device 50 subtracts a predetermined amount from the balance of stored balls associated with the card ID in the message, specifically those at the rate specified in the message, and transmits the stored ball replay data, including the remaining balance, to the inter-machine card processing machine 10.

[0071] The inter-machine card processing unit 10 receives the stored ball replay data, updates the stored ball balance, and notifies the gaming machine 20 of the number corresponding to the stored ball replay unit, adding it to the number of game balls. It also determines whether the updated stored ball balance is less than the number of stored ball replay units. If the updated stored ball data balance is equal to or greater than the number of stored ball replay units, it can accept another stored ball replay operation, and if it accepts the stored ball replay operation, it sends a stored ball replay request. For the second and subsequent stored ball replay operations, verification of the PIN is not required. If the updated stored ball data balance is less than the number of stored ball replay units, it will not accept a stored ball replay operation.

[0072] Next, we will explain the transfer from held balls to stored balls during the closing process. The management device 50 checks the balance of held balls in the card management data during the closing process, and if there are held balls with a balance greater than "0", it adds the balance of those held balls to the stored ball balance and updates it. After that, the management device 50 clears the balance of those held balls to zero.

[0073] <External configuration of the inter-machine card processing unit 10 and the gaming machine 20> Next, the external configuration of the inter-machine card processing machine 10 and gaming machine 20 shown in Figure 2 will be described. Figure 3 is a diagram showing the external configuration of the inter-machine card processing machine 10 and gaming machine 20 shown in Figure 2. The diagram shows an inter-machine card processing machine 10 that accepts only banknotes, but a unit that can accept electronic money can also be provided.

[0074] As shown in Figure 3, the inter-unit card processing machine 10 is equipped with a status display unit 11 that indicates the status of the inter-unit card processing machine 10 by lighting or flashing a lamp of a predetermined color, a banknote slot 12a that accepts various banknotes, a display operation unit 13 such as a touch panel display, a card slot 14a that accepts cards associated with a card ID, and a remote control receiver 19 that receives various instructions from a remote control terminal 40.

[0075] The gaming machine 20 is equipped with a game board, a handle 21 used to dispense the enclosed game balls onto the game board, and a counting button 22.

[0076] The counting button 22 is an operation button for transferring the management of the number of playable balls from the gaming machine 20 to the inter-machine card processing machine 10 by subtracting the number of playable balls from the gaming machine 20 and adding the corresponding number to the number of playable balls held by the inter-machine card processing machine 10. In the case of an open-type gaming machine 20 where physical playable balls are dispensed upon winning, this management transfer corresponds to the counting process in which the inter-machine card processing machine 10 counts the dispensed playable balls and adds them to the number of playable balls held.

[0077] <Configuration of the inter-unit card processing machine 10> Next, the configuration of the inter-machine card processing machine 10 shown in Figure 2 will be described. Figure 4 is a diagram showing the configuration of the inter-machine card processing machine 10 shown in Figure 2. As shown in Figure 4, the inter-machine card processing machine 10 has a banknote transport unit 12, a display operation unit 13, a reader / writer 14, a remote control light receiving unit 19, a communication unit 15, a storage unit 16, a control unit 17, and a game management unit 18.

[0078] The banknote transport unit 12 is a transport unit that transports banknotes inserted through the banknote insertion slot 12a to a banknote storage unit (not shown) while determining the denomination and authenticity of the banknotes. The display and operation unit 13 is an input / output device such as a touch panel display that displays various information such as monetary value and accepts various operations such as ball dispensing operations.

[0079] The reader / writer 14 is a reading unit that reads the card ID from the card inserted into the card slot 14a. The card inserted into the card slot 14a is stored in a card storage unit (not shown) after passing through the reader / writer 14. The remote control receiver 19 is an input device that receives various instructions from the remote control terminal 40. The communication unit 15 is an interface unit for data communication with the management device 50 via the island controller 30.

[0080] The storage unit 16 is a storage device consisting of a hard disk drive, non-volatile memory, etc. The storage unit 16 stores self-device status data 16a, card data 16b, game ball limit data 16c, corresponding setting data 16d, and game ball count data 16e.

[0081] The self-device status data 16a is data indicating the status of the inter-machine card processing machine 10. This self-device status data 16a includes the inter-machine card processing machine ID, gaming machine ID, game type, etc. The inter-machine card processing machine ID is identification information for uniquely identifying the inter-machine card processing machine 10 within the gaming establishment. The game type is data indicating the rate set in the inter-machine card processing machine 10. When handling gaming balls of multiple rates within the gaming establishment, a game type name is set and managed for each rate, such as "Ball 1" for 4-yen rate gaming balls, "Ball 2" for 2-yen rate gaming balls, and "Ball 3" for 1-yen rate gaming balls. The inter-machine card processing machine 10 selects the rate to be used for the game from these game types and stores it as the game type. The game type may be fixed for each section in which the inter-machine card processing machine 10 is installed, or it may be changeable by the player.

[0082] Card data 16b is data relating to the card being used by the player. Card data 16b includes card ID, PIN, prepaid value, balls held, stored balls, etc. The card ID is the card ID read by the reader / writer 14. When a card is transported from a card storage unit (not shown) to the card slot 14a and then ejected, card data 16b is updated with the card ID read by the reader / writer 14 during this transport. Similarly, when a card is transported from the card slot 14a to a card storage unit (not shown), card data 16b is updated with the card ID read by the reader / writer 14 during this transport. Prepaid value indicates the remaining balance of prepaid value usable for ball dispensing, and balls held and stored balls indicate their respective balances.

[0083] The game ball limit data 16c is data indicating the maximum number of game balls that can be stored in the gaming machine 20. The corresponding setting data 16d is data indicating the response when the number of game balls reaches the game ball limit, regarding the payout of game balls based on the exact number of balls held. The game ball count data 16e is data indicating the number of game balls stored in the gaming machine 20.

[0084] The game management unit 18 is a processing unit that performs authentication and communication with the gaming machine 20. It is desirable that this game management unit 18 be formed on a different circuit board from the control unit 17. The game management unit 18 includes an authentication processing unit 18a, an authentication key management unit 18b, and a gaming machine state management unit 18c. In practice, these programs are loaded into the CPU (Central Processing Unit) and executed, causing the authentication processing unit 18a, the authentication key management unit 18b, and the gaming machine state management unit 18c to execute the processes corresponding to them, respectively.

[0085] The authentication processing unit 18a performs authentication of the gaming machine 20 using the authentication key received from the management device 50. If authentication is successful, the authentication processing unit 18a sends permission to operate to the gaming machine 20. If authentication fails, the authentication processing unit 18a prohibits the use of the gaming machine 20. However, even if authentication fails, the system may be configured to send permission to operate to the gaming machine 20 if it is within a predetermined period since the last successful authentication, and not send permission to operate to the gaming machine 20 after the predetermined period has elapsed since the last successful authentication, thereby prohibiting the use of the gaming machine 20.

[0086] The authentication key management unit 18b is a processing unit that manages authentication keys. Each authentication key has a set usage time, and when the cumulative operating time of the gaming machine 20 reaches the usage time of the authentication key, the authentication key becomes unusable. Specifically, the authentication key management unit 18b uses the power-on time of the circuit board on which the gaming management unit 18 is formed as the operating time of the gaming machine 20 and manages the usage time of the authentication key. If an authentication key becomes unusable, the authentication key management unit 18b obtains a new authentication key from an authentication key management center outside the store via the management device 50 and updates the authentication key.

[0087] The gaming machine status management unit 18c is a processing unit that communicates with the gaming machine 20 and manages the status of the gaming machine 20. Specifically, the gaming machine status management unit 18c obtains the gaming machine ID from the gaming machine 20, sends a request to add to the number of game balls when a ball is dispensed, sends a request to switch management from held balls to the number of game balls when a held ball is replayed, sends a request to add to the number of game balls when a stored ball is replayed, receives game results such as the number of balls played and the number of prize balls dispensed from the gaming machine 20, and receives a request to switch management from the number of game balls to held balls when counting. Communication between the inter-machine card processing unit 10 and the gaming machine 20 uses encrypted communication with a predetermined encryption method.

[0088] Furthermore, the gaming machine state management unit 18c acquires the current status of the gaming machine 20, such as the number of game balls, start status, jackpot status, jackpot type, and number of draws. It is desirable that the time interval at which the gaming machine state management unit 18c acquires the status of the gaming machine 20 be set shorter than the interval at which game balls are launched (used) in the gaming machine 20. Also, once the gaming machine state management unit 18c has acquired the number of game balls from the gaming machine 20, it hands over the number of game balls to the control unit 17.

[0089] Furthermore, the timing for the gaming machine status management unit 18c to acquire a new gaming machine ID from the gaming machine 20 is not limited to before opening. The gaming machine ID can be acquired or the determination of whether to replace the gaming machine 20 can be made when the inter-machine card processing unit 10 is powered on or off, during periodic communication, when processing related to the number of game balls (ball dispensing, replay, counting, etc.) is performed, or when the system returns from an offline state. These timings may also be used in combination.

[0090] The control unit 17 is a control unit that performs overall control of the inter-machine card processing machine 10, and includes a data management unit 17a, a game ball limit management unit 17b, a corresponding setting unit 17c, a game ball count management unit 17d, and a game ball management unit 17e. In practice, by loading these programs into the CPU and executing them, the data management unit 17a, the game ball limit management unit 17b, the corresponding setting unit 17c, the game ball count management unit 17d, and the game ball management unit 17e will each execute the corresponding processes.

[0091] When a card is inserted, the data management unit 17a sends a card insertion notification to the management device 50, which includes the card ID and the inter-machine card processing machine ID. Furthermore, when the data management unit 17a receives data from the management device 50 that includes a monetary value (at least one of prepaid value, held balls, and stored balls), it updates the card data 16b with the received monetary value.

[0092] Furthermore, when a banknote is inserted into the banknote slot 12a, the data management unit 17a sends a deposit notification to the management device 50, which includes the amount of the inserted banknote, the card ID, and the inter-machine card processing machine ID.

[0093] Furthermore, when a player performs a ball dispensing operation, the data management unit 17a transmits a ball dispensing request, including the card ID and the inter-machine card processing machine ID, to the management device 50. Upon receiving permission to dispensing balls in response to this request, the data management unit 17a instructs the game management unit 18 to subtract the prepaid value of the card data 16b and add a predetermined number of balls to the number of game balls in the game machine 20.

[0094] Furthermore, if the data management unit 17a receives a request to replay the balls held, it instructs the game management unit 18 to subtract and update the number of balls held in the card data 16b, and to add the corresponding number of balls to the number of game balls in the game machine 20.

[0095] Furthermore, if the balance of stored balls shown in the card data 16b is equal to or greater than the number of stored ball replay units, the data management unit 17a displays a stored ball replay button on the display operation unit 13, making it possible to accept a stored ball replay operation. When a player performs a stored ball replay operation, the data management unit 17a transmits a stored ball replay request, including the card ID and the inter-machine card processing machine ID, to the management device 50. Upon receiving stored ball replay data in response to this stored ball replay request, the data management unit 17a updates the balance of stored balls in the card data 16b and instructs the game management unit 18 to add the number of balls corresponding to the number of stored ball replay units to the number of game balls in the game machine 20. Note that for the first stored ball replay operation, the player is required to enter a PIN, and the condition for transmitting the stored ball replay request is that the PIN matches the one shown in the card data 16b.

[0096] Furthermore, when the game management unit 18 receives a request from the game machine 20 to transfer game balls, the data management unit 17a adds the number of balls instructed by the game management unit 18 to the number of balls held in the card data 16b and updates it.

[0097] Furthermore, when the data management unit 17a receives a card return operation, it sends a request to the management device 50 to add to the remaining balls, including the card ID, the inter-machine card processing machine ID, and the remaining ball balance. After clearing the card data 16b, it sends a card ejection notification to the management device 50 and ejects the card.

[0098] The game ball limit management unit 17b is a processing unit that manages the game ball limit data 16c. When the game ball limit management unit 17b receives the game ball limit from the management device 50, it stores this game ball limit in the game ball limit data 16c.

[0099] The correspondence setting unit 17c is a processing unit that manages the correspondence setting data 16d. When the correspondence setting unit 17c receives a correspondence setting from the management device 50, it stores this correspondence setting in the correspondence setting data 16d.

[0100] The game ball count management unit 17d is a processing unit that manages the game ball count data 16e. When the game ball count management unit 17d receives the game ball count from the game machine status management unit 18c, it stores this game ball count in the game ball count data 16e.

[0101] The ball management unit 17e is a processing unit that controls the replay of balls. When the ball management unit 17e receives a ball replay operation by pressing a replay button (not shown), it subtracts a certain number of balls (for example, "125") from the balance of balls and notifies the gaming machine 20 of the corresponding number of balls.

[0102] Furthermore, if the ball management unit 17e receives a ball replay operation with the exact number of balls from the display operation unit 13, it continuously subtracts a certain number of balls from the balance until it reaches the number of balls entered, and notifies the gaming machine 20 of the corresponding number of balls. If it is predicted that the number of game balls data 16e will reach the game ball limit data 16c due to this payout of balls, or if the number of game balls data 16e has reached the game ball limit data 16c, or if the number of game balls data 16e has increased to a number close to the game ball limit data 16c, the system will process the balls using one of the following methods 1 to 4 specified in the corresponding setting data 16d.

[0103] In response 1, if the sum of the entered number of balls and the game ball count data 16e exceeds the game ball limit data 16c, the ball management unit 17e displays a screen for re-entering the number of balls on the display operation unit 13. At this time, it also displays the number of balls that can be entered without exceeding the game ball limit data 16c.

[0104] In response 2, the ball management unit 17e displays a cancel button on the display operation unit 13 while the ball payout process is in progress. If this cancel button is selected, the ball payout process is stopped. The display operation unit 13 then displays a payout cancellation screen, including the current number of balls held.

[0105] In response 3, the ball management unit 17e accepts a payout cancellation instruction from the remote control terminal 40 while the ball payout process is in progress. If it receives this payout cancellation instruction from the remote control receiver 19, it cancels the ball payout process. It then displays a payout cancellation screen, including the current number of balls held, on the display operation unit 13.

[0106] In response 4, if the ball management unit 17e stops the ball payout process if the number of game balls data 16e reaches the maximum number of game balls data 16c while the ball payout process is in progress, it stops the ball payout process. Then, it displays a payout cancellation screen, including the current number of balls, on the display operation unit 13.

[0107] Next, an example of data stored in the storage unit 16 of the inter-machine card processing machine 10 shown in Figure 4 will be explained. Figure 5 shows an example of the self-device status data 16a, card data 16b, game ball limit data 16c, corresponding setting data 16d, and game ball count data 16e shown in Figure 4.

[0108] The self-device status data 16a shown in Figure 5(a) indicates that the ID of the inter-machine card processing machine 10 is "A101", the game machine ID of the connected game machine 20 is "B201", and "Ball 1" is set as the game type for the inter-machine card processing machine 10.

[0109] The card data 16b shown in Figure 5(b) indicates that the ID of the card inserted into the inter-machine card processing machine 10 is "2001". Here, the first digit of the card ID indicates the type of card; a card with the first digit "1" is a general card, and a card with the first digit "2" is a member card. The card data 16b also indicates that the PIN for replaying stored tokens is "1234" and the prepaid value is "3000" units. Here, one unit of prepaid value is equivalent to 1 yen.

[0110] Furthermore, card data 16b indicates that, as held balls, the balance of held balls for ball 1 is "1500" balls, the balance of held balls for ball 2 is "2500" balls, and the balance of held balls for ball 3 is "0" balls. As stored balls, the balance of stored balls for ball 1 is "500" balls, the balance of stored balls for ball 2 is "0" balls, and the balance of stored balls for ball 3 is "0" balls.

[0111] The game ball limit data 16c shown in Figure 5(c) indicates a state where the game ball limit is "100,000" balls. The corresponding setting data 16d shown in Figure 5(d) indicates a state where the corresponding setting is "Correspondence 1". The game ball count data 16e shown in Figure 5(e) indicates a state where the game ball count is "70,000" balls.

[0112] <Configuration of the gaming machine 20> Next, the configuration of the gaming machine 20 shown in Figure 2 will be described. Figure 6 is a diagram showing the configuration of the gaming machine 20 shown in Figure 2. As shown in Figure 6, the gaming machine 20 has a communication control unit 23, a performance control unit 24, a game control unit 25, and a game ball control unit 26. The communication control unit 23 is a control unit for controlling data communication with the inter-machine card processing machine 10. Communication with the inter-machine card processing machine 10 uses encrypted communication using a predetermined encryption method.

[0113] When the gaming machine 20 is started, the communication control unit 23 reads identification information from the control CPU provided in the gaming control unit 25 and / or the gaming ball control unit 26, checks whether the identification information is appropriate, and if it is appropriate, establishes communication with the inter-machine card processing unit 10 and enters a standby state. In the standby state, if it receives permission to operate from the inter-machine card processing unit 10, it starts the performance control unit 24, the gaming control unit 25 and the gaming ball control unit 26, making the machine ready for play.

[0114] The game control unit 25 is a control unit that controls the game played by the gaming machine 20. In practice, the process is executed by loading a program corresponding to the game control unit 25 into the CPU and executing it.

[0115] Specifically, the game control unit 25 controls the launch of game balls onto the game board based on handle operation detection, detects game balls that have entered the winning slots on the game board, acquires and draws random numbers (within a predetermined range of 0 to 65535, each number is assigned to a big win, small win, or loss) based on game balls that have entered the start slot (special symbols and regular symbols), controls movable members (such as tulips) on the game board, controls the display of special symbol display devices on the game board, and detects abnormalities that may indicate fraud (such as the front frame being open or vibration being detected) and notifies the higher-level device.

[0116] The game board is fitted with numerous obstacle pins, and when the game ball is launched onto the game board by operating the handle, it falls between the obstacle pins and either enters a prize entry hole or a start hole, or is ejected from the game board through an out hole without entering a prize. If the game ball enters the start hole, a lottery is held, and if a jackpot is won, a jackpot game is played in which the designated prize entry holes on the game board are controlled to open multiple times, making it easier for the game ball to enter these entry holes, and thus awarding prize balls to the player.

[0117] Furthermore, there are bonus jackpot games that grant players a predetermined bonus game after the jackpot game ends. Bonus jackpot games include probability variation jackpots and time-saving jackpots. Probability variation jackpots and time-saving jackpots grant probability variation games and time-saving games as bonus games after the jackpot, respectively. Time-saving games are bonus games that increase the number of draws per unit time and increase the probability of winning a jackpot per unit time by shortening the variation time (time from the start of the draw process to the display of the result) of the normal symbol draw (the draw for opening and closing the movable parts as described above) and / or special symbol draw (the draw for winning a jackpot by winning the game ball as described above). These bonus games may include normal symbol probability variation, which increases the probability of winning a normal symbol. Time-saving games due to time-saving jackpots end when the number of draws for special symbol draws has been performed a predetermined number of times after the jackpot. Probability-based games will be discussed later.

[0118] The game control unit 25 has a probability variation function. The probability variation function is a function that controls the random number range used for the next draw (generally by about 10 times) when the draw result falls within a particularly defined random number range for a jackpot. Probability variation game is a special symbol draw that uses this changed probability. Probability variation game continues until the next jackpot is won. In addition, probability variation game and time-saving game may be added at the same time. However, in order to prevent unforeseen losses to the amusement parlor, if the player acquires a certain amount of game media after the start of probability variation game or time-saving game, the game may be stopped (the card is ejected once, and the player is requested to exchange for a prize or move to another machine). In this case, the number of game media after entering the probability variation game state is counted by the game machine 20, and when this counted value reaches a predetermined value, game stop control is performed, such as stopping the launch of game balls.

[0119] The performance control unit 24 is a control unit that controls the performance during gameplay, and includes a performance symbol lottery unit 24a and a performance lottery unit 24b. In practice, by loading these programs into the CPU and executing them, the performance symbol lottery unit 24a and the performance lottery unit 24b are made to execute the processes corresponding to them, respectively.

[0120] The performance symbol lottery unit 24a performs a lottery for performance symbols (symbols to be displayed on the performance symbol display device, such as a display device on the game board) based on the special symbol lottery in the game control unit 25 (specifically, whether to stop the display at 7, 7, 7, etc.).

[0121] The performance lottery unit 24b performs a lottery to determine the type of performance to be performed before displaying the lottery result based on the performance symbols (such as a character appearing and a reach performance). The performances selected are set to differ depending on the main lottery result.

[0122] The performance control unit 24 stores performance data for each performance. Furthermore, the performance control unit 24 controls the display of the performance symbol display device, and when a performance is executed, it overlays the performance data on the background symbol data to display the performance. In addition, during probability fluctuations, it sets background color data different from the normal state.

[0123] The game ball control unit 26 is a control unit that controls the number of game balls. In practice, the process is executed by loading a program corresponding to the game ball control unit 26 into the CPU and executing it. The playable number management unit 26a is a management unit that manages the playable number, i.e., the number of game balls.

[0124] Specifically, the game ball control unit 26 stores the number of game balls in the playable number memory, deducts "1" from the number of game balls each time a game ball is launched, and adds the number of prize balls obtained through winning to the number of game balls. In addition, when the number of balls is notified by the inter-machine card processing machine 10, the notified number of balls is added to the number of game balls and a confirmation signal is sent to the inter-machine card processing machine 10 indicating that the number of balls has been added to the number of game balls. Furthermore, the game ball control unit 26 can also perform cleaning control of the game balls (circulating balls) sealed in the game machine 20.

[0125] Furthermore, the game ball control unit 26 periodically transmits the number of game balls stored in the playable number memory to the inter-machine card processing unit 10. In this case, the game ball control unit 26 transmits the number of game balls at the time of data acquisition to the inter-machine card processing unit 10 while continuing to update the number of game balls according to the game status, without resetting the contents of the playable number memory to zero.

[0126] Furthermore, the gaming machine 20 is equipped with a counting button 22, and a signal indicating that this counting button 22 has been pressed is input to the game ball control unit 26. The game ball control unit 26 detects the pressing operation of the counting button 22, and if the time from the rising edge to the falling edge of the detection signal is less than a certain period of time, it sends a management transfer request to the inter-machine card processing machine 10 along with data on the number of game balls in fixed increments (for example, 100 balls per operation). The number of balls that have been transferred to the management of the inter-machine card processing machine 10 is then subtracted (invalidated) from the game ball count. In addition, if the pressing operation of the counting button 22 is detected and no falling edge is detected for a predetermined time or longer after the detection signal rises, it sends a management transfer request to the inter-machine card processing machine 10 along with data on the number of game balls in fixed increments (for example, 200 balls every 5 seconds) for each period of time that the detection signal remains in a rising state. The number of balls that have been transferred to the management of the inter-machine card processing machine 10 is then subtracted (invalidated) from the game ball count. When subtracting from the number of game balls, possible methods include decrementing the value to be subtracted from a value of 1 stored in memory, or updating the value stored in memory with the value after the subtraction and deleting or logically deleting the value before the subtraction to invalidate it. However, there are no particular limitations as long as the value after the subtraction can be identified.

[0127] The game control unit 25 and the game ball control unit 26 are each configured on separate circuit boards. The game control board on which the game control unit 25 is configured and the game ball control board on which the game ball control unit 26 is configured each have a unique ID. The gaming machine 20 combines the ID of the game control board and the ID of the game ball control board and uses them as the gaming machine ID.

[0128] <Configuration of the control device 50> Next, the configuration of the management device 50 shown in Figure 2 will be described. Figure 7 is a diagram showing the configuration of the management device 50 shown in Figure 2. As shown in Figure 7, the management device 50 is connected to a display unit 51 and an input unit 52, and has an external network communication unit 53, a store network communication unit 54, a storage unit 55, and a control unit 56.

[0129] The display unit 51 is a display device such as an LCD panel or display device. The input unit 52 is an input device such as a keyboard or mouse. The external network communication unit 53 is an interface unit for data communication with an authentication key management center (not shown) via an external network. The store network communication unit 54 is an interface unit for data communication with the island controller 30, prize management device 60 and settlement machine 70 within the gaming store via a communication line.

[0130] The storage unit 55 is a storage device such as a hard disk drive or non-volatile memory, and stores card management data 55a, device management data 55b, member management data 55c, game ball limit data 55d, and corresponding setting data 55e.

[0131] Card management data 55a is data that associates the card ID with the balance of prepaid value, the balance of held tokens, etc. Device management data 55b is data related to the devices installed in the amusement parlor. This device management data 55b includes the inter-machine card processing machine ID, installation location, amusement machine number, amusement machine ID, and amusement machine 20 model data, etc. Member management data 55c is data that associates the card ID of the membership card issued to the member with the member's name, stored token information, etc.

[0132] The game ball limit data 55d is data indicating the maximum number of game balls that can be stored in the gaming machine 20. The corresponding setting data 55e is data indicating how to handle the payout of game balls when the number of game balls reaches the game ball limit, in relation to the payout of game balls with the exact number of balls held.

[0133] The control unit 56 is a control unit that performs overall control of the management device 50 and includes a card management unit 56a, a device management unit 56b, a member management unit 56c, a game ball limit management unit 56d, and a corresponding setting unit 56e. In practice, by loading these programs into the CPU and executing them, the processes corresponding to the card management unit 56a, the device management unit 56b, the member management unit 56c, the game ball limit management unit 56d, and the corresponding setting unit 56e are executed, respectively.

[0134] The card management unit 56a is a processing unit that manages the card management data 55a. The card management unit 56a communicates with the inter-machine card processing machine 10, the prize management device 60, and the settlement machine 70 to update the prepaid value and balance of tokens associated with the card ID. In addition, when the card management unit 56a receives a card insertion notification from the inter-machine card processing machine 10, it notifies the card management unit 56a of the value and balance of tokens associated with the card.

[0135] The device management unit 56b is a processing unit that manages the device management data 55b. The device management unit 56b generates and updates the device management data 55b based on the inter-machine card processing unit ID, installation location, and gaming machine ID obtained from the inter-machine card processing unit 10.

[0136] The Member Management Unit 56c is a processing unit that manages the Member Management Data 55c. The Member Management Unit 56c communicates with the Prize Management Device 60 to update the balance of stored points associated with the card ID. In addition, when the Member Management Unit 56c receives a member registration request, it updates the Member Management Data 55c to add the member.

[0137] Here, the processing of stored balls for replay by the member management unit 56c will be explained. When the member management unit 56c receives stored ball replay request data from the inter-machine card processing machine 10, it deducts the amount of stored balls associated with the card ID in the stored ball replay request data that matches the payout rate, and recalculates the number of available stored balls for replay. Then, it transmits stored ball replay data, including the balance after the deduction and the number of available stored balls for replay, to the inter-machine card processing machine 10.

[0138] The game ball limit management unit 56d is a processing unit that manages the game ball limit data 55d. When the game ball limit management unit 56d receives the game ball limit from the input unit 52, it stores this game ball limit in the game ball limit data 55d and notifies the inter-machine card processing machine 10. In this embodiment, the case in which the management device 50 stores the game ball limit data 55d is described, but it is also possible to configure the system so that the game ball limit data 16c is stored in advance for each inter-machine card processing machine 10 without storing the game ball limit data 55d in the management device 50.

[0139] The correspondence setting unit 56e is a processing unit that manages the correspondence setting data 55e. When the correspondence setting unit 56e receives a correspondence setting from the input unit 52, it stores this correspondence setting in the correspondence setting data 55e and notifies the inter-unit card processing machine 10.

[0140] Next, an example of data stored in the storage unit 55 of the management device 50 shown in Figure 7 will be described. Figure 8 shows an example of the card management data 55a, device management data 55b, member management data 55c, game ball limit data 55d, and corresponding setting data 55e shown in Figure 7.

[0141] In the card management data 55a shown in Figure 8(a), card ID "1001" is associated with a prepaid value of "0", a balance of "0" balls for each rate, and usage ID "A101". In other words, the card with card ID "1001" is inserted into the inter-machine card processing machine 10 with device ID "A101", and the management of the balls held has been transferred to the inter-machine card processing machine 10. Therefore, the balance of balls held for each rate is zero.

[0142] Furthermore, in the card management data 55a, card ID "2001" is associated with a prepaid value of "3000" units and the number of balls held as follows: ball 1 has a balance of "1500" balls, ball 2 has a balance of "2500" balls, and ball 3 has a balance of "0" balls. However, the destination ID is not associated with it. In other words, the card with card ID "2001" is not inserted into the inter-machine card processing machine 10, and the management of the number of balls held is performed by the management device 50.

[0143] The device management data 55b shown in Figure 8(b) indicates that for the inter-machine card processing machine 10 with ID "A101", its installation location is "Island 1-1", the ID of the connected gaming machine 20 is "B201", the gaming machine number is "11", the game type is "Ball 1", the model of gaming machine 20 is "EV01", and the serial number is "a". It also indicates that this gaming machine 20 is in use.

[0144] Furthermore, the device management data 55b indicates that for the inter-machine card processing machine 10 with ID "A201", its installation location is "Island 2-1", the ID of the connected gaming machine 20 is "B506", the gaming machine number is "21", the game type is "Ball 3", the model of gaming machine 20 is "DX03", and the serial number is "g". It also indicates that this gaming machine 20 is currently in use.

[0145] The member management data 55c shown in Figure 8(c) indicates the name, stored balls, etc., associated with the card ID. Specifically, the member management data 55c shows that for card ID "2005", the name is "Taro Toka", the stored ball balance for "Ball 1" is "1500", the stored ball balance for "Ball 2" is "200", and the stored ball balance for "Ball 3" is "0".

[0146] The game ball limit data 55d shown in Figure 8(d) indicates that the game ball limit is set to "100,000" balls. The corresponding setting data 55e shown in Figure 8(e) indicates that the corresponding setting is set to "Correspondence 1".

[0147] <An example of a display in the inter-table card processing machine 10 according to this embodiment> Next, an example of the display in the inter-machine card processing machine 10 according to this embodiment will be described. Figures 9 to 11 show an example of the display in the inter-machine card processing machine 10 according to this embodiment. In the gaming system according to this embodiment, the display content in the inter-machine card processing machine 10 differs for each of the four correspondences from 1 to 4, so each will be explained. Note that the explanation for correspondence 1 has already been explained in Figure 1, so this explanation will be omitted.

[0148] In case 2, as shown in Figure 9, a screen is displayed for entering the number of balls to keep. For example, enter "10,000 balls" and select the confirm button to confirm the number of balls entered. Then, by performing a replay operation, the balls will be dispensed, and a "Dispensing" screen will be displayed during this process. A cancel button will also be displayed on this screen.

[0149] If the "Stop" button is selected while the player is receiving their balls, the payout will be stopped and a message will be displayed indicating that the processing of the balls has been precisely halted. At this time, the current number of balls held (for example, 20,000 balls) will also be displayed.

[0150] In case 3, as shown in Figure 10, a screen is displayed for entering the number of balls to keep. For example, enter "10,000 balls" and select the confirm button to confirm the number of balls entered. Then, by performing a replay operation, the balls will be dispensed, and a "Dispensing" screen will be displayed during this process.

[0151] If a payout cancellation instruction is selected via the remote control terminal 40 while the balls being dispensed are in play, the dispenser will be stopped and a message indicating that the processing of the balls has been precisely stopped will be displayed. At this time, the current number of balls held (for example, 20,000 balls) will also be displayed.

[0152] In case 4, as shown in Figure 11, a screen is displayed for entering the number of balls to keep. For example, enter "10,000 balls" and select the confirm button to confirm the number of balls entered. Then, by performing a replay operation, the balls will be dispensed, and a "Dispensing" screen will be displayed during this process.

[0153] If the number of game balls data 16e reaches the maximum number of game balls data 16c during the payout of held balls, the payout will be stopped and a message indicating that the processing of held balls has been precisely stopped will be displayed. At this time, the current number of held balls (for example, 20,000 balls) will also be displayed.

[0154] <Processing procedures for each corresponding part in the inter-table card processing machine 10 according to this embodiment> Next, the corresponding processing procedures in the inter-machine card processing machine 10 according to this embodiment will be described. Figures 12 to 14 are flowcharts showing the corresponding processing procedures in the inter-machine card processing machine 10 according to this embodiment.

[0155] First, the processing procedure for correspondence 1 in the inter-machine card processing machine 10 according to this embodiment will be explained. As shown in Figure 12, when the inter-machine card processing machine 10 receives input for the number of balls to be kept as a holding (step S101; Yes), it compares this input number of balls with the sum of the game ball count data 16e and the game ball upper limit data 16c (step S102).

[0156] If the sum of the input number of balls and the game ball count data 16e exceeds the game ball limit data 16c (Step S102; Yes), the screen for re-entering the number of balls is displayed (Step S103), and the process proceeds to Step S101.

[0157] If the sum of the input number of balls and the game ball count data 16e is less than or equal to the game ball limit data 16c (Step S102; No), the replay operation is accepted, the number of balls obtained by subtracting the input number of balls from the number of balls held is dispensed (Step S104), and the process ends.

[0158] Next, the processing procedures for correspondences 2 and 3 in the inter-machine card processing machine 10 according to this embodiment will be described. As shown in Figure 13, when the inter-machine card processing machine 10 receives input for the number of balls to be kept as balls (step S201; Yes), it accepts a replay operation and dispenses the number of balls obtained by subtracting the input number of balls from the number of balls held (step S202). Once the dispensing is complete (step S203; Yes), the process ends there.

[0159] If a cancellation request is received before the end of the dispensing process (Step S203; No) (Step S204; Yes), the dispensing process is stopped (Step S205). In response 2, this cancellation request is received when the cancellation button on the display operation unit 13 is selected, and in response 3, it is received when a dispensing cancellation instruction from the remote control terminal 40 is received from the remote control receiver 19. Then, the dispensing cancellation screen is displayed (Step S206), and the process is terminated.

[0160] Next, the processing procedure for correspondence 4 in the inter-machine card processing machine 10 according to this embodiment will be described. As shown in Figure 14, when the inter-machine card processing machine 10 receives input for the number of balls to be kept as balls (step S301; Yes), it accepts a replay operation and dispenses the number of balls obtained by subtracting the input number of balls from the number of balls held (step S302). Once the dispensing is complete (step S303; Yes), the process ends there.

[0161] If, before the end of the payout process (step S303; No), the number of game balls data 16e reaches the upper limit data 16c (step S304; Yes), the payout process is stopped (step S305). Then, the payout stop screen is displayed (step S306), and the process is terminated.

[0162] As described above, the gaming system according to this embodiment is configured to display the exact number of play balls that can be input so that the number of play balls in the gaming machine 20 does not exceed the maximum number of play balls, or to accept the cancellation of payouts while play balls are being dispensed, or to stop the payout of play balls when the number of play balls reaches the maximum number of play balls. Therefore, when transferring the number of play balls between the number of play balls stored in the gaming machine and the number of play balls stored in each machine's device, it is possible to efficiently alleviate the anxiety of the players.

[0163] In the above embodiment, a configuration in which correspondences 1 to 4 are specified individually was described, but the present invention is not limited thereto, and it is also possible to configure multiple correspondences to be associated in parallel among correspondences 1 to 4.

[0164] Furthermore, the configurations illustrated in the above embodiments are functionally schematic and do not necessarily have to be physically represented as shown. In other words, the form of distribution and integration of each device is not limited to those shown, and all or part of them can be functionally or physically distributed and integrated in any unit according to various loads and usage conditions. [Industrial applicability]

[0165] The gaming system, individual machine devices, and gaming media count transition control method according to the present invention are useful when transitioning the number of gaming media between the number of gaming media stored in the gaming machine and the number of gaming media stored in each machine device. [Explanation of Symbols]

[0166] 10-unit card processing machine 11 Status display section 12. Banknote transport section 12a Banknote slot 13 Display operation section 14 Reader / Writer 14a Card slot 15 Communications Department 16 Memory section 16a Device status data 16b Card Data 16c Game Ball Limit Data 16d compatible settings data 16e Game Ball Count Data 17 Control Unit 17a Data Management Department 17b Game Ball Limit Management Department 17c compatible settings section 17d Game Ball Count Management Department 17e Holding ball management department 18 Gaming Management Department 18a Authentication Processing Unit 18b Authentication Key Management Department 18c Gaming Machine Status Management Department 19 Remote control receiver 20 Gaming Machines 21 Handle 22 Counting buttons 23 Communication Control Unit 24 Production Control Unit 24a Performance Symbol Lottery Section 24b Production Lottery Department 25 Game Control Unit 26. Game Ball Control Unit 26a Game Playable Number Management Department 30 Island Controllers 40 Remote control terminals 50 Management device 51 Display section 52 Input section 53 External Network Communication Unit 54 Store Network Communications Department 55 Storage section 55a Card Management Data 55b Device Management Data 55c Member Management Data 55d Game Ball Limit Data 55e compatible configuration data 56 Control Unit 56a Card Management Department 56b Equipment management department 56c Membership Management Department 56d Game Ball Limit Management Department 56e Compatible Settings Section 60 Prize Management Device 70 Payment machine

Claims

1. A gaming system comprising a gaming machine in which gaming media are sealed inside the machine and which stores a first number of gaming media as the number of playable media, and a device attached to the gaming machine that stores a second number of gaming media, Each of the aforementioned units is A storage means for storing the number of first game media stored in the gaming machine and the upper limit of the number of first game media that can be stored in the gaming machine, A means for receiving the number of remaining game media to be left in the device, A calculation means for calculating the number of transferable game media by subtracting the number of remaining game media from the second number of game media, A control means that controls the transition of the number of transitioning game media to the number of first game media based on the number of transitioning game media, the number of first game media, and the upper limit, and A gaming system characterized by having the following features.

2. The control means is The gaming system according to claim 1, characterized in that, when the sum of the number of transitioning gaming media and the number of first gaming media is greater than the upper limit, the number of gaming media in which the sum of the number of transitioning gaming media and the number of first gaming media does not exceed the upper limit is displayed and controlled as the number of inputtable gaming media.

3. The control means is The gaming system according to claim 2, characterized in that, when the sum of the number of transitioned gaming media and the number of first gaming media is greater than the upper limit, the system displays a prompt to re-enter the number of remaining gaming media.

4. The control means is The gaming system according to claim 3, characterized in that when the sum of the number of transitioned gaming media and the number of first gaming media is less than the upper limit, the number of transitioned gaming media is controlled to transition to the number of first gaming media.

5. The control means is The gaming system according to claim 1, characterized in that, if a predetermined transition cancellation operation is received during the transition in which the number of transitioning gaming media is added to the number of first gaming media, the transition to the number of transitioning gaming media with respect to the number of first gaming media is canceled, and a message indicating that the transition has been canceled is displayed.

6. The prescribed migration cancellation operation is: The gaming system according to claim 5, characterized in that the operation is performed by a player on a designated stop button, or by a store employee using a remote control.

7. The control means is The gaming system according to claim 1, characterized in that, during the transition in which the number of transitioning gaming media is added to the number of first gaming media, if the number of first gaming media exceeds the upper limit, the transition to the number of transitioning gaming media with respect to the number of first gaming media is stopped, and a message indicating that it has been stopped is displayed.

8. The control means is The gaming system according to claim 5, 6, or 7, characterized in that if the transition to the first number of gaming media with respect to the number of transitioning gaming media is canceled, the second number of gaming media is corrected.

9. A gaming device is installed alongside a gaming machine that stores a first number of gaming media as the number of playable media, and stores a second number of gaming media, wherein gaming media are sealed inside the machine. A storage means for storing the number of first game media stored in the gaming machine and the upper limit of the number of first game media that can be stored in the gaming machine, A means for receiving the number of remaining game media to be left in the device, A calculation means for calculating the number of transferable game media by subtracting the number of remaining game media from the second number of game media, A control means that controls the transition of the number of transitioning game media to the number of first game media based on the number of transitioning game media, the number of first game media, and the upper limit, and Each unit is characterized by being equipped with the following features.

10. A method for controlling the transition of the number of game media in a game system having a game machine in which game media are sealed inside the machine and which stores a first number of game media as the number of playable media, and an individual machine device attached to the game machine which stores a second number of game media, Each of the aforementioned devices includes a reception process for receiving the number of remaining game media to be left in its own device, Each of the aforementioned devices performs a calculation step of determining the number of transferable game media by subtracting the number of remaining game media from the second number of game media, A control step in which each of the aforementioned devices controls the transition of the number of transitioning game media to the number of first game media based on the number of transitioning game media, the number of first game media, and the upper limit of the number of first game media that can be stored in the game machine, and A method for controlling the transition of the number of gaming media, characterized by comprising the following features.