Gaming device
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANKYO CO LTD
- Filing Date
- 2025-07-11
- Publication Date
- 2026-08-05
AI Technical Summary
【0024】 (14) 上記遊技用装置において、休憩設定中においては、移行処理の実行を制限してもよい。 このような構成により、遊技者が離席中に不正にデータ移行が実行されることを回避し、遊技者に不利益が発生することを防止することができる。
Smart Images

Figure 0007901219000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming device connected to a gaming machine such as a smart pachinko gaming machine that manages gaming value in data.
Background Art
[0002] Conventionally, in pachinko parlors and the like, membership cards for receiving membership services have been issued. By inserting the membership card into the card unit and using it, players can enjoy various membership benefits such as the function of storing balls and medals and the accumulation of gaming history. However, even when a player himself / herself has a membership card, in addition to the risks of theft or loss of the card, there are inconveniences such as the complexity and annoyance of entering a PIN (password), so not many players insert the membership card into the card unit and use it. Instead, there have been few cases where players start playing using a visitor card (general card) stocked inside the unit.
[0003] Therefore, in a gaming machine equipped with a counter function for each unit, when playing using a visitor card and obtaining balls, the counting information is recorded on the visitor card. However, even if there is a desire to "register the obtained balls as stored balls on the membership card" during or after the game, inserting the membership card after the game has already started is not accepted by the system, resulting in the inconvenience that the switching to the stored ball function on the membership card cannot be performed.
[0004] To solve such conventional inconveniences, a system has been proposed that allows the data (balls obtained, balls held, etc.) stored in the visitor card to be transferred to the membership card by inserting the membership card after starting the game using the visitor card first (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0005] [Patent Document 1] Japanese Patent Publication No. 2013-240481 [Overview of the Initiative] [Problems that the invention aims to solve]
[0006] However, in recent years, instead of the traditional method of using physical game balls or tokens, new "smart gaming machines" have been introduced and are becoming widespread. These include smart pachinko machines where the game balls are sealed inside, and smart pachislot machines that do not use tokens at all. These machines centrally manage all of the game value (balls, tokens, etc.) held by the player as digital data. In these types of smart gaming machines, since all of the game value is managed as data, there are increasing situations where the conventional system alone is insufficient to handle the situation.
[0007] For example, even in the system disclosed in Patent Document 1 mentioned above, there was room for further improvement in data structure and management processing when applied to the latest digitally managed gaming machines such as smart pachinko and smart pachislot. Therefore, there was a demand for the construction of a new system to better suit smart gaming machines, as well as measures to improve operability, safety, and convenience.
[0008] This invention was made in view of the above circumstances, and aims to provide a gaming device that offers enhanced safety and convenience. [Means for solving the problem]
[0009] (1) The gaming device of the present invention is A gaming device (card unit CU001) that is connected to a gaming machine (smart pachinko gaming machine P001) capable of storing game value (number of balls held) as data, and capable of sending and receiving data, It is possible to perform a data migration process (Figure 3) that transfers data stored in a non-member recording medium (general card) to data corresponding to a member recording medium (member card) that is inserted later. In a situation where the return of the recording medium is impossible due to the presence of game value data in the aforementioned gaming machine, the member recording medium can be accepted and the aforementioned migration process can be executed. the law of nature, If the game machine is currently performing an update process (addition / subtraction) of game value data (number of balls held), the execution of the transition process will be restricted. It is characterized by the following. This configuration allows for data transfer in gaming devices for gaming machines that can store game value as data, eliminating the need to manually count the game value and improving convenience. Furthermore, it is possible to avoid delays or interruptions in updating game value data, and prevent disadvantages to players such as data corruption.
[0010] In recent years, some amusement parlors have introduced a service that extends the playing time before closing. This service allows players to leave the premises quickly after finishing their game by processing the balls or tokens they have won as stored balls or tokens, without exchanging prizes for prizes on the day. Generally, this service requires the player to possess a membership card. As a result, it is common for non-member players who have hit a jackpot with a high continuation rate just before closing to hastily register as new members.
[0011] In particular, when non-member players continue playing with limited time remaining, such as just before closing time (meaning they may not be able to use up all their winnings before closing), if the system process of transferring data to a membership card is time-consuming and cumbersome, the convenience of the extended play time service may be diminished, and user satisfaction may decrease. Therefore, from the perspective of promoting new memberships, there is a strong need to further improve the ease of operation, such as simplifying and speeding up the data transfer process to membership cards.
[0013] (3) In the above-mentioned gaming device, the data update process for the gaming machine's game value (number of balls held) is a counting process that transfers the game value from the gaming machine to the gaming device, and the counting operation for executing the counting process may be a process that is performed by an operation (single press) of a predetermined period or less. This configuration prevents delays or interruptions in updating game value data, thus preventing data corruption and other disadvantages to players.
[0014] (4) In the above-mentioned gaming device, the data update process for the gaming machine's game value (number of balls held) is a counting process that transfers the game value from the gaming machine to the gaming device, and the counting operation for executing the counting process may be a process that is performed by an operation for a specific period longer than a predetermined period (long press for less than 4 seconds). This configuration prevents delays or interruptions in updating game value data, thus preventing data corruption and other disadvantages to players.
[0015] (5) In the above-mentioned gaming device, the data update process for the gaming machine's game value (balls held) is a counting process that transfers the game value from the gaming machine to the gaming device, and may be an automatic counting process that is executed without any user intervention. This configuration prevents delays or interruptions in updating game value data, thus preventing data corruption and other disadvantages to players.
[0016] (6) In the above-mentioned gaming device, the data update process for the gaming machine's game value (number of balls held) may be a lending process that transfers the gaming device's game value (remaining deposit amount) to the gaming machine. This configuration prevents delays or interruptions in updating game value data, thus preventing data corruption and other disadvantages to players.
[0017] (7) The above-mentioned gaming device may be capable of receiving game information (such as jackpot information) generated during gameplay from the gaming machine, and may also be capable of performing transition processing during the game information receiving process. This configuration avoids delays or interruptions in game information caused by the execution of the transition process, enabling accurate real-time information collection.
[0018] (8) In the above gaming device, it is possible to execute a game stop information receiving process for receiving game stop information (complete signal) regarding the game stop of the gaming machine from the gaming machine, and during the game stop information receiving process, it may be possible to execute a transition process. With such a configuration, when the game stops, the game value is also in an increased state. Therefore, by enabling the transition process, the convenience is further improved.
[0019] (9) In the above gaming device, as data to be transferred as data corresponding to a member recording medium (member card) inserted later by the transition process, the data to be transferred may be the remaining deposit amount. With such a configuration, the remaining deposit amount can be transferred, and the convenience is further improved regarding the same-day settlement and the use of the remaining deposit amount at a later date.
[0020] (10) In the above gaming device, as data to be transferred as data corresponding to a member recording medium (member card) inserted later by the transition process, the data to be transferred may be data of the game value (held balls) owned by the player. With such a configuration, the game value owned by the player can be transferred, and the convenience is further improved regarding the prize exchange at a later date and the use of re-play.
[0021] (11) In the above gaming device, the restriction on the execution of the transition process may be to make it impossible to accept the member recording medium, or to accept the member recording medium but not execute the data writing process. With such a configuration, the data transfer to the member recording medium can be reliably restricted.
[0022] (12) In the above gaming device, the game value data includes first game value data (current holding data) related to the current day's game and second game value data (stored value data) related to games prior to the current day. After the transfer process to the membership recording medium, if both the first game value data and the second game value data exist, regardless of whether a replay upper limit number (stored value replay upper limit) is set, when a replay operation is executed, subtraction may be preferentially performed from the first game value data. With such a configuration, it is possible to use the first game value without restrictions first and prevent any disadvantage to the player. [[ID=�]]
[0023] (13) In the above gaming device, during the process of cashless settlement for depositing money, the execution of the transfer process may be restricted. With such a configuration, it is possible to avoid delays and interruptions in communication with the external party regarding cashless settlement, and prevent any disadvantage to the player such as data corruption.
[0024] (14) In the above gaming device, during the rest setting, the execution of the transfer process may be restricted. With such a configuration, it is possible to avoid unauthorized data transfer during the player's absence and prevent any disadvantage to the player.
[0025] Note that the present invention may have only the invention specific matters described in the claims of the present invention, or may have configurations other than the invention specific matters together with the invention specific matters described in the claims of the present invention.
Brief Description of the Drawings
[0026] [Figure 1] It is a diagram showing a card unit connected to a smart pachinko machine. It is a front view of a pachinko gaming machine. [Figure 2] It is a diagram showing the details of the card unit. [Figure 3] It is a flowchart showing the data transfer process to the membership card. [Modes for carrying out the invention]
[0027] The features of this gaming device are described below.
[0028] (Description of card unit) The card unit (smart gaming machine dedicated unit) according to an embodiment of the present invention is an electronic management device used by connecting to a smart gaming machine, such as a smart pachinko machine or a smart pachislot machine, when a player uses such a machine. This card unit is individually installed and used for multiple smart gaming machines, and the connection to the gaming machine is made via a connection cable.
[0029] The card unit has the function of accepting deposits from players and controls the charging (lending) of game ball (or token) data based on the deposit information. This charge control supplies the corresponding number of game balls or tokens to the gaming machine only within the range of the amount deposited by the player, thereby maintaining the fairness and manageability of the game. It also has a processing function that records and stores data on the number of game balls (or tokens) acquired by the player during gameplay within the card.
[0030] Furthermore, the card unit processes the process of returning a card containing game ball (or token) data to the player after the game ends, based on the player's predetermined actions. It also has communication capabilities that allow it to send and receive various data as needed and to link with external management systems. These functions integrate game usage history, deposit and withdrawal management, and game ball count management and settlement processing, improving the convenience of the game and increasing the overall operational efficiency of the gaming facility.
[0031] The card unit CU001 in this embodiment comprises the following components (see Figure 2).
[0032] In the card unit CU001, the banknote insertion slot CU002 is an opening for players to insert banknotes and is located on the front of the card unit CU001. Inside, there is a bill validator (banknote identification machine) that automatically identifies the denomination and authenticity of the inserted banknotes. If the identification result is correct, the banknote is taken inside; if it is fraudulent or cannot be identified, the banknote is ejected. CU002 is compatible with all denominations and both new and old banknotes.
[0033] The LCD display CU003 is a device that visually displays various information stored on the card, such as the remaining balance, the number of balls held, the number of tokens held, the number of stored balls, and the number of stored tokens. Furthermore, it is equipped with a touch panel function, allowing for PIN entry when inserting a membership card, setting break times (setting the time away from the seat for smoking), and cashless payment operations using a smartphone via the display of a QR code (registered trademark). In addition, the lending button CU004 is an operation button that uses the remaining balance stored on the card to lend game media (data for pachinko balls or slot tokens) to the game machine. For pachinko, one press deducts 500 yen and adds data equivalent to 125 balls, and for pachislot, one press deducts 1000 yen and adds data equivalent to 50 tokens, with processing performed in units according to the type of game.
[0034] The return button CU005 is used to return (eject) the IC card inserted into the card unit CU001. When pressed, the card is ejected from the card slot / ejection port CU007 and handed to the player.
[0035] The CU006 replay button is used to reuse stored balls, tokens, or other tokens stored on a card in the gaming machine. Each press subtracts a predetermined number of units (e.g., 125 pachinko balls, 50 pachislot tokens) and adds them to the gaming machine. If the remaining amount is less than or equal to the unit, only the fractional amount is subtracted or added. It is also possible to set a predetermined fee to be charged when replaying with stored balls or tokens, and when a fee is charged, the subtraction amount can be set to exceed the addition amount. Furthermore, it is possible to set and display the maximum number of units that can be used for replay (on the LCD display CU003).
[0036] The card slot / ejector CU007 is an opening for inserting and ejecting IC cards. A locking mechanism is provided at the entrance, allowing for physical restriction of card insertion depending on the situation. For example, while a membership card is in use, further card insertion is restricted.
[0037] (Explanation of IC card types, general cards, and membership cards) The cards used in the card unit CU001 according to the present invention mainly consist of two types: "general cards (visitor cards)" and "member cards."
[0038] General cards (visitor cards) are for use by players (visitors) who have not registered as members, and multiple cards can be pre-stocked within the card unit CU001. Players can receive a new general card (visitor card) by making a deposit and then use that card to play games.
[0039] The IC chip on a standard visitor card stores data on the remaining balance and the number of tokens (or medals) earned through gameplay. However, this data is only valid for the day it is played. If the balance is not settled or prizes are not exchanged on the same day, the data cannot be used on subsequent days. While the remaining balance can be settled on the same day, settlement is not permitted on subsequent days. On the other hand, while the balance can be used for gameplay on subsequent days, settlement (cash exchange or prize exchange) of that data is not permitted.
[0040] A membership card is issued to players who have registered as members after completing the prescribed procedures at the amusement facility. When using a membership card, the player first inserts the card into the card unit CU001 and then performs the deposit operation. The IC chip on the membership card stores the remaining deposit amount, the number of tokens (or medals) held, and stored token (or medal) data, etc.
[0041] Unlike regular cards (visitor cards), the data on your held tokens (or medals) will, in principle, be managed as stored tokens (or medals) if you do not exchange them for cash or prizes on the same day. These stored tokens (or medals) can then be used or settled at a later date. Also, the remaining balance on your card can be settled on the same day, just like with regular cards, but not on subsequent days. Even if settlement is not possible, you can still use the balance to play games.
[0042] Furthermore, when using a membership card to use existing tokens, medals, or stored tokens, or when exchanging prizes, the system requires authentication procedures such as entering a PIN to verify the player's identity.
[0043] "Game balls (or tokens) held" refers to the game balls (or tokens) that a player has acquired as a result of playing on a given day. This includes game balls (or tokens) obtained by borrowing from the game machine or card unit, as well as game balls (or tokens) obtained when playing again. Game ball (or token) data is stored on both the member card and the general card (visitor card).
[0044] Stored tokens (or medals) refer to game balls (or medals) acquired by a player during gameplay on previous days, including those borrowed. The stored token (or medal) function is available only to members (members with a membership card), and can be used for gameplay, prize exchange, and settlement on days other than the current day, only when using a membership card.
[0045] The ball / coin count data is digital data used to identify and manage the amount of balls (or tokens) a player possesses. This data is stored and processed electrically in the card unit or gaming machine. This data allows for accurate management of the remaining number of balls (or tokens) each player possesses.
[0046] (Description of smart pachinko machines) The smart pachinko game machine P001 (hereinafter also referred to as "SmaPachi") in the present invention is a pachinko game machine that plays by launching game balls into the game area, and has a structure in which the game balls are sealed inside the main body. In other words, it is a game machine that is classified as a so-called "smart pachinko" in which the game balls circulate inside the game machine, rather than being dispensed to the outside as in conventional machines.
[0047] In the Smart Pachinko Machine P001 (see Figure 1), the game value (number of balls held) held by the player is stored and managed as digital data, not as physical game balls. When a game ball enters a prize slot in the game area, the system is configured to add digital data corresponding to the number of prize balls without actually dispensing any prize balls.
[0048] The launch handle P002 is an operating component for launching game balls into the game area. By rotating this handle, the player activates the launching device, and the game balls sealed inside are launched into the game area with a force corresponding to the rotation position.
[0049] When a game ball launched into the game area enters the starting prize slot, the LCD display shows a variable display (scrolling) of three rows of symbols. When symbols with the same number line up and stop, a jackpot occurs, the main prize slot opens, and the player receives payouts (data). It is also possible to transition to advantageous states such as a high probability state or a high base state, which make jackpots more likely to occur (states where jackpots are more likely to continue).
[0050] The P003 ball count indicator is a 7-segment display that visually displays the ball count data stored in the gaming machine. The ball count data is deducted by one unit each time a game ball is launched, and the number of balls is increased according to the number of prize balls awarded when a ball enters a prize slot. This allows players to grasp the value of their game (ball count data) in real time.
[0051] The counting button P004 is an operation button used to transmit (transfer) the number of balls stored in the gaming machine to an external device such as a card unit. The counting button P004 has the following operation specifications. Specifically, each time the counting button P004 is pressed, the number of balls can be transferred by one unit. Furthermore, if the counting button P004 is pressed and held down (for less than 4 seconds), the operation of transferring the number of balls will be performed in predetermined units of 250 units. In addition, if the button is pressed and held down for 4 seconds or more, the "automatic counting mode" will be activated, and even if you release your hand from the button, the number of balls will be automatically transferred continuously until the remaining number reaches 0.
[0052] Furthermore, pressing the counting button P004 again while in automatic counting mode will immediately stop the data transfer operation. While these data transfer operations are being performed, the remaining number of balls will be displayed in real time on the ball count indicator P003.
[0053] (Regarding the output of game information) Smart pachinko machines collect various types of game information, including the number of times each prize is won, the number of times symbols are confirmed, the number of times a jackpot is won, the number of times high base (time-saving) is triggered, the number of game balls launched (out), the number of prize balls won (safe), and the payout rate. This game information is transmitted from the game machine to the card unit in real time via a connecting cable. In addition, the card unit can transmit the received game information to a higher-level server within the store, and it is also possible for the higher-level server to transmit it to an external central server, etc. This enables centralized management and analysis of game information at various levels, such as on a per-machine basis, for the entire store, and on an external network.
[0054] Smart pachinko machines are equipped with a completion function that automatically stops gameplay if the maximum difference in balls (MY) exceeds a specified number (e.g., 9,500 balls, 19,000 tokens). When this completion function is activated, completion information is sent from the machine to the card unit. Furthermore, the card unit sends this completion information to the in-store's higher-level server, and if necessary, the higher-level server can also send it to external central servers. This enables rapid information transmission and management to both on-site and external administrators.
[0055] (About MY) MY (Maximum Ball Difference) is an index used to numerically evaluate a player's profit in pachinko games. It represents "the difference between the maximum number of balls that could have been paid out during a certain period or number of games played, and the minimum number of balls held during the same period (or number of games played)." Specifically, the cumulative amount of game balls (balls or tokens) that the game machine pays out to the player from the start to the end of the game is recorded over time or for each game played. From this history, MY is calculated as the difference between "the point in time when the number of balls held was the highest" and "the point in time when the number of balls held was the lowest." As a result, the maximum increase over the entire game session (= peak ball difference) becomes MY. MY has traditionally been an important indicator for evaluating the gambling potential of gaming machines, store management, and setting performance limits for gaming machines. In particular, the "Complete Function" uses this to control excessive payouts by automatically stopping gameplay when the gaming machine exceeds a certain MY value (e.g., 9,500 balls, 19,000 tokens, etc.). Furthermore, MY is also used for store operation management and verification, industry soundness measures, and as a basis for compliance with gaming machine regulations. It should be noted that the "maximum difference in balls" here does not necessarily refer only to the number of balls held at the end of the game, but is based on the difference from the peak value of the number of balls held that temporarily increased significantly during gameplay, thus accurately grasping the payout performance of the gaming machine regardless of the game's outcome.
[0056] (Regarding the PIF connection cable) The PIF connection cable is a serial communication cable equipped with D-sub connectors at both ends, used to electrically connect the smart pachinko game machine and the card unit. The D-sub connector has a structure in which multiple connector terminals are arranged and is a highly versatile connection terminal widely used in industrial and computer communication equipment. In this invention, asynchronous serial communication is performed using D-sub connectors to achieve highly reliable data transmission. The D-sub connectors at each end are securely and detachably connected to the corresponding connectors on the game machine side and the card unit side, respectively, and various data are transmitted and received between them via serial communication. If the PIF connection cable is not connected or communication is not established due to a break in the wire, etc., the game machine is configured to automatically stop gameplay for safety control purposes.
[0057] (Situations where data migration is restricted) In the system according to this embodiment, it is desirable to restrict the data transfer process to the member card by the card unit CU001 when the update process (addition and subtraction) of the game medium data (number of balls / number of tokens, etc.) stored and managed on the smart pachinko game machine P001 is in progress. This prevents delays or interruptions in updating the game medium data, and prevents data corruption or disadvantage to the player.
[0058] Here, the process of updating the game data (addition / subtraction) includes, for example, the following actions:
[0059] (1) During counting operations (single press, i.e., one press operation using the counting button P004), when subtracting data such as the number of balls held.
[0060] (2) During counting operation (press and hold for less than 4 seconds, i.e., subtraction of ball count data when counting in units of 250)
[0061] (3) Automatic counting mode (continuous data subtraction processing in a non-operational state by pressing and holding the counting button P004 for 4 seconds or more)
[0062] (4) Addition process of ball count data etc. performed by operating the lending button CU004 During such update processes, data transfer to the membership card is restricted to ensure the smooth and secure operation of the system. On the other hand, data transfer to the membership card is possible while receiving game information data (various game information) or while the P001 gaming machine is generating a complete signal.
[0063] Data that can be transferred to the membership card includes deposit balance data (prepaid balance) stored in the card unit CU001, and data on game tokens used (such as tokens saved on the day).
[0064] In this embodiment, the data migration restrictions can be implemented in one or both of the following forms.
[0065] (a) A configuration that makes it impossible to accept cards at all (for example, physically shielding the card insertion / exit slot CU007, or a configuration that makes it impossible to insert a new card while the visitor card is held in the reading position).
[0066] (b) A configuration in which the card is accepted but the data writing process is not performed, resulting in a waiting state. Furthermore, if both the data on the game cartridge and the stored tokens exist after the data has been transferred to the membership card, the data on the game cartridge will be used preferentially when a replay operation is performed, regardless of whether a limit has been set on the stored tokens for replay.
[0067] In this embodiment, "stored ball / medal replay limit" refers to a function that manages the system to prevent replays exceeding a predetermined limit, such as 2,500 balls per day, which is an operational rule at the gaming establishment. Specifically, in the card unit CU001, when a player performs a replay using a member card, the store registers or sets a limit on the number of stored balls (or medals) that can be used for replays per day for each member / card via a management system. Then, when a player performs a replay operation, the card unit CU001 checks each time whether the total number of stored balls already consumed that day and the number of stored balls to be used for the replay exceeds the limit. If it exceeds the set value, the system restricts the lending process so that replays (lending of stored balls / medals) cannot be performed.
[0068] Thus, the function of limiting the replay limit of stored tokens is important from the standpoint of sound store operation, deterring excessive gambling, and protecting players, and is implemented and managed by the card unit CU001.
[0069] In this embodiment, in addition to cash payments, players can also use cashless payment methods for deposit processing. Data transfer to the membership card is restricted even during cashless payments. Cashless payment deposits refer to deposits made using common non-cash payment methods such as electronic money (transportation IC cards, prepaid IC cards, etc.), credit cards, debit cards, or QR code (registered trademark) payments and barcode payments using smartphones, etc.
[0070] If the system is equipped with a cashless payment function, deposits made through these cashless payment methods can also be treated as part of the deposit processing in this embodiment. Furthermore, from the perspective of preventing excessive use and addiction in pachinko and pachislot games, it is desirable to set a daily limit on the amount that can be deposited via cashless payment, for example, 20,000 yen, and to configure the system so that if a user attempts to deposit more than this limit, the deposit processing is automatically restricted.
[0071] Furthermore, by configuring the system to similarly restrict data transfer processes to the aforementioned membership cards, etc., during the cashless payment deposit process, system integrity and user protection can be achieved.
[0072] Furthermore, data transfer to the membership card is restricted even during the break period. In this embodiment, in addition to the aforementioned cashless payment processing, data transfer processing to the membership card in the card unit CU001 can also be restricted when a break is set. The break setting referred to here is a temporary suspension function that can be set by the player themselves by operating the touch panel or dedicated buttons on the LCD display (CU003) of the card unit CU001. For example, the player can arbitrarily start and end a short break of about 10 minutes for purposes such as using the restroom or smoking, or a store employee can set a predetermined time such as 45 minutes for a meal break using a remote control or the like.
[0073] During the break period, the card insertion / extraction slot CU007 is physically locked by a locking mechanism within the card unit CU001, preventing the return (extraction) of the card, thus preventing theft and other fraudulent activities. In addition, the fact that a break is in progress and a countdown of the remaining break time can be clearly displayed on the LCD display (CU003) of the card unit CU001 or on a separately provided large data display. Even after the set break time has elapsed, the card return lock state will be maintained unless the release operation is performed in advance. During this time, the data transfer process to the member card via the card unit CU001 will also remain restricted. In this way, the break setting, like the cashless payment process mentioned above, contributes to ensuring data integrity and protecting the player's assets.
[0074] (Data transfer process to membership card) The data migration process to the member card shown in Figure 3 proceeds as follows. This process is performed when the insertion of a member card is detected by an interrupt process (such as a timer interrupt process) that is periodically executed by the system at predetermined intervals. (S001) Start the data migration process to the member card. (S002) Determine if a general card (visitor card) is currently in use. If No, return (end); if Yes, proceed to the next step. (S003) Determine if the migration prohibition flag is on. "Migration prohibition" here refers to any of the states listed above in which data migration is restricted, such as during counting operations, lending operations, cashless payment, or break settings. If Yes, interrupt the process and return; if No, proceed to the next step. (S004) Read the general card information (number of balls held data, deposit balance data, etc.) and store it in memory area A, initializing the target card information. (S005) Move the general card from the R / W unit (read / write unit) to the card stock area. (S006) Accept the member card and hold it in the R / W section. (S007) Read the member card information and store it in memory area B, initializing the target card information. (S008) Add the information in memory area A and the information in memory area B in a predetermined way and store the added information in a register. (S009) Write the information stored in the register to the member card. (S010) Return (end of processing). In this way, this processing flow appropriately manages the data migration process by branching based on Yes / No decisions depending on the presence or absence of a general card and the status of the migration prohibition flag. This process is intended to start when a member card is inserted, but is not limited to this, and can be configured to start at any time by operation of the card unit's liquid crystal display (touch panel) (CU003) or various button operations. Note that in S007, an initialization process is performed once before writing information to the member card, so that data migration can be performed reliably without any previous data remaining. Also, even if the member card is newly issued and no data is stored in it beforehand, the initialization process is performed in the same way.Furthermore, if the smart gaming machine (P001, etc.) still has data on the player's balls or tokens held, the card unit (CU001) cannot return (dispatch) any card (although it can be returned if the ball data is counted). However, the data transfer process from a general card (visitor card) (e.g., CU007) to a member card can be performed even if the smart gaming machine (smart pachinko machine P001, smart pachislot machine, etc.) still has data on the player's balls or tokens held.
[0075] Furthermore, the R / W section is not limited to the single configuration exemplified above; two sections may be provided, for example, with separate storage areas and R / W sections for general cards and membership cards.
[0076] In the example above, data migration was prohibited, but this is not the only example. Other options include partially migrating the data, slowing down the processing speed, adding conditions such as password entry, or allowing execution only by those with administrator privileges at the gaming facility. In short, any method that restricts data migration is acceptable.
[0077] (Regarding the card storage method) In this embodiment, any of the following methods can be applied to the data storage method for the card. One is a direct writing method, in which various game data such as the number of balls held and the remaining balance of deposits are directly written to the internal storage area of the IC card. In this case, the card unit CU001 sequentially stores necessary data such as the number of balls held and the balance in the IC chip of the card in response to the player's operation, and the player can own and manage the data with the card alone. On the other hand, in the ID method, only a unique ID number or membership number is stored in the IC chip of the card, and the actual number of balls held and the remaining balance of deposits are centrally managed on an external storage side such as an in-store server or a higher-level server. In this case, the card unit CU001 reads the ID information of the card to access the corresponding database in the server and retrieves or updates the corresponding player data. Neither method affects the configuration and effects of the present invention in any way.
[0078] (Application to Smart Pachislo) In this embodiment, the smart pachinko machine (P001) described above was used as an example of a smart gaming machine, but the present invention is not limited to this, and can be similarly applied to, for example, a smart pachislot machine.
[0079] A smart pachislo machine is a type of slot machine that does not use physical game media such as banknotes or tokens, but instead manages the game value (number of tokens, etc.) held by the player as electrical data. Typically, in a smart pachislo machine, the number of tokens held by the player is managed as digital data at the start of the game, and the remaining number is displayed in real time via an LCD display or similar mechanism. Players can acquire additional tokens in predetermined units as "loans" by operating buttons on the machine without inserting physical tokens, and the number of tokens won through gameplay is also automatically added and managed as data.
[0080] Furthermore, while various game operations (such as starting and stopping the reels and matching bonus symbols) are performed using the same interface as conventional pachislo machines, all operations related to payouts and settlements are processed as digital data, and the number of tokens held and acquired are linked as data with the smart gaming machine, card unit, and higher-level management system. As a result, problems such as physical token theft and jams do not occur, and management operations are significantly streamlined.
[0081] Thus, the present invention can be flexibly applied to smart pachislo gaming machines, and each of the described systems and control methods will produce the same effect.
[0082] Although the present invention uses an IC card system as an example, the recording method is not limited to ICs; magnetic recording is also acceptable. Furthermore, the shape is not limited to a card; any recording medium such as a coin, token, or other various media is acceptable.
[0083] The value of games owned by a player includes data on game tokens (balls, tokens) or stored game tokens (balls, tokens) acquired through gameplay, and data on game tokens (balls, tokens) or stored game tokens (balls, tokens) that have been lent out (added) through lending processes. The deposit balance (prepaid balance) data is monetary data, and the unit is yen, but it is sometimes called units (remaining units). The card unit is sometimes called a recording medium processing device or a storage medium processing device. [Explanation of Symbols]
[0084] CU001 Card Unit (Unit for Smart Gaming Machines) CU002 Banknote slot CU003 LCD display (touch panel) CU004 Loan button CU005 Return button CU006 Replay Button CU007 Card slot / ejector P001 Smart Pachinko Gaming Machine (SmaPachi) P002 Launch Handle P003 Ball count indicator P004 Counting button PIF connection cable
Claims
[Claim 1] A gaming device that is connected to a gaming machine capable of storing game value as data and is capable of sending and receiving data, It is possible to perform a data migration process that transfers data stored on a non-member recording medium to data on a member recording medium that is inserted later. In a situation where the return of the recording medium is impossible due to the presence of game value data in the aforementioned gaming machine, the system can accept the member's recording medium and execute the aforementioned migration process. If the game machine is currently performing a data update process for game value, the execution of the transition process will be restricted. A gaming device characterized by the following features.