Prize management system, prize management device, and prize management method

JP7918071B2Active Publication Date: 2026-09-09GLORY LTD
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Patent Information

Application Number
JP2022183209
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-11-16
Publication Date
2026-09-09
Estimated Expiration
2042-11-16

AI Technical Summary

Benefits of technology

【0019】 本発明によれば、遊技客が円滑かつ効率的に賞品交換を行うことができる。

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Abstract

To enable a game player to smoothly and efficiently exchange prizes.SOLUTION: A prize management apparatus 60 manages the stock number of prizes in a prize dispenser 80, and when the stock number becomes a stock threshold or less, it is displayed in the prize management apparatus 60. For example, if the stock number in the prize dispenser 80 is "8" for large prizes, "8" for medium prizes, and "10" for small prizes, provided that the stock threshold is "9" for large prizes, "4" for medium prizes, and "5" for small prizes, since the stock number of the large prizes is less than the stock threshold, it is determined that the stock number is small, and the fact is displayed in the prize management apparatus 60. At this time, the upper limits of the number of balls and the number of tokens which can be used for prize exchange are displayed for each rate.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to a prize management system, a prize management apparatus, and a prize management method that allow a player to smoothly and efficiently exchange prizes. [Background Art]

[0002] Conventionally, in game arcades such as pachinko parlors, players go to a prize exchange counter called a counter, and manned operation is performed where prize exchange is manually carried out by a clerk stationed at the counter. Specifically, when an employee receives a card associated with owned balls or the like, the employee causes the prize management apparatus to read the card and specifies the number of game media to be exchanged. Thereafter, when the player informs the clerk of the desired prize, the clerk performs an operation of selecting the prize and delivers the selected prize to the player.

[0003] However, since such manned operation is not efficient, recently, self-service operation in which the prize exchange process is not performed by the clerk but performed by the player themselves has been adopted. Specifically, in this self-service operation, the player themselves performs a series of processes including reading the card, selecting the prize, and receiving the prize. Therefore, in this self-service operation, there is no need for the clerk to attend the prize exchange, so the burden on the clerk can be reduced, and by increasing the number of self-service prize management apparatuses, prize exchange processing can be efficiently performed (see, for example, Patent Document 1).

[0004] The self-service prize management apparatus is connected to a prize storage machine that stores special prizes, and the prize storage machine can display the stock quantity of special prizes and an empty / near-empty indication. [Prior Art Documents] [Patent Documents]

[0005] [Patent Document 1] Japanese Unexamined Patent Publication No. 2020-065787 [Summary of the Invention] [Problems that the invention aims to solve]

[0006] However, in conventional self-service systems, it is difficult for players operating the prize management device to determine whether the number of game tokens they possess can be exchanged for special prizes managed by the prize storage machine. This is because players themselves must understand the number of tokens exchanged for each rate and then calculate the number of prizes using a calculator or similar tool. As a result, players may realize that they cannot exchange the number of game tokens they possess for special prizes while in the process of exchanging prizes at the prize management device.

[0007] Therefore, ensuring that players can exchange their prizes smoothly and efficiently is a crucial issue. This issue arises not only when exchanging game tokens for special prizes, but also when exchanging them for general prizes.

[0008] The present invention has been made to solve the problems of the prior art described above, and aims to provide a prize management system, a prize management device, and a prize management method that enable players to exchange prizes smoothly and efficiently. [Means for solving the problem]

[0009] To solve the above problems, the present invention provides a prize management system having a prize management device that processes the exchange of the number of game media held by a player for prizes, wherein the prize management device comprises an acquisition means for acquiring the number of prizes in stock, a calculation means for calculating the number of game media for each rate that can be exchanged for prizes acquired by the acquisition means, and a display control means for displaying the number of game media for each rate calculated by the calculation means on a standby screen of a predetermined display unit. The display control means, when the number of prizes stored in the prize storage machine that stores the prizes is less than or equal to a predetermined number, controls the display on the standby screen of a predetermined display unit to show the number of game media for each rate calculated by the calculation means. It is characterized by the following:

[0012] Furthermore, the present invention is A prize management system having a prize management device that processes the exchange of the number of game media held by a player for prizes, wherein the prize management device comprises an acquisition means for acquiring the number of prizes in stock, a calculation means for calculating the number of game media for each rate that can be exchanged for prizes acquired by the acquisition means, and a display control means for displaying the number of game media for each rate calculated by the calculation means on a standby screen of a predetermined display unit. The display control means is the Store the prizes Prize storage machineThe system is characterized by displaying the number of game tokens for each rate calculated by the calculation means on the standby screen of a predetermined display unit when the amount corresponding to the number of prizes stored is less than or equal to a predetermined amount.

[0013] Furthermore, the present invention is A prize management system having a prize management device that processes the exchange of the number of game media held by a player for prizes, wherein the prize management device comprises an acquisition means for acquiring the number of prizes in stock, a calculation means for calculating the number of game media for each rate that can be exchanged for prizes acquired by the acquisition means, and a display control means for displaying the number of game media for each rate calculated by the calculation means on a standby screen of a predetermined display unit. The display control means is the Store the prizes Prize storage machine The system is characterized by displaying the name or location of another prize management device on the standby screen of a predetermined display unit when the amount corresponding to the number of prizes stored is less than or equal to a predetermined amount.

[0014] Furthermore, the present invention is A prize management system having a prize management device that processes the exchange of the number of game media held by a player for prizes, wherein the prize management device includes an acquisition means for acquiring the number of prizes in stock, a calculation means for calculating the number of game media for each rate that can be exchanged for prizes acquired by the acquisition means, and a display control means for displaying the number of game media for each rate calculated by the calculation means on a standby screen of a predetermined display unit. A storage medium receiving means that receives a storage medium associated with the number of game media acquired by a player, and a control means that controls the storage medium to be returned by the storage medium receiving means when the number of game media associated with the storage medium is equal to or exceeds the number of game media for each rate calculated by the calculation means. Equipped with It is characterized by having [something].

[0015] Furthermore, the present invention is characterized in that, in the above invention, the control means controls the exchange of prizes at a predetermined rate to be disabled when the number of game media of a predetermined rate associated with the storage medium is equal to or exceeds the number of game media of a predetermined rate calculated by the calculation means.

[0016] Furthermore, in the above invention, if the number of game media of a predetermined rate associated with the storage medium is equal to or exceeds the number of game media of a predetermined rate calculated by the calculation means, the control means will be within the range of the number of game media of a predetermined rate calculated by the calculation means. Before The system is characterized by controlling the system to enable the exchange of prizes for a predetermined number of game tokens at a predetermined rate associated with the storage medium. Furthermore, the present invention is characterized in that, in the above invention, the number of prizes in stock stored in the prize storage machine for storing the prizes is obtained.

[0017] The present invention also provides a prize management device that performs processing for exchanging the number of game media held by a player for a prize, comprising: acquisition means for acquiring the stock quantity of the prize; calculation means for calculating the number of game media for each exchangeable rate corresponding to the prize acquired by the acquisition means; and display control means for controlling display of the number of game media for each rate calculated by the calculation means on a standby screen of a predetermined display unit The display control means, when the number of prizes stored in the prize storage machine that stores the prizes is less than or equal to a predetermined number, controls the display on the standby screen of a predetermined display unit to show the number of game media for each rate calculated by the calculation means. , characterized in that.

[0018] The present invention also provides a prize management method in a prize management system including a prize management device that performs processing for exchanging the number of game media held by a player for a prize, comprising: an acquisition step in which the prize management device acquires the stock quantity of the prize; a calculation step in which the prize management device calculates the number of game media for each exchangeable rate corresponding to the prize acquired in the acquisition step; and a display control step in which the prize management device controls display of the number of game media for each rate calculated in the calculation step on a standby screen of a predetermined display unit Furthermore, the display control step, when the number of prizes stored in the prize storage machine that stores the prizes is less than or equal to a predetermined number, controls the display on the standby screen of a predetermined display unit to show the number of game media for each rate calculated in the calculation step. , characterized in that. Effects of the Invention

[0019] According to the present invention, a player can smoothly and efficiently exchange game media for a prize. Brief Description of the Drawings

[0020] [Figure 1] FIG. 1 is an explanatory diagram outlining the prize management system according to the first embodiment. [Figure 2] FIG. 2 is a diagram showing the system configuration of the prize management system according to the first embodiment. [Figure 3] FIG. 3 is a diagram showing the external configuration of the inter-stand card processing machine and the game machine shown in FIG. 2. [Figure 4] FIG. 4 is a functional block diagram showing the configuration of the inter-stand card processing machine shown in FIG. 2. [Figure 5] FIG. 5 is a diagram showing an example of own device state data and card data shown in FIG. 4. [Figure 6] FIG. 6 is a functional block diagram showing the configuration of the game machine shown in FIG. 2. [Figure 7] Figure 7 is a functional block diagram showing the configuration of the control device shown in Figure 2. [Figure 8] Figure 8 shows an example of the card management data, device management data, and prize management device data shown in Figure 7. [Figure 9] Figure 9 shows an example of the member management data, prize value data, inventory threshold data, and exchangeable quantity setting data shown in Figure 7. [Figure 10] Figure 10 shows an example of rate display setting data, other POS display setting data, and in-store inventory data as shown in Figure 7. [Figure 11] Figure 11 is a functional block diagram showing the configuration of the prize management device shown in Figure 2. [Figure 12] Figure 12 shows an example of the prize management device data, prize value data, and exchangeable quantity setting data shown in Figure 11. [Figure 13] Figure 13 shows an example of the rate display setting data, other POS display setting data, and holding value data shown in Figure 11. [Figure 14] Figure 14 shows an example of the prize inventory data and in-store inventory data shown in Figure 11. [Figure 15] Figure 15 shows an example of a display in the prize management device according to Embodiment 1. [Figure 16] Figure 16 is a flowchart showing the processing procedure for displaying the number of available prizes in the prize management device according to Embodiment 1. [Figure 17] Figure 17 is an explanatory diagram illustrating the overview of a modified prize management system. [Figure 18] Figure 18 is a functional block diagram showing the configuration of the control device in a modified example. [Figure 19] Figure 19 shows an example of the inventory threshold data shown in Figure 18. [Figure 20] Figure 20 is an explanatory diagram illustrating the overview of the prize management system according to Embodiment 2. [Figure 21] Figure 21 is a functional block diagram showing the configuration of the prize management device shown in Figure 20. [Figure 22] Figure 22 shows an example of the exchange setting data shown in Figure 21. [Figure 23] Figure 23 shows an example of a display in the prize management device according to Embodiment 2. [Modes for carrying out the invention]

[0021] [Embodiment 1] The following describes in detail, with reference to the drawings, embodiments of the prize management system, prize management device, and prize management method according to this first embodiment.

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

[0023] <Outline of the prize management system related to Embodiment 1> First, an overview of the prize management system according to this embodiment 1 will be described. Figure 1 is an explanatory diagram illustrating the overview of the prize management system according to this embodiment 1.

[0024] As shown in Figure 1, in the prize management system according to this embodiment 1, the prize management device 60 manages the number of prizes in the prize dispensing device 80, and when this number falls below the inventory threshold, the prize management device 60 displays a message to that effect.

[0025] For example, if the inventory thresholds are set to "9" for grand prizes, "4" for medium prizes, and "5" for small prizes, and the prize dispensing device 80 has "8" for grand prizes, "8" for medium prizes, and "10" for small prizes in stock, then the system determines that the inventory of grand prizes is below the inventory threshold and displays this information on the prize management device 60. At this time, the system also displays the maximum number of balls and medals that can be used for prize exchange for each rate.

[0026] Specifically, the system will display a message indicating that the stock is running low, stating, "The prize balance is currently low." It will also display the number of balls / medals that can be used to exchange for prizes, stating, "The prize balance available for exchange is up to the following number of balls / medals," along with the number of balls / medals required for each rate.

[0027] Thus, the prize management system according to this embodiment 1 can display the number of balls and tokens that can be used for prize exchange for each rate when the number of prizes in stock falls below a predetermined number. This makes it possible for players to exchange prizes smoothly and efficiently.

[0028] <System Configuration> Next, the system configuration of the prize management system according to this embodiment 1 will be described. Figure 2 is a diagram showing the system configuration of the prize management system according to this embodiment 1. 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. The island controller 30, a management device 50, a prize management device 60, and a prize dispensing device 80 are connected to the communication line. The prize management device 60 and the prize dispensing device 80 are associated with each other.

[0029] 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.

[0030] 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.

[0031] 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.

[0032] The gaming machine 20 transmits out data to the inter-machine card processing unit 10 when a predetermined number of game balls have been launched onto the game board. The gaming machine 20 also transmits safe data to the inter-machine card processing unit 10 when a game ball passes through the winning area (so-called winning) and a predetermined number of prize balls have been added to the game balls. Furthermore, if a special state such as a jackpot occurs as a result of the game, the gaming machine 20 transmits special prize data indicating the occurrence of such a state to the inter-machine card processing unit 10.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] 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.

[0037] 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.

[0038] 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.

[0039] 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.

[0040] 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.

[0041] 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.

[0042] 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.

[0043] 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.

[0044] 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.

[0045] 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.

[0046] 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.

[0047] 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.

[0048] Furthermore, when the management device 50 receives the prize value, inventory threshold, exchangeable quantity setting, rate display setting, and other POS display settings, it stores each of them in a predetermined data set.

[0049] Here, we will explain the settings related to the display of prize exchange, namely the exchangeable quantity setting, the rate display setting, and the other POS display setting. The exchangeable quantity setting specifies whether or not to display the number of balls and medals that can be exchanged for prizes, and is divided into "always display," "display when insufficient," and "hide." "Always display" is a setting that is always displayed regardless of the number of prizes in stock. "Display when insufficient" is a setting that is displayed when the number of prizes in stock falls below the inventory threshold. "Hide" is a setting that is never displayed regardless of the number of prizes in stock. The rate display setting allows you to set "display" or "hide" for each rate when displaying the number of balls and medals that can be exchanged for prizes, and if displayed, set the display order. The other POS display setting sets whether or not to display the name and installation location of other prize management devices 60 when the number of prizes in stock falls below the inventory threshold.

[0050] When the management device 50 receives prize inventory data from the prize management device 60, it stores it in the in-store inventory data, associating it with the prize management device ID of the prize management device 60. Then, it stores the result of comparing the inventory quantity with the inventory threshold as an inventory determination in the in-store inventory data.

[0051] Furthermore, the management device 50 notifies the prize management device 60 of prize management device data, prize value data, exchangeable quantity setting data, rate display setting data, other POS display setting data, and in-store inventory data.

[0052] The prize management device 60 is a terminal device for prize exchange installed in multiple locations such as prize exchange counters within the amusement store, and processes the exchange of winnings and stored winnings for prizes through operation by employees or customers. The prize management device 60 is linked one-to-one with the adjacent prize dispensing device 80.

[0053] Furthermore, when the prize management device 60 reads a card ID from a card, it transmits the card ID to the management device 50 to request the balance of the number of balls held and the number of stored balls associated with that card ID. When the prize management device 60 receives the number of balls held and the number of stored balls associated with the card ID from the management device 50, it stores this number of balls held and the number of stored balls in the holding value data.

[0054] Furthermore, when the prize management device 60 receives prize inventory data from the prize dispensing device 80, it stores the received data and notifies the management device 50. When the prize management device 60 receives in-store inventory data from the management device 50, it stores this data.

[0055] Furthermore, the prize management device 60 accepts the selection of a prize based on the prize inventory data, within the range of the balance of the player's held and stored balls, and notifies the prize dispensing device 80 of a dispensing instruction including the prize code and quantity of the selected prize.

[0056] Furthermore, when the prize management device 60 receives a payout notification from the prize dispensing device 80, it treats the remaining balance of the player's balls and stored balls as the number of leftover balls, prints the type and number of prizes dispensed, as well as the number of leftover balls, on a receipt, and issues it as an exchange receipt.

[0057] Furthermore, if the exchangeable quantity setting is set to "always display," the prize management device 60 will always display the number of balls and medals that can be exchanged for prizes. If the exchangeable quantity setting is set to "display when insufficient," the device will only display the number of balls and medals that can be exchanged for prizes when the inventory falls below the inventory threshold. If the exchangeable quantity setting is set to "hide," the device will not display the number of balls and medals that can be exchanged for prizes.

[0058] Furthermore, when the prize management device 60 displays the number of balls and medals that can be exchanged for prizes, it displays only the rates specified as "display" in the rate display settings, and displays them in the order specified in the display order.

[0059] Furthermore, the prize management device 60 displays the number of balls and medals available for prize exchange, and, if the inventory count falls below the inventory threshold, and the other POS display setting is set to "display," it displays the device name and installation location of other prize management devices 60 whose inventory counts are not below the inventory threshold.

[0060] The prize dispensing device 80 is a device that can store and dispense prizes. When the prize dispensing device 80 is connected to the prize management device 60 which is associated with it, it notifies the prize management device 60 of the prize inventory data.

[0061] Furthermore, when the prize dispensing device 80 receives a dispensing instruction from the prize management device 60 associated with it, including the prize code and the number of items to be dispensed, it dispenses the number of prizes corresponding to the prize code from the storage unit.

[0062] Furthermore, when a prize is dispensed, the prize dispensing device 80 updates the prize inventory data by subtracting the number of dispensed prizes from the inventory count of the dispensed prizes. It then notifies the prize management device 60 associated with the device of the dispensed prize and the prize inventory data.

[0063] Next, the ball dispensing process in the prize management system according to this embodiment 1 will be described. When a player performs a ball dispensing operation on 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.

[0064] 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, 500 units, representing 500 yen if 1 unit is 1 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.

[0065] 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.

[0066] Next, the process for replaying held tokens in the prize management system according to this embodiment 1 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 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.

[0067] 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.

[0068] 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.

[0069] 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.

[0070] 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.

[0071] Next, the process for replaying stored tokens in the prize management system according to this embodiment 1 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 that can be used as a member card, it sends a message 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), 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.

[0072] 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.

[0073] 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.

[0074] 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.

[0075] The inter-machine card processing machine 10 sends a message to the local address of the management device 50 if the PIN matches. This message includes the card ID of the card inserted in the inter-machine card processing machine 10, an address or arbitrary identification information that identifies the sending inter-machine card processing machine 10, information to identify the rate of the inter-machine card processing machine 10, and a request for replay of stored tokens.

[0076] 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.

[0077] 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.

[0078] Next, we will explain the transfer of balls 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 associated with a member card whose balance is 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.

[0079] <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.

[0080] 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 the illumination or flashing of a lamp of a predetermined color, a banknote insertion slot 12a that accepts various banknotes, a display operation unit 13 such as a touch panel display, and a card insertion slot 14a that accepts cards associated with a card ID.

[0081] 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.

[0082] 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.

[0083] <Configuration of the inter-unit card processing machine 10> Next, the configuration of the inter-machine card processing machine 10 shown in Figure 2 will be described. Figure 4 is a functional block 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 communication unit 15, a storage unit 16, a control unit 17, and a game management unit 18.

[0084] 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.

[0085] 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 then stored in a card storage unit (not shown) via the reader / writer 14. The communication unit 15 is an interface unit for data communication with the management device 50 via the island controller 30.

[0086] The storage unit 16 is a storage device consisting of a hard disk drive, non-volatile memory, etc. The storage unit 16 stores its own device status data 16a and card data 16b.

[0087] 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.

[0088] 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.

[0089] 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.

[0090] 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.

[0091] 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.

[0092] 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.

[0093] Furthermore, the gaming machine state management unit 18c acquires the current status of the gaming machine 20, such as the number of game balls, start status, jackpot status, jackpot type, and number of draws. It is desirable that the time interval at which the gaming machine state management unit 18c acquires the status of the gaming machine 20 be set shorter than the interval at which game balls are launched (used) in the gaming machine 20. Also, once the gaming machine state management unit 18c has acquired the number of game balls from the gaming machine 20, it hands over the number of game balls to the control unit 17.

[0094] 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.

[0095] The control unit 17 is a control unit that performs overall control of the inter-machine card processing machine 10. In practice, the process is executed by loading a program corresponding to the control unit 17 into the CPU and executing it. The data management unit 17a is a processing unit that manages the card data 16b.

[0096] Specifically, 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.

[0097] 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.

[0098] 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.

[0099] 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.

[0100] 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.

[0101] 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.

[0102] 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.

[0103] Next, we will explain a specific example of the data stored in the storage unit 16 of the inter-unit card processing machine 10 shown in Figure 4. Figure 5 shows an example of the self-device status data 16a and card data 16b shown in Figure 4.

[0104] 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.

[0105] 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 "2015". Here, the first digit of the card ID indicates the type of card, with cards whose first digit is "1" being general cards and cards whose first digit is "2" being membership cards. The card data 16b also indicates that the PIN for replaying stored tokens is "1234" and the prepaid value is "0".

[0106] Furthermore, card data 16b indicates that the balance of balls held by ball 1 is "13200", the balance of balls held by ball 2 is "0", and the balance of balls held by ball 3 is "0". It also indicates that the balance of stored balls held by ball 1 is "4000", the balance of stored balls held by ball 2 is "0", and the balance of stored balls held by ball 3 is "0".

[0107] <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.

[0108] 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.

[0109] 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.

[0110] 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.

[0111] 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.

[0112] 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.

[0113] 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.

[0114] 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.

[0115] 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.).

[0116] 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.

[0117] 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.

[0118] 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.

[0119] 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.

[0120] 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.

[0121] 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.

[0122] 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.

[0123] <Configuration of the control device 50> Next, the configuration of the management device 50 shown in Figure 2 will be described. Figure 7 is a functional block 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.

[0124] 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 and the prize management device 60 via a communication line within the gaming store.

[0125] The memory 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, prize management device data 55c, member management data 55d, prize value data 55e, inventory threshold data 55f, exchangeable quantity setting data 55g, rate display setting data 55h, other POS display setting data 55i, and in-store inventory data 55j.

[0126] 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 inter-machine card processing machine 10 and gaming machines 20 installed in the amusement parlor. This device management data 55b includes the inter-machine card processing machine ID, installation location, gaming machine number, gaming machine ID, and model data of gaming machine 20, etc.

[0127] The prize management device data 55c is data that associates the device name and installation location with the prize management device ID. The member management data 55d is data that associates the member's name, stored points information, etc. with the card ID of the member card issued to the member.

[0128] The prize value data 55e is data that indicates the value of the prize, associating the prize name, group code, and value with the prize code. The inventory threshold data 55f is data that indicates the inventory threshold of the prize in the prize management device 60. The exchangeable quantity setting data 55g is data that indicates the exchangeable quantity setting in the prize management device 60.

[0129] The rate display setting data 55h is data that shows the display settings for each rate in the prize management device 60. The other POS display setting data 55i is data that shows the display settings for information related to other prize management devices 60 in the prize management device 60. The in-store inventory data 55j is data that shows the inventory number of prizes managed by each prize management device 60.

[0130] The control unit 56 is a control unit that performs overall control of the management device 50 and includes a card management unit 56a, a device management unit 56b, a member management unit 56c, a setting management unit 56d, an in-store inventory management unit 56e, a determination unit 56f, and a notification unit 56g. In practice, by loading these programs into the CPU and executing them, the processes corresponding to the card management unit 56a, the device management unit 56b, the member management unit 56c, the setting management unit 56d, the in-store inventory management unit 56e, the determination unit 56f, and the notification unit 56g are executed, respectively.

[0131] 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 and the prize management device 60 to update the prepaid value and balance of the player's tokens associated with the card ID.

[0132] Furthermore, when the card management unit 56a receives a card insertion notification from the inter-machine card processing machine 10, it notifies the card of the prepaid value and the remaining balance of the player's tokens associated with the card. When the card management unit 56a receives a request for the value associated with the card from the prize management device 60, it notifies the card of the remaining balance of the player's tokens associated with the card.

[0133] The device management unit 56b is a processing unit that manages the device management data 55b and the prize management device data 55c. The device management unit 56b stores the inter-machine card processing machine ID, installation location, and gaming machine ID obtained from the inter-machine card processing machine 10 in the device management data 55b. If the device management unit 56b receives data related to the prize management device from the input unit 52, it stores it in the prize management device data 55c.

[0134] The Member Management Unit 56c is a processing unit that manages the Member Management Data 55d. The Member Management Unit 56c communicates with the Inter-Machine Card Processing Machine 10 and the Prize Management Device 60 to update the balance of stored tokens associated with the card ID. In addition, when the Member Management Unit 56c receives a Member Registration Request, it updates the Member Management Data 55d to add the member.

[0135] 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.

[0136] The setting management unit 56d is a processing unit that manages prize value data 55e, inventory threshold data 55f, exchangeable quantity setting data 55g, rate display setting data 55h, and other POS display setting data 55i. When the setting management unit 56d receives prize value data, inventory threshold data, exchangeable quantity setting data, rate display setting data, and other POS display setting data from the input unit 52, it stores each of the data in prize value data 55e, inventory threshold data 55f, exchangeable quantity setting data 55g, rate display setting data 55h, and other POS display setting data 55i.

[0137] The in-store inventory management unit 56e is a processing unit that manages the in-store inventory data 55j. When the in-store inventory management unit 56e receives prize inventory data from the prize management device 60, it stores and updates the in-store inventory data 55j in association with the prize management device ID of the prize management device 60.

[0138] The determination unit 56f is a processing unit that determines whether the number of prizes in stock is below the stock threshold. If the in-store inventory data 55j is updated by the in-store inventory management unit 56e, the determination unit 56f compares the updated stock number with the stock threshold in the stock threshold data 55f. If the stock number is greater than the stock threshold, it stores and updates "○" in the stock determination of the in-store inventory data 55j; if the stock number is below the stock threshold, it stores and updates "×" in the stock determination.

[0139] The notification unit 56g is a processing unit that notifies the prize management device 60 of predetermined data. If the prize management device data 55c is updated by the device management unit 56b, the notification unit 56g notifies the prize management device 60 of this prize management device data 55c.

[0140] Furthermore, if the prize value data 55e, exchangeable quantity setting data 55g, rate display setting data 55h, or other POS display setting data 55i are updated by the setting management unit 56d, the notification unit 56g will notify the prize management device 60 of the updated data.

[0141] Furthermore, if the in-store inventory data 55j is updated by the determination unit 56f, the notification unit 56g notifies the prize management device 60 of this in-store inventory data 55j.

[0142] Next, we will explain an example of the data stored in the storage unit 55 of the management device 50 shown in Figure 7. Figures 8 to 10 show an example of the card management data 55a, device management data 55b, prize management device data 55c, member management data 55d, prize value data 55e, inventory threshold data 55f, exchangeable quantity setting data 55g, rate display setting data 55h, other POS display setting data 55i, and in-store inventory data 55j shown in Figure 7.

[0143] 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 a usage ID of "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.

[0144] Furthermore, in the card management data 55a, the state where the prepaid value is "0" is associated with card ID "2015". In addition, the state where the balance of balls held is "13200" for ball 1, "0" for ball 2, and "0" for ball 3 is associated with the balance of balls held. However, the destination ID is not associated. In other words, the card with card ID "2015" is not inserted into the inter-machine card processing machine 10, and the management of the held balls is performed by the management device 50.

[0145] The device management data 55b shown in Figure 8(b) associates the inter-machine card processing machine 10 with ID "A101" with the following conditions: its installation location is "Island 1-1", its game machine number is "11", the ID of the connected game machine 20 is "B201", the game type is "Ball 1", the model of game machine 20 is "EV01", and its serial number is "a". It also indicates that this game machine 20 is in use.

[0146] Furthermore, the device management data 55b associates the inter-machine card processing machine 10 with ID "A201" with the following conditions: its installation location is "Island 2-1", its game machine number is "21", the ID of the connected game machine 20 is "B506", the game type is "Ball 3", the model of game machine 20 is "DX03", and its serial number is "g". It also indicates that this game machine 20 is in use.

[0147] The prize management device data 55c shown in Figure 8(c) associates the prize management device ID "POS11" with the device name "POS No. 1" and the installation location "Prize Exchange Counter," and associates the prize management device ID "POS12" with the device name "POS No. 2" and the installation location "Island 1-2."

[0148] The member management data 55d shown in Figure 9(a) indicates the name, stored balls, etc., associated with the card ID. Specifically, the member management data 55d associates the card ID "2015" with the name "Taro Toka", the stored ball balance for Ball 1 being "4000", the stored ball balance for Ball 2 being "0", and the stored ball balance for Ball 3 being "0".

[0149] The prize value data 55e shown in Figure 9(b) associates the following states: prize code "0001" corresponds to a prize name "Grand Prize", group code "01", and value "5000"; prize code "0002" corresponds to a prize name "Medium Prize", group code "01", and value "1000"; and prize code "0003" corresponds to a prize name "Small Prize", group code "01", and value "200".

[0150] The inventory threshold data 55f shown in Figure 9(c) associates the following states: prize code "0001" corresponds to the prize name "Grand Prize", group code "01", and inventory threshold of "9" units; prize code "0002" corresponds to the prize name "Medium Prize", group code "01", and inventory threshold of "4" units; and prize code "0003" corresponds to the prize name "Small Prize", group code "01", and inventory threshold of "5" units.

[0151] The data 55g of replaceable quantity settings shown in Figure 9(d) indicates that the replaceable quantity setting is set to "Display when insufficient".

[0152] The rate display setting data 55h shown in Figure 10(a) associates the rate "Tama 1" with the state where the display setting is "Displayed" and the display order is "1", the rate "Tama 2" with the state where the display setting is "Displayed" and the display order is "2", the rate "Tama 3" with the state where the display setting is "Hidden" and the display order is "-", and the rate "Old Tama 1" with the state where the display setting is "Hidden" and the display order is "-".

[0153] Furthermore, the rate display setting data 55h associates the rate "Slo1" with a display setting of "Displayed" and a display order of "3", the rate "Slo2" with a display setting of "Displayed" and a display order of "4", the rate "Slo3" with a display setting of "Hidden" and a display order of "-", and the rate "Old Slo1" with a display setting of "Hidden" and a display order of "-".

[0154] The other POS display setting data 55i shown in Figure 10(b) indicates that the other POS display setting is set to "Display".

[0155] The in-store inventory data 55j shown in Figure 10(c) associates the following states in the prize management device ID "POS11": prize code "0001" corresponds to a prize name "Grand Prize", group code "01", inventory quantity "8", and inventory status "×"; prize code "0002" corresponds to a prize name "Medium Prize", group code "01", inventory quantity "8", and inventory status "〇"; and prize code "0003" corresponds to a prize name "Small Prize", group code "01", inventory quantity "10", and inventory status "〇".

[0156] Furthermore, the in-store inventory data 55j associates the following states with the prize management device ID "POS12": prize code "0001" corresponds to a prize name "Grand Prize", group code "01", inventory quantity "19", and inventory status "〇"; prize code "0002" corresponds to a prize name "Medium Prize", group code "01", inventory quantity "25", and inventory status "〇"; and prize code "0003" corresponds to a prize name "Small Prize", group code "01", inventory quantity "38", and inventory status "〇".

[0157] <Configuration of the prize management device 60> Next, the configuration of the prize management device 60 shown in Figure 2 will be described. Figure 11 is a functional block diagram showing the configuration of the prize management device 60 shown in Figure 2. As shown in Figure 11, the prize management device 60 is connected to a card reader / writer 61 and a receipt issuing unit 62, and has a display operation unit 64, a communication unit 65, a storage unit 66, and a control unit 67.

[0158] Although not shown in the diagram here, a store employee tag reader can also be installed to read the identification code on the employee tag carried by the store employee. This identification code identifies the employee operating the prize management device 60. A mobile device reader can also be installed to read the ID from the mobile device of a registered customer.

[0159] The card reader / writer 61 is a processing unit that reads the card ID from the player's card and can also write data to the card as needed. The receipt issuing unit 62 is a thermal printer or the like that issues various types of receipts, such as receipts that print information identifying the selected prize.

[0160] The display operation unit 64 is an input / output device such as a liquid crystal touch panel, and the communication unit 65 is an interface unit for the prize management device 60 to communicate with the management device 50 and the prize dispensing device 80 via a communication line.

[0161] The memory unit 66 is a storage device such as a hard disk drive or non-volatile memory, and stores prize management device data 66a, prize value data 66b, exchangeable quantity setting data 66c, rate display setting data 66d, other POS display setting data 66e, ownership value data 66f, prize inventory data 66g, and in-store inventory data 66h.

[0162] The prize management device data 66a is data that associates the device name and installation location with the prize management device ID. The prize value data 66b is data that indicates the value of the prize, associating the prize name, group code, and value with the prize code. The exchangeable quantity setting data 66c is data that indicates the exchangeable quantity setting.

[0163] Rate display setting data 66d is data that shows the display settings for each rate. Other POS display setting data 66e is data that shows the display settings for information related to other prize management devices 60. Holding value data 66f is data that shows the number of balls held and stored associated with the card read by the card reader / writer 61.

[0164] The prize inventory data 66g is data showing the number of prizes in stock at the prize dispensing device 80 associated with the prize management device 60. The in-store inventory data 66h is data showing the number of prizes in stock managed by each prize management device 60.

[0165] The control unit 67 is a control unit that controls the entire prize management device 60, and includes a setting management unit 67a, a value management unit 67b, a prize inventory management unit 67c, a prize selection control unit 67d, a receipt issuance processing unit 67e, an in-store inventory management unit 67f, and a display control unit 67g. In practice, programs corresponding to these functional units are stored in non-volatile memory such as ROM (not shown), and by loading and executing these programs on the CPU, the processes corresponding to the setting management unit 67a, the value management unit 67b, the prize inventory management unit 67c, the prize selection control unit 67d, the receipt issuance processing unit 67e, the in-store inventory management unit 67f, and the display control unit 67g are executed, respectively.

[0166] The setting management unit 67a is a processing unit that manages prize management device data 66a, prize value data 66b, exchangeable quantity setting data 66c, rate display setting data 66d, and other POS display setting data 66e. When the setting management unit 67a receives prize management device data, prize value data, exchangeable quantity setting data, rate display setting data, and other POS display setting data from the management device 50, it stores the received data in prize management device data 66a, prize value data 66b, exchangeable quantity setting data 66c, rate display setting data 66d, and other POS display setting data 66e.

[0167] The Value Management Unit 67b is a processing unit that manages the Value Management Unit 67b. When a card ID is read by the card reader / writer 61, the Value Management Unit 67b requests the management device 50 to provide the number of balls held and the number of stored balls associated with the card ID. When the Value Management Unit 67b receives the number of balls held and the number of stored balls associated with the card ID from the management device 50, it stores this number of balls held and the number of stored balls in the Value Management Unit 66f.

[0168] The prize inventory management unit 67c is a processing unit that manages the prize inventory data 66g. When the prize inventory management unit 67c receives prize inventory data from the prize dispensing device 80, it stores the received data in the prize inventory data 66g and notifies the management device 50.

[0169] The prize selection control unit 67d is a processing unit that selects the prizes to be exchanged. The prize selection control unit 67d accepts the selection of prizes based on the prize inventory data 66g, within the range of the balance of the player's held balls and stored balls. If a prize has been selected, the prize selection control unit 67d notifies the prize dispensing device 80 of a dispensing instruction including the prize code and quantity of the selected prize.

[0170] Furthermore, when the prize selection control unit 67d receives a payout notification from the prize dispensing device 80, it treats the remaining balance of balls held and stored as the number of leftover balls, and passes the type and number of prizes dispensed, as well as the number of leftover balls, to the receipt issuance processing unit 67e.

[0171] The receipt issuance processing unit 67e is a processing unit that issues exchange receipts. When the receipt issuance processing unit 67e receives the type and quantity of selected prizes, as well as the number of leftover balls, from the prize selection control unit 67d, it issues an exchange receipt with the received data printed on it from the receipt issuance unit 62.

[0172] The in-store inventory management unit 67f is a processing unit that manages the in-store inventory data 66h. When the in-store inventory management unit 67f receives in-store inventory data from the management device 50, it stores this data in the in-store inventory data 66h.

[0173] The display control unit 67g is a processing unit that displays the value of items that can be exchanged for prizes. If the exchangeable quantity setting data 66c is set to "always display", the display control unit 67g displays the number of balls and medals that can be exchanged for prizes. If the exchangeable quantity setting data 66c is set to "display when insufficient", and the inventory judgment corresponding to the prize management device ID of the device in the in-store inventory data 66h contains "×", the display control unit 67g displays the number of balls and medals that can be exchanged for prizes. If the exchangeable quantity setting data 66c is set to "hidden", the display control unit 67g does not display the number of balls and medals that can be exchanged for prizes.

[0174] Furthermore, when the display control unit 67g displays the number of balls and medals that can be exchanged for prizes, it displays only the rates specified as "display" in the rate display setting data 66d, and displays them in the order specified in the display order of the rate display setting data 66d.

[0175] Furthermore, the display control unit 67g displays the number of balls and medals available for prize exchange, and if the inventory determination corresponding to the prize management device ID of its own device in the in-store inventory data 66h includes "×", and the other POS display setting data 66e is "Display", it displays the device name and installation location of the prize management device 60 that does not include "×" in the inventory determination of the in-store inventory data 66h.

[0176] Next, an example of data stored in the memory unit 66 of the prize management device 60 shown in Figure 11 will be described. Figures 12 to 14 show an example of the prize management device data 66a, prize value data 66b, exchangeable quantity setting data 66c, rate display setting data 66d, other POS display setting data 66e, holding value data 66f, prize inventory data 66g, and in-store inventory data 66h shown in Figure 11.

[0177] The prize management device data 66a shown in Figure 12(a) associates the prize management device ID "POS11" with the device name "POS No. 1" and the installation location "Prize Exchange Counter," and associates the prize management device ID "POS12" with the device name "POS No. 2" and the installation location "Island 1-2."

[0178] The prize value data 66b shown in Figure 12(b) associates the following states with prize code "0001": prize name is "Grand Prize", group code is "01", and value is "5000"; prize code "0002" is associated with prize name is "Medium Prize", group code is "01", and value is "1000"; and prize code "0003" is associated with prize name is "Small Prize", group code is "01", and value is "200".

[0179] The data 66c for the number of replaceable items shown in Figure 12(c) indicates that the number of replaceable items is set to "display when insufficient".

[0180] The rate display setting data 66d shown in Figure 13(a) associates the rate "Tama 1" with the state where the display setting is "Displayed" and the display order is "1", the rate "Tama 2" with the state where the display setting is "Displayed" and the display order is "2", the rate "Tama 3" with the state where the display setting is "Hidden" and the display order is "-", and the rate "Old Tama 1" with the state where the display setting is "Hidden" and the display order is "-".

[0181] Furthermore, the rate display setting data 66d associates the rate "Slo1" with a display setting of "Displayed" and a display order of "3", the rate "Slo2" with a display setting of "Displayed" and a display order of "4", the rate "Slo3" with a display setting of "Hidden" and a display order of "-", and the rate "Old Slo1" with a display setting of "Hidden" and a display order of "-".

[0182] The other POS display setting data 66e shown in Figure 13(b) indicates that the other POS display setting is set to "Display".

[0183] The holding value data 66f shown in Figure 13(c) is data indicating the number of balls held and the number of stored balls, which are the values ​​associated with the read card. The holding value data 66f shows that ball 1 has "13200" balls, ball 2 has "0" balls, ball 3 has "0" balls, ball 1 has "4000" stored balls, ball 2 has "0" stored balls, and ball 3 has "0" stored balls.

[0184] The prize inventory data 66g shown in Figure 14(a) is data that associates the prize name, group code, storage capacity, and inventory quantity with the prize code. The prize inventory data 66g associates the prize code "0001" with the prize name "Grand Prize", group code "01", storage capacity "100", and inventory quantity "8", the prize code "0002" with the prize name "Medium Prize", group code "01", storage capacity "300", and inventory quantity "8", and the prize code "0003" with the prize name "Small Prize", group code "01", storage capacity "500", and inventory quantity "10".

[0185] The in-store inventory data 66h shown in Figure 14(b) associates the following states in the prize management device ID "POS11": prize code "0001" corresponds to a prize name "Grand Prize", group code "01", inventory quantity "8", and inventory status "×"; prize code "0002" corresponds to a prize name "Medium Prize", group code "01", inventory quantity "8", and inventory status "〇"; and prize code "0003" corresponds to a prize name "Small Prize", group code "01", inventory quantity "10", and inventory status "〇".

[0186] Furthermore, in the store inventory data 66h is associated with the prize management device ID "POS12" as follows: prize code "0001" is associated with the prize name "Grand Prize", group code "01", inventory quantity "19", and inventory status "〇"; prize code "0002" is associated with the prize name "Medium Prize", group code "01", inventory quantity "25", and inventory status "〇"; and prize code "0003" is associated with the prize name "Small Prize", group code "01", inventory quantity "38", and inventory status "〇".

[0187] <An example of a display in the prize management device 60 according to Embodiment 1> Next, an example of the display in the prize management device 60 according to this embodiment 1 will be described. Figure 15 is a diagram showing an example of the display in the prize management device 60 according to this embodiment 1.

[0188] Figure 15 shows the number of balls and medals available for prize exchange, as well as the names and locations of other prize management devices 60 whose inventory levels are not below the inventory threshold.

[0189] Specifically, the system will display a message indicating that the stock is running low, stating, "The prize balance is currently low." It will also display the number of balls / medals that can be used to exchange for prizes, stating, "The prize balance available for exchange is up to the following number of balls / medals," along with the number of balls / medals required for each rate.

[0190] For example, it would display "4 yen pachinko: 12,500 balls, 2 yen pachinko: 25,000 balls, 1 yen pachinko: 50,000 balls, 20 yen slot machines: 2,500 tokens, 10 yen slot machines: 5,000 tokens, 5 yen slot machines: 10,000 tokens".

[0191] Furthermore, for the other 60 prize management devices whose inventory levels are not below the inventory threshold, the following will be displayed as the device name and installation location: "If you wish to exchange prizes for more than the above number of balls / medals, please exchange them at the next prize management device. Device name: POS No. 2 Installation location: Island 1-2."

[0192] <Processing procedure for displaying the number of available prizes in the prize management device 60 according to Embodiment 1> Next, the processing procedure for displaying the number of available prizes in the prize management device 60 according to this embodiment 1 will be described. Figure 16 is a flowchart showing the processing procedure for displaying the number of available prizes in the prize management device 60 according to this embodiment 1.

[0193] As shown in Figure 16, if the exchangeable quantity setting is "hidden" (step S101; Yes), the prize management device 60 terminates the process.

[0194] If the exchangeable quantity setting is "Always display" (Step S101; No, Step S102; Yes), the exchangeable quantity is displayed (Step S107). If the inventory quantity is below the inventory threshold (Step S108; Yes), proceed to Step S105; if the inventory quantity is above the inventory threshold (Step S108; No), terminate the process.

[0195] If the exchangeable quantity setting is "Display when insufficient" (Step S101; No, Step S102; No), and the inventory quantity is greater than the inventory threshold (Step S103; No), the process ends as is. If the inventory quantity is less than or equal to the inventory threshold (Step S103; Yes), the exchangeable quantity is displayed (Step S104), and the process proceeds to Step S105.

[0196] If the other POS display setting is "Hidden" (Step S105; No), the process ends as is. If the other POS display setting is "Displayed" (Step S105; Yes), the device name and installation location of the prize management device 60 that has more prizes in stock than the inventory threshold are displayed (Step S106), and the process ends.

[0197] As described above, the prize management system according to this embodiment 1 is configured to determine a shortage of prizes using the number of prizes in stock and the inventory threshold, and to control the display of the number of balls and medals that can be used for prize exchange using the exchangeable quantity setting, rate display setting, and other POS display settings, so that players can exchange prizes smoothly and efficiently.

[0198] In the above embodiment 1, a configuration was described in which the comparison and determination of the inventory quantity and inventory threshold is processed in the management device. However, the present invention is not limited to this, and the present invention can also be configured in which the comparison and determination of the inventory quantity and inventory threshold is processed in the prize management device.

[0199] Furthermore, while Embodiment 1 described above explains a configuration in which the comparison and determination of inventory quantity and inventory threshold are processed for each prize category, the present invention is not limited to this. It is also possible to configure the system to calculate a new inventory quantity by converting the value of the inventory quantity of one prize into other prizes of equivalent value, and then use that inventory quantity for the determination. For example, if the ratio of value between medium prizes and grand prizes is 1:5, then 5 medium prizes in stock are converted to 1 grand prize, and the comparison and determination of the converted inventory quantity and inventory threshold is processed for each prize category. This enables efficient prize exchange.

[0200] Furthermore, while Embodiment 1 described above explains a configuration in which the number of balls and medals that can be used for prize exchange are displayed on the prize management device, the present invention is not limited thereto, and can also be configured to display them on a display device such as digital signage installed on the top of the gaming machine.

[0201] [Differentiation] By the way, in the above embodiment 1, a configuration was described in which a threshold is set for the number of prizes in stock to determine if there is a shortage in stock. However, the present invention is not limited to this, and it is also possible to configure the system to determine if there is a shortage in stock by setting a threshold for the value of the number of prizes in stock. In this modified example, the case in which a threshold is set for the value of the number of prizes in stock to determine if there is a shortage in stock will be described.

[0202] <Overview of the prize management system related to the modified version> First, we will explain the overview of the prize management system related to this modified example. Figure 17 is an explanatory diagram illustrating the overview of the prize management system related to this modified example.

[0203] As shown in Figure 17, in the prize management system according to this modified example, the prize management device 100 manages the inventory of prizes in the prize dispensing device 80, and when the value of this inventory (hereinafter referred to as "inventory value") falls below the inventory threshold, the prize management device 100 displays a message to that effect.

[0204] For example, if the inventory threshold is set to "55,000 yen," and the inventory value of the prize dispensing device 80 is "50,000 yen," then the inventory value is below the inventory threshold, and it is determined that the inventory is running low. This fact is then displayed on the prize management device 100. At this time, the maximum number of balls and medals that can be used for prize exchange is displayed for each rate.

[0205] Specifically, the system will display a message indicating that the stock is running low, stating, "The prize balance is currently low." It will also display the number of balls / medals that can be used to exchange for prizes, stating, "The prize balance available for exchange is up to the following number of balls / medals," along with the number of balls / medals required for each rate.

[0206] <Configuration of the control device 200> Next, the configuration of the management device 200 according to this modified example will be described. Figure 18 is a functional block diagram showing the configuration of the management device 200 according to this modified example. As shown in Figure 18, the management device 200 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 210, and a control unit 220. Note that the explanation of the functional units, which are the same as those of the management device 50 shown in Figure 7, will be omitted.

[0207] The memory unit 210 is a storage device such as a hard disk drive or non-volatile memory, and stores card management data 55a, device management data 55b, prize management device data 55c, member management data 55d, prize value data 55e, inventory threshold data 211, exchangeable quantity setting data 55g, rate display setting data 55h, other POS display setting data 55i, and in-store inventory data 55j.

[0208] The inventory threshold data 211 is data indicating the inventory threshold for prizes in the prize management device 100. The inventory threshold is set to the value of the prize in stock. For example, the inventory threshold may be specified as "55,000 yen".

[0209] The control unit 220 is a control unit that performs overall control of the management device 200 and includes a card management unit 56a, a device management unit 56b, a member management unit 56c, a setting management unit 56d, an in-store inventory management unit 56e, a determination unit 221, and a notification unit 56g. In practice, by loading these programs into the CPU and executing them, the processes corresponding to the card management unit 56a, the device management unit 56b, the member management unit 56c, the setting management unit 56d, the in-store inventory management unit 56e, the determination unit 221, and the notification unit 56g are executed, respectively.

[0210] The determination unit 221 is a processing unit that determines whether the inventory value is below the inventory threshold. If the in-store inventory data 55j is updated by the in-store inventory management unit 56e, the determination unit 221 calculates the inventory value of the updated inventory quantity and compares the inventory value with the inventory threshold in the inventory threshold data 211. If the inventory value is greater than the inventory threshold, it stores and updates "○" in the inventory determination of the in-store inventory data 55j; if the inventory value is below the inventory threshold, it stores and updates "×" in the inventory determination.

[0211] Next, an example of data stored in the storage unit 210 of the management device 200 shown in Figure 18 will be described. Figure 19 is a diagram showing an example of the inventory threshold data 211 shown in Figure 18. The inventory threshold data 211 shown in Figure 19 indicates a state where the inventory threshold is "55,000" yen.

[0212] As described above, the prize management system in this modified version is configured to determine if there is a shortage of prizes by setting a threshold value for the number of prizes in stock, and to control the display of the number of balls and medals that can be used for prize exchange using the exchangeable quantity setting, rate display setting, and other POS display settings, so that players can exchange prizes smoothly and efficiently.

[0213] [Embodiment 2] By the way, in Embodiment 1 described above, a configuration was described in which a threshold is set for the number of prizes in stock to determine if the stock is insufficient and the display of the number of balls and medals that can be used for prize exchange is controlled. However, the present invention is not limited to this, and it is also possible to configure the system to limit the number of balls that can be used for prize exchange when a card with a value greater than the stock value is received. In Embodiment 2, the case in which the number of balls that can be used for prize exchange is limited when a card with a value greater than the stock value is received will be described.

[0214] <Outline of the prize management system related to Embodiment 2> First, an overview of the prize management system according to this second embodiment will be described. Figure 20 is an explanatory diagram illustrating the overview of the prize management system according to this second embodiment.

[0215] As shown in Figure 20, in the prize management system according to this embodiment 2, the prize management device 300 manages the inventory value of the prizes in the prize dispensing device 80. When a card with a value greater than this inventory value is received, the prize management device 300 displays the number of balls that can be exchanged for prizes.

[0216] For example, if the inventory value is "50,000 yen," and a card with a value of "60,000 yen" at the 4-yen pachinko rate is accepted, the number of pachinko balls that can be exchanged for the prize, up to the inventory value, will be displayed. Specifically, at the 4-yen pachinko rate, it will display "exchangeable for up to 12,500 balls," which is equivalent to "50,000 yen."

[0217] Here, we will explain how to handle cards that are associated with a value greater than the inventory value. When a card is received that is associated with a value greater than the inventory value, the handling is divided into "card return," "rate limit," "inventory limit," "point storage limit," and "point holding limit."

[0218] In "Card Return," the card will not be redeemed for prizes and will be returned. In "Rate Restriction," prize redemption will only be accepted at rates where the value associated with the card is less than or equal to the inventory value. In "Inventory Limit," prize redemption will be accepted at rates where the value associated with the card exceeds the inventory value, up to the inventory value. In "Stored Ball Restriction," prize redemption will only be accepted using stored balls at rates where the value associated with the card exceeds the inventory value. In "Holding Ball Restriction," prize redemption will only be accepted using held balls at rates where the value associated with the card exceeds the inventory value.

[0219] <Configuration of the prize management device 300> Next, the configuration of the prize management device 300 shown in Figure 20 will be described. Figure 21 is a functional block diagram showing the configuration of the prize management device 300 shown in Figure 20. As shown in Figure 21, the prize management device 300 is connected to a card reader / writer 61 and a receipt issuing unit 62, and has a display operation unit 64, a communication unit 65, a storage unit 310, and a control unit 320. Note that the explanation of the functional units, which are the same as those of the prize management device 60 shown in Figure 11, will be omitted.

[0220] The memory unit 310 is a storage device such as a hard disk drive or non-volatile memory, and stores prize management device data 66a, prize value data 66b, exchangeable quantity setting data 66c, rate display setting data 66d, other POS display setting data 66e, ownership value data 66f, prize inventory data 66g, in-store inventory data 66h, and exchange setting data 311.

[0221] Exchange setting data 311 is data that indicates the exchange setting that specifies how to handle the case when a card with a value greater than the inventory value is accepted. Exchange setting data 311 can be set to one of the following: "card return", "rate limit", "inventory limit", "storage limit", or "holding limit".

[0222] The control unit 320 is a control unit that controls the entire prize management device 300 and includes a setting management unit 67a, a value management unit 67b, a prize inventory management unit 67c, a prize selection control unit 67d, a receipt issuance processing unit 67e, an in-store inventory management unit 67f, a display control unit 67g, and an exchange control unit 321. In practice, programs corresponding to these functional units are stored in non-volatile memory such as ROM (not shown), and by loading and executing these programs on the CPU, the processes corresponding to the setting management unit 67a, the value management unit 67b, the prize inventory management unit 67c, the prize selection control unit 67d, the receipt issuance processing unit 67e, the in-store inventory management unit 67f, the display control unit 67g, and the exchange control unit 321 are made to execute, respectively.

[0223] The exchange control unit 321 is a processing unit that controls prize exchange when it receives a card associated with a value greater than the inventory value. Based on the settings in the exchange setting data 311, the exchange control unit 321 controls prize exchange by "card return," "rate limit," "inventory limit," "stored token limit," or "token limit."

[0224] Next, an example of data stored in the memory unit 310 of the prize management device 300 shown in Figure 21 will be explained. Figure 22 is a diagram showing an example of the exchange setting data 311 shown in Figure 21. The exchange setting data 311 shown in Figure 21 indicates that the exchange setting is "inventory limit".

[0225] <An example of display in the prize management device 300 according to Embodiment 2> Next, an example of the display in the prize management device 300 according to this second embodiment will be described. Figure 23 is a diagram showing an example of the display in the prize management device 300 according to this second embodiment.

[0226] Figure 23 shows how the number of balls held, stored, and total number associated with the card, as well as the number of balls and medals that can be exchanged for prizes, are displayed.

[0227] Specifically, for "4-yen pachinko," it displays "Current balls: 5,000," "Stored balls: 10,000," "Total: 15,000," and "Up to 12,500 balls can be exchanged." In "4-yen pachinko," the value associated with the card is greater than the actual inventory value, so the number of balls that can be exchanged is displayed.

[0228] Note that the number of balls that can be exchanged is not displayed for rates other than "4 yen pachinko". For example, in "2 yen pachinko", it displays "Balls held: 0", "Balls stored: 16050", and "Total: 16050". This is because, in "2 yen pachinko", the value associated with the card is less than the inventory value.

[0229] As described above, the prize management system according to this second embodiment is configured to limit the number of balls that can be exchanged for prizes based on the exchange settings and display a message when a card with a value greater than the inventory value is received, thereby enabling players to exchange prizes smoothly and efficiently.

[0230] Furthermore, the configurations illustrated in each of the above embodiments are functionally schematic and do not necessarily have to be physically represented as shown. In other words, the distributed and integrated forms of each device are 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]

[0231] The prize management system, prize management device, and prize management method according to the present invention are suitable for situations where players can exchange prizes smoothly and efficiently. [Explanation of Symbols]

[0232] 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 17 Control Unit 17a Data Management Department 18 Gaming Management Department 18a Authentication Processing Unit 18b Authentication Key Management Department 18c Gaming Machine Status Management Department 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 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 Prize Management Device Data 55d Member Management Data 55e Prize Value Data 55f Inventory threshold data 55g Replaceable quantity setting data 55h Rate Display Settings Data 55i Other POS display settings data 55j In-store inventory data 56 Control Unit 56a Card Management Department 56b Equipment management department 56c Membership Management Department 56d Settings Management Department 56e In-store Inventory Management Department 56f Judgment section 56g notification section 60 Prize Management Device 61 Card Reader / Writer 62 Receipt Issuance Department 64 Display operation section 65 Communications Department 66 Memory section 66a Prize management device data 66b Prize Value Data 66c Number of replaceable items setting data 66d Rate Display Settings Data 66e Other POS display settings data 66f Holding Value Data 66g Prize Inventory Data 66h In-store inventory data 67 Control Unit 67a Settings management section 67b Value Management Department 67c Prize Inventory Management Department 67d Prize Selection Control Unit 67e Receipt Issuance Processing Unit 67f In-store Inventory Management Department 67g Display Control Unit 80 Prize dispensing device 100 Prize Management Device 200 Management device 210 Storage section 211 Inventory threshold data 220 Control Unit 221 Judgment section 300 Prize Management Device 310 Storage section 311 Exchange setting data 320 Control Unit 321 Replacement Control Unit

Claims

1. A prize management system having a prize management device that processes the number of game media held by players into prizes, The aforementioned prize management device is A means for obtaining the number of items in stock of the aforementioned prize, A calculation means for calculating the number of game tokens for each rate that can be exchanged for the prizes obtained by the acquisition means, A display control means that controls the display of the number of game tokens for each rate calculated by the calculation means on the standby screen of a predetermined display unit. Equipped with, The display control means is If the number of prizes stored in the prize storage machine is less than or equal to a predetermined number, the number of game tokens for each rate calculated by the calculation means is displayed on the standby screen of a predetermined display unit. A prize management system characterized by the following features.

2. A prize management system having a prize management device that processes the number of game media held by a player into prizes, The aforementioned prize management device is A means for obtaining the number of items in stock of the aforementioned prize, A calculation means for calculating the number of game tokens for each rate that can be exchanged for the prizes obtained by the acquisition means, A display control means that controls the display of the number of game tokens for each rate calculated by the calculation means on the standby screen of a predetermined display unit. Equipped with, The display control means is A prize management system characterized in that, when the amount corresponding to the number of prizes stored in the prize storage machine for storing the prizes is less than or equal to a predetermined amount, it displays on the standby screen of a predetermined display unit the number of game media for each rate calculated by the calculation means.

3. A prize management system having a prize management device that processes the number of game media held by a player into prizes, The aforementioned prize management device is A means for obtaining the number of items in stock of the aforementioned prize, A calculation means for calculating the number of game tokens for each rate that can be exchanged for the prizes obtained by the acquisition means, A display control means that controls the display of the number of game tokens for each rate calculated by the calculation means on the standby screen of a predetermined display unit. Equipped with, The display control means is A prize management system characterized in that, when the amount corresponding to the number of prizes stored in the prize storage machine that stores the prizes is less than or equal to a predetermined amount, the system displays the name or location of another prize management device on the standby screen of a predetermined display unit, where the amount is not less than or equal to a predetermined amount.

4. A prize management system having a prize management device that processes the number of game media held by a player into prizes, The aforementioned prize management device is A means for obtaining the number of items in stock of the aforementioned prize, A calculation means for calculating the number of game tokens for each rate that can be exchanged for the prizes obtained by the acquisition means, A display control means that controls the display of the number of game tokens for each rate calculated by the calculation means on the standby screen of a predetermined display unit, A storage medium receiving means that receives a storage medium associated with the number of game tokens acquired by a player, A control means that controls the storage medium to return the storage medium received by the storage medium receiving means when the number of game media associated with the storage medium is equal to or exceeds the number of game media for each rate calculated by the calculation means, or the number of game media. A prize management system characterized by having the following features.

5. The control means is The prize management system according to claim 4, characterized in that it controls the system to prevent the exchange of prizes at a predetermined rate if the number of game media at a predetermined rate associated with the storage medium is equal to or exceeds the number of game media at a predetermined rate calculated by the calculation means.

6. The control means is The prize management system according to claim 4, characterized in that, when the number of game media of a predetermined rate associated with the storage medium is equal to or exceeds the number of game media of a predetermined rate calculated by the calculation means, the system controls the system to enable prize exchange for the number of game media of a predetermined rate associated with the storage medium within the range of the number of game media of a predetermined rate calculated by the calculation means.

7. The acquisition means is, The prize management system according to any one of claims 1 to 6, characterized in that it acquires the number of prizes in stock stored in a prize storage machine for storing the aforementioned prizes.

8. A prize management device that exchanges the number of game media held by players for prizes, A means for obtaining the number of items in stock of the aforementioned prize, A calculation means for calculating the number of game tokens for each rate that can be exchanged for the prizes obtained by the acquisition means, A display control means that controls the display of the number of game tokens for each rate calculated by the calculation means on the standby screen of a predetermined display unit. Equipped with, The display control means is If the number of prizes stored in the prize storage machine is less than or equal to a predetermined number, the number of game tokens for each rate calculated by the calculation means is displayed on the standby screen of a predetermined display unit. A prize management device characterized by the following features.

9. A prize management method in a prize management system having a prize management device that processes the number of game media held by players into prizes, The prize management device includes an acquisition step of acquiring the inventory quantity of the prizes, The prize management device includes a calculation step for calculating the number of game tokens for each rate that can be exchanged for the prizes acquired in the acquisition step, The prize management device includes a display control process that controls the display of the number of game tokens for each rate calculated by the calculation process on the standby screen of a predetermined display unit. Includes, The aforementioned display control step is: If the number of prizes stored in the prize storage machine is less than or equal to a predetermined number, the number of game tokens for each rate calculated in the calculation process is displayed on the standby screen of a predetermined display unit. A prize management method characterized by the following features.

Citation Information

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