Gaming system, gaming device, and trial play management method
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-01-28
- Publication Date
- 2026-08-13
Smart Images

Figure 0007904694000001 
Figure 0007904694000002 
Figure 0007904694000003
Abstract
Description
Technical Field
[0006]
[0001] The present invention relates to a gaming system, a gaming device, and a trial play management method that can efficiently perform trial play associated with pin adjustment of a gaming machine.
Background Art
[0002] Conventionally, in a gaming store such as a pachinko parlor, trial play of a gaming machine is performed by an employee after closing the store. This is because the pins on the game board often tilt due to the momentum of the game balls launched on the game board, and it is necessary to correct such pin tilts.
[0003] In the case of each unit counting type gaming machine, a technique for reducing the burden on employees who perform trial play while putting game balls into a ball box and carrying them around is known. For example, in Patent Document 1, when a start operation of payout is received, it is instructed to transition to a free payout effective mode, and when a cancellation operation of payout is received, it is controlled to transition to a free payout invalid mode, and a per unit corresponding device that causes trial play to be performed in the free payout invalid mode is disclosed.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, the above Patent Document 1 is premised on discharging game balls outside the gaming machine, and cannot be directly applied to an enclosed type gaming machine in which game balls are enclosed inside the machine.
[0006] Furthermore, when conducting test plays, it is desirable to shoot a predetermined number of game balls onto the game board while adjusting the pins, and to check, for example, the number of balls that enter the winning slots in one minute. However, there are limitations to what the employee conducting the test play can do by visual inspection. Even if another employee monitors the number of winning slots using a control device and transmits the number to the employee conducting the test play, the control device can only check the average number of winning slots, not the number of winning slots per minute. For this reason, in reality, pin adjustments during test plays have to be done based on the employee's judgment.
[0007] The present invention has been made to solve the problems of the prior art described above, and aims to provide a gaming system, gaming device, and test play management method that can efficiently perform test plays in conjunction with the adjustment of the nails on a managed gaming machine. [Means for solving the problem]
[0008] To solve the above problems, the present invention provides a game system comprising a sealed game machine that provides games based on the number of game media stored in a predetermined storage unit, and a game device attached to the game machine, wherein the game device is attached to the game machine To check the nail adjustment When conducting a test swing, During the test swing, The system is characterized by comprising: an acquisition means for acquiring from the gaming machine the number of game media inserted into the game board and the number of times the symbols change after entering the start slot provided on the game board; and a display control means for displaying the number of game media and the number of starts acquired by the acquisition means on a predetermined display unit.
[0009] Furthermore, the present invention is characterized in that, in the above invention, the acquisition means acquires the number of starts for each predetermined number of game media inserted into the game board surface of the game machine, and the game device further comprises a storage means for storing the number of game media acquired by the acquisition means and the number of starts for each predetermined number of game media.
[0010] Furthermore, the present invention is characterized in that, in the above invention, the display control means displays on the display unit the number of game media stored in the storage means and the number of starts for each predetermined number of game media.
[0011] Furthermore, the present invention is characterized in that, in the above invention, the gaming device further comprises an average value calculation means for calculating the average value of the number of starts for each predetermined number of gaming media, and the display control means displays the average value of the number of starts, along with the number of gaming media and the number of starts for each predetermined number of gaming media stored in the storage means, on the display unit.
[0012] Furthermore, the present invention is characterized in that, in the above invention, the gaming device further comprises an erasure means for erasing the number of gaming media stored in the storage means and the number of starts for each predetermined number of gaming media.
[0013] Furthermore, the present invention relates to a gaming device attached to a sealed gaming machine that provides games based on the number of gaming media stored in a predetermined storage unit, and the gaming device To check the nail adjustment When conducting a test swing, During the test swing, The system is characterized by comprising: an acquisition means for acquiring from the gaming machine the number of game media inserted into the game board and the number of times the symbols change after entering the start slot provided on the game board; and a display control means for displaying the number of game media and the number of starts acquired by the acquisition means on a predetermined display unit.
[0014] Furthermore, this invention , place A method for managing trial plays in a gaming system having a sealed gaming machine that provides games based on the number of game media stored in a fixed memory unit, and a gaming device attached to the gaming machine, wherein the gaming device is the gaming machine To check the nail adjustment When conducting a test swing, During the test swing,An acquisition step of acquiring from the gaming machine the number of gaming media inserted into the game board surface of the gaming machine and the number of start times when a symbol variation starts by winning a start port provided on the game board surface; and a display control step of the gaming device performing display control of the number of gaming media and the number of start times acquired in the acquisition step on a predetermined display unit. It is characterized by including this.
Effect of the Invention
[0015] According to the present invention, it is possible to efficiently perform test hits associated with nail adjustment of a management gaming machine.
Brief Description of the Drawings
[0016] [Figure 1] FIG. 1 is an explanatory diagram of the outline of a gaming system according to an embodiment. [Figure 2] FIG. 2 is a diagram showing the system configuration of a gaming system according to an embodiment. [Figure 3] FIG. 3 is a diagram showing the external configuration of the inter-stage card processor and the gaming machine shown in FIG. 2. [Figure 4] FIG. 4 is a diagram showing the configuration of the inter-stage card processor shown in FIG. 2. [Figure 5] FIG. 5 is a diagram showing an example of the self-device status data, card data, and test hit 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, and member management data shown in FIG. 7. [Figure 9] FIG. 9 is a flowchart showing the processing procedure of the inter-stage card processor according to the embodiment.
Modes for Carrying Out the Invention
[0017] Hereinafter, the gaming system, gaming device, and test hit management method according to the present embodiment will be described in detail.
[0018] 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 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.
[0019] <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.
[0020] In the gaming system according to this embodiment, in order to perform a test play during the test play mode after business hours, the inter-machine card processing machine 10 notifies the gaming machine 20 of the request to dispense balls, and adds the number of game balls to the number of game balls in the gaming machine 20.
[0021] If a test play is performed on the gaming machine 20, the gaming machine 20 notifies the inter-machine card processing unit 10 of the insertion data for each ball inserted and notifies the inter-machine card processing unit 10 of the start data for each start. The inter-machine card processing unit 10 stores and remembers the received data and displays the stored number of inserted balls and the number of starts. The number of starts refers to the number of times the symbols start to change after a ball enters the start slot provided on the game board.
[0022] Specifically, it displays that the number of balls played was 550, and the average number of starts during that period was 8.5. The displayed number of starts is the number for every 100 balls played. A time-series display is also provided. For example, the number of starts for the previous 100 balls played was 8, for the second-to-last 100 balls played it was 9, and for the third-to-last 100 balls played it was 7.
[0023] In this way, this gaming system allows for efficient testing of managed gaming machines by displaying the number of balls played and the number of starts during a test play.
[0024] <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.
[0025] 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.
[0026] The gaming machine 20 is a device that allows players to play by launching game balls, which are sealed inside the device, onto the game board. These game balls are physical "balls" used in the game and are different from "game balls" that the gaming machine 20 handles as data. The game board of the gaming machine 20 is provided with multiple prize areas (prize slots), and a predetermined number of game balls are awarded as prizes based on when a game ball passes through these prize areas. The game board is also provided with a predetermined number of starting areas (start slots), and a predetermined lottery is conducted based on when a game ball passes through these starting areas. If the lottery is a jackpot, predetermined movable parts are activated to improve the probability of the game ball passing through the aforementioned prize areas or other starting areas, thereby providing an advantage in the game. There may also be areas that serve as both starting areas and prize areas.
[0027] The prize-winning areas are equipped with prize-winning sensors to detect when a game ball passes into them. The prize-winning sensors detect when a game ball is played into a prize-winning area (i.e., wins a prize). The control unit of the game machine 20 also has a prize-winning ball memory that stores how many game balls are awarded as prizes for each prize-winning area, and a playable ball count memory that shows the number of game balls available. The control unit of the game machine 20 also periodically transmits the number of game balls to the inter-machine card processing machine 10.
[0028] 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.
[0029] 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.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] If the inter-machine card processing unit 10 receives an instruction from the remote control terminal 40 to switch to the trial play mode, it will switch to the trial play mode, and if it receives an instruction to cancel the trial play mode, it will cancel the trial play mode.
[0038] If the inter-machine card processing unit 10 receives input data or start data from the gaming machine 20 during the trial play mode, it stores and saves the number of starts for every 100 balls played. The inter-machine card processing unit 10 displays the stored number of starts for every 100 balls played. If the inter-machine card processing unit 10 receives a reset command, it clears all the stored data, such as the number of starts for every 100 balls played.
[0039] 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 instruct the machine to switch to and cancel the trial play mode.
[0040] 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.
[0041] 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.
[0042] 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.
[0043] 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.
[0044] 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.
[0045] 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.
[0046] Furthermore, the management device 50 manages member management data of members registered with the amusement parlor. Specifically, it manages the number of tokens stored, points, PIN, and name, etc., in association with the member card ID issued to the member.
[0047] 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.
[0048] 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.
[0049] The prize management device 60 is a terminal device for prize exchange located next to the prize exchange counter inside the amusement store, and it processes the exchange of acquired balls, stored balls, and held balls for prizes. 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.
[0050] 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.
[0051] 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.
[0052] 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.
[0053] Upon receiving the addition signal, the gaming machine 20 adds the number of game balls and transmits the added number of game balls to the inter-machine card processing machine 10. The inter-machine card processing machine 10 compares the sum of the number of game balls before addition and the number of balls dispensed with the added number of game balls to determine whether the addition of game balls was performed correctly.
[0054] 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.
[0055] 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.
[0056] 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.
[0057] 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.
[0058] 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.
[0059] 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.
[0060] 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.
[0061] 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.
[0062] 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.
[0063] The inter-machine card processing machine 10 sends a message to the local address of the management device 50 when the PIN matches. This message includes the card ID of the card inserted in the inter-machine card processing machine 10, an address or arbitrary identification information that identifies the sending inter-machine card processing machine 10, information to identify the rate of the inter-machine card processing machine 10, and a request for replay of stored tokens.
[0064] 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.
[0065] 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.
[0066] 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.
[0067] <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.
[0068] As shown in Figure 3, the inter-machine card processing machine 10 is equipped with a status display unit 11 that indicates the status of the inter-machine card processing machine 10 by 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 instructions to start / cancel the trial play mode from the remote control terminal 40.
[0069] 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.
[0070] 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.
[0071] <Configuration of the inter-table card processing machine 10 according to this embodiment> 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.
[0072] 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.
[0073] 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 this reader / writer 14. The remote control receiver 19 is an input device that receives instructions such as starting / canceling the test play mode 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.
[0074] 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, and test play data 16c.
[0075] 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.
[0076] 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.
[0077] Test play data 16c is data showing gameplay information during the test play mode, and includes the date and time, number of balls played, and number of starts.
[0078] 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.
[0079] 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.
[0080] 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.
[0081] 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.
[0082] Furthermore, the gaming machine state management unit 18c acquires the current status of the gaming machine 20, such as the number of game balls played, the number of shots taken, the start status, the number of jackpots, the type of jackpot, and the 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.
[0083] 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.
[0084] 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 mode setting unit 17b, a test play data management unit 17c, and a display control unit 17d. In practice, by loading these programs into the CPU and executing them, the data management unit 17a, the mode setting unit 17b, the test play data management unit 17c, and the display control unit 17d are made to execute the processes corresponding to them.
[0085] 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.
[0086] 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.
[0087] 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.
[0088] 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.
[0089] 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.
[0090] 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.
[0091] 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.
[0092] The mode setting unit 17b is a processing unit that receives and controls transition / cancel instructions related to the test play mode. If the mode setting unit 17b receives a transition instruction to the test play mode from the remote control terminal 40, it transitions to the test play mode. If the mode setting unit 17b receives a cancellation instruction to the test play mode from the remote control terminal 40, it cancels the test play mode.
[0093] The test play data management unit 17c is a processing unit that manages the test play data 16c. When the test play data management unit 17c receives input data or start data from the gaming machine 20 during the test play mode, it performs the following processing: If the number of balls played in the latest data in the test play data 16c is "100", it generates new data in the test play data 16c and stores 1 in the date and time the data was received and in the item of the received data. If the number of balls played in the latest data in the test play data 16c is not "100", it adds 1 to the item of the received data in this latest data.
[0094] Furthermore, if the test play data management unit 17c receives a reset command from the display operation unit 13, it will clear all of the test play data 16c.
[0095] The display control unit 17d is a processing unit that controls the display of the test hit data 16c. If the test hit data 16c is updated during the test hit mode, the display control unit 17d displays the updated test hit data 16c on the display operation unit 13.
[0096] 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, and test play data 16c shown in Figure 4.
[0097] 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.
[0098] 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.
[0099] 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.
[0100] The test play data 16c shown in Figure 5(c) associates the date and time "2022 / 02 / 01 22:12:10" with 100 balls played and 5 starts; the date and time "2022 / 02 / 01 22:21:40" with 100 balls played and 10 starts; the date and time "2022 / 02 / 01 22:22:30" with 100 balls played and 9 starts; and the date and time "2022 / 02 / 01 22:23:20" with 50 balls played and 5 starts.
[0101] <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.
[0102] 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.
[0103] 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.
[0104] 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.
[0105] 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.
[0106] 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.
[0107] 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.
[0108] 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.
[0109] 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.).
[0110] 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.
[0111] 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.
[0112] 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.
[0113] 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.
[0114] 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.
[0115] Furthermore, when a game ball is played onto the game board, the game ball control unit 26 transmits the play data to the inter-machine card processing unit 10. Also, when a game ball passes through the starting area, the game ball control unit 26 transmits the start data to the inter-machine card processing unit 10.
[0116] 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.
[0117] 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.
[0118] <Configuration of the management device 50 according to this embodiment> 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.
[0119] 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.
[0120] 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, and member management data 55c.
[0121] 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.
[0122] The control unit 56 is a control unit that performs overall control of the management device 50 and includes a card management unit 56a, an equipment management unit 56b, and a member management unit 56c. In practice, by loading these programs into the CPU and executing them, the card management unit 56a, the equipment management unit 56b, and the member management unit 56c are made to execute the processes corresponding to them, respectively.
[0123] 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.
[0124] 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.
[0125] 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.
[0126] 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.
[0127] 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 card management data 55a, device management data 55b, and member management data 55c shown in Figure 7.
[0128] 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.
[0129] 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.
[0130] 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.
[0131] 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.
[0132] 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".
[0133] <Processing procedure of the inter-table card processing machine 10 according to this embodiment> Next, the processing procedure of the inter-machine card processing machine 10 according to this embodiment will be described. Figure 9 is a flowchart showing the processing procedure of the inter-machine card processing machine 10 according to this embodiment.
[0134] First, if the remote control terminal 40 receives an instruction to switch to the test play mode (step S101; Yes), the system switches to the test play mode (step S102).
[0135] If input data or start data is received from the gaming machine 20 (step S103; Yes), new data is generated in the trial play data 16c, and the date and time of data reception and the value 1 are stored in the item of the received data (step S104).
[0136] Furthermore, if input data or start data is received from the gaming machine 20 (step S105; Yes), 1 is added to the item of the received data in the latest data in the trial play data 16c (step S106).
[0137] If the number of balls hit in the latest data within the test shot data 16c is not "100" (step S107; No), proceed to step S105. If the number of balls hit is "100" (step S107; Yes), display the test shot data 16c on the display operation unit 13 (step S108).
[0138] If no instruction to cancel the test mode has been received from the remote control terminal 40 (step S109; No), the process proceeds to step S103. If an instruction to cancel has been received (step S109; Yes), the test mode is canceled (step S110), and the process ends.
[0139] As described above, in the gaming system according to this embodiment, the number of balls played into the gaming machine 20 and the number of starts in which the game balls passed through the starting area are acquired and displayed in the inter-machine card processing machine 10 during the trial play mode, so that the trial play work in the managed gaming machine can be performed efficiently.
[0140] In the above embodiment, a configuration was described in which the number of balls played and the number of starts during the trial play mode are displayed on the inter-machine card processing device. However, the present invention is not limited to this, and it is also possible to configure the device to manage game information during the trial play mode and display it, including past history.
[0141] Furthermore, while the above embodiment describes a configuration in which the number of balls played and the number of starts during the trial play mode are displayed on an inter-machine card processing device, the present invention is not limited thereto. The number of balls played and the number of starts during the trial play mode and during business hours can also be managed by a management device, allowing these data to be checked during the trial play mode.
[0142] Furthermore, although the above embodiment describes a configuration in which the number of starts during the trial play mode is recorded every 100 balls played, the present invention is not limited to this, and it is also possible to configure it to record every 250 balls, which corresponds to one transaction in the game.
[0143] Furthermore, although the above embodiment describes a configuration in which a start is recorded every time a game ball passes through the starting area, the present invention is not limited to this, and it is also possible to configure the invention to record only when a predetermined lottery is performed based on the game ball passing through the starting area.
[0144] Furthermore, although the above embodiment describes a configuration in which a game ball is recorded as a start when it passes through the starting area, the present invention is not limited thereto, and it is also possible to configure the system to record when a game ball passes through the winning area.
[0145] Furthermore, although the above embodiment describes a configuration in which the number of balls played and the number of starts during the trial play mode are displayed on an inter-machine card processing device, the present invention is not limited thereto, and the present invention can also be configured to display the number of balls played and the number of starts during the trial play mode on a remote control terminal or on the machine's lamp.
[0146] 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]
[0147] The gaming system, gaming device, and trial play management method according to the present invention are suitable for efficiently conducting trial plays of managed gaming machines. [Explanation of symbols]
[0148] 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 Test Data 17 Control Unit 17a Data Management Department 17b Mode setting section 17c Test Data Management Department 17d Display Control Unit 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 56 Control Unit 56a Card Management Department 56b Equipment management department 56c Membership Management Department 60 Prize Management Device 70 Payment machine
Claims
1. A gaming system comprising a sealed gaming machine that provides games based on the number of gaming media stored in a predetermined memory unit, and a gaming device attached to the gaming machine, The aforementioned gaming device is When performing a test play to check the pin adjustment of the aforementioned gaming machine, an acquisition means is provided to acquire from the gaming machine the number of game media inserted into the game board of the gaming machine and the number of times the symbols start to change after entering the start slot provided on the game board during the test play. A display control means that controls the display of the number of game media and the number of starts obtained by the acquisition means on a predetermined display unit. A gaming system characterized by having the following features.
2. The acquisition means is, The number of starts is obtained for each predetermined number of game media inserted into the game board of the game machine. The aforementioned gaming device is The gaming system according to claim 1, further comprising a storage means for storing the number of gaming media acquired by the acquisition means and the number of starts for each predetermined number of gaming media.
3. The display control means is The gaming system according to claim 2, characterized in that the display unit displays at least the number of gaming media stored in the storage means and the number of starts for each predetermined number of gaming media.
4. The aforementioned gaming device is The system further comprises an average value calculation means for calculating the average number of starts for each predetermined number of game media, The display control means is The gaming system according to claim 3, characterized in that the number of gaming media stored in the storage means and the number of starts for each predetermined number of gaming media are displayed on the display unit along with the average value of the number of starts.
5. The aforementioned gaming device is The gaming system according to claim 2, further comprising an erasure means for erasing the number of gaming media stored in the storage means and the number of starts for each predetermined number of gaming media.
6. A gaming device attached to a sealed gaming machine that provides games based on the number of gaming media stored in a predetermined memory unit, When performing a test play to check the pin adjustment of the aforementioned gaming machine, an acquisition means is provided to acquire from the gaming machine the number of game media inserted into the game board of the gaming machine and the number of times the symbols start to change after entering the start slot provided on the game board during the test play. A display control means that controls the display of the number of game media and the number of starts obtained by the acquisition means on a predetermined display unit. A gaming device characterized by being equipped with [a specific feature].
7. A method for managing trial plays in a gaming system having a sealed gaming machine that provides games based on the number of gaming media stored in a predetermined memory unit, and a gaming device attached to the gaming machine, When the aforementioned gaming device performs a test play to check the pin adjustment of the gaming machine, it performs an acquisition step of acquiring from the gaming machine the number of game media inserted into the game board of the gaming machine and the number of times the symbols start to change after entering the start slot provided on the game board during the test play. The gaming device includes a display control step that controls the display of the number of gaming media and the number of starts obtained in the acquisition step on a predetermined display unit. A method for managing test swings, characterized by including the following:
Citation Information
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