Gaming system, gaming device, and method for displaying the number of playable games
Patent Information
- Application Number
- JP2025229555
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-12-04
- Publication Date
- 2026-10-16
- Estimated Expiration
- 2041-11-02
AI Technical Summary
【0013】 本発明によれば、遊技客に対して再プレイ可能な遊技可能数を効率良く提示することができる。
Smart Images

Figure 0007936931000001 
Figure 0007936931000002 
Figure 0007936931000003
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming system, a gaming device, and a playable count display method capable of efficiently presenting the number of playable games that can be replayed to a player.
Background Art
[0002] Conventionally, in gaming parlors, gaming media are rented at a plurality of rental rates (hereinafter simply referred to as "rates") such as a 4-yen rate and a 1-yen rate, for example. When a player plays games with the rented gaming media and earns a number of gaming media, this earned number of gaming media is set as the possessed gaming media count (e.g., the number of possessed balls) for the corresponding rate. Further, if the player is a member of the gaming parlor, the earned number of gaming media can also be set as the stored gaming media count (e.g., the number of stored balls) for the corresponding rate.
[0003] Here, when a player has stored gaming media counts for a plurality of rates, a technique called "cross-entry" is known, in which the stored gaming media count of a certain rate (e.g., the 1-yen rate) is converted into the stored gaming media count of another rate (e.g., the 4-yen rate), so that, for example, the stored gaming media count of the 1-yen rate can be replayed on a gaming machine for the 4-yen rate (see Patent Document 1, for example). Similar to such stored gaming media counts, cross-entry between different rates is also possible for possessed gaming media counts.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, according to Patent Document 1 mentioned above, the number of replayable spins when transferring between stored game media of multiple rates, and the number of replayable spins when transferring between held game media of multiple rates, are displayed on the display unit of the inter-machine card processing machine. As a result, players have to calculate in their heads how many replayable spins are available, which prevents them from concentrating on the game. There is also the possibility that players may misinterpret the number of replayable spins.
[0006] The present invention has been made to solve the problems of the prior art described above, and aims to provide a gaming system, gaming device, and method for displaying the number of playable rounds that can be efficiently presented to the player. [Means for solving the problem]
[0007] To solve the above problems, the present invention provides a gaming system comprising: a sealed gaming machine that stores a first number of playable games used in the game; a gaming device that is connected to the gaming machine in a manner that allows communication and stores a second number of playable games that can be transferred to and from the first number of playable games; and a management device that manages a third number of playable games deposited in a gaming parlor. The aforementioned gaming device is The second number of playable games and multiple game types related to the recording medium held by the player medium An acquisition means for acquiring the third number of playable games related to the type, and a plurality of game media types acquired by the acquisition means The aforementioned Secondly, regarding the number of playable games and the types of multiple gaming media. The aforementioned A calculation method for determining the number of replays possible based on the third number of playable games, , a display control means for controlling the display of the operation display unit provided in the gaming device The calculation means comprises the plurality of game media types The aforementioned The second number of playable games 、 The second number of playable games for each specified type of gaming medium. Convert to, The aforementioned The third number of playable games for each of the multiple game media types, each relating to the predetermined game media type A means for converting the number of playable games into a third number of playable games, and a means for summing up the multiple second number of playable games converted by the means to determine the total number of playable games. In addition to calculating,The aforementioned Multiple converted by the playable number conversion means Third number of playable games sum death hand A means for calculating the total number of playable games for the third game, and the total number of playable games for the second game and The system includes a means for calculating the number of replayable games based on the total number of games that can be played, and the means for calculating the number of replayable games calculates the number of games that can be played. Used Possible Na An upper limit has been set. Ori The total number of playable games in the third category is equal to the upper limit. exceed In that case, the total number of playable games in the second instance and With the aforementioned upper limit If total This is calculated as the number of times the game can be replayed. The display control means causes the total number of playable games for the second game, the total number of playable games for the third game, and the number of playable games for replays to be displayed on the operation display unit in an identifiable manner. It is characterized by the following.
[0008] Furthermore, in the present invention, the gaming device further comprises setting means for setting whether or not to permit the conversion from a second number of playable games related to a plurality of gaming media types to a second number of playable games related to a predetermined gaming media type, and whether or not to permit the conversion from a third number of playable games related to a plurality of gaming media types to a third number of playable games related to a predetermined gaming media type, and the playable game conversion means performs the conversion from the second number of playable games related to the first gaming media type to the second number of playable games related to the predetermined gaming media type, provided that the conversion from the second number of playable games related to the first gaming media type to the second number of playable games related to a predetermined gaming media type is permitted, and also performs the conversion from the third number of playable games related to the first gaming media type to the third number of playable games related to a predetermined gaming media type 3 The method is characterized by performing a conversion from the third number of playable games related to the first type of game medium to the third number of playable games related to a predetermined type of game medium, provided that the conversion to the number of playable games is permitted.
[0010] Furthermore, in the above invention, The display control means , the total number of playable games in the second category, the total number of playable games in the third category 、 The number of replayable games in the second game mentioned above. and The number of replayable games in the third game mentioned above 、on the operation display unit Each can be identified display Let .
[0011] Further, the present invention is a gaming apparatus that is communicatively provided alongside an enclosed-type gaming machine storing a first playable number used for games and a management apparatus managing a third playable number deposited at a game parlor, and stores a second playable number that can be mutually shifted with the first playable number, the gaming apparatus relating to a plurality of game medium types associated with a recording medium possessed by a player, the second playable number and a plurality of games medium acquisition means for acquiring the third playable number relating to the type, and the plurality of game medium types acquired by the acquisition means The aforementioned the second playable number and the plurality of game medium types relating to The aforementioned calculation means for calculating a replayable number based on the third playable number, and , a display control means for controlling the display of the operation display unit provided in the gaming device comprising, wherein the calculation means relates to the plurality of game medium types The aforementioned the second playable number 、 the second playable number relating to a predetermined game medium type respectively Convert to, the The third number of playable games for each of the multiple game media types, each relating to the predetermined game media type playable number conversion means for converting to the third playable number, and a total sum of the second playable numbers by adding up the plurality of second playable numbers converted by the playable number conversion means In addition to calculating, the Multiple converted by the playable number conversion means third playable number sum and hand playable number total calculation means for calculating the total sum of the third playable numbers, and the total sum of the second playable numbers and replayable number calculation means for calculating the replayable number based on the total sum of the third playable numbers, wherein the replayable number calculation means replays the third playable number Used possible Na an upper limit value is set Ori , the total sum of the third playable numbers is the upper limit value exceed in the case, the total sum of the second playable numbers and With the aforementioned upper limit sum total is calculated as the replayable number The display control means causes the total number of playable games for the second game, the total number of playable games for the third game, and the number of playable games for replays to be displayed on the operation display unit in an identifiable manner. .
[0012] Further, the present invention relates to a playable number display method in a gaming system, which has an enclosed-type gaming machine that stores a first playable number used for games, a gaming device that is provided in communication with the gaming machine and stores a second playable number that can be mutually transferred with the first playable number, and a management device that manages a third playable number deposited at a gaming parlor, the method comprising: The aforementioned gaming device, related to a plurality of gaming medium types associated with a recording medium possessed by a game player The aforementioned the second playable number and a plurality of game medium an obtaining step of obtaining the third playable number related to the types, and the The gaming device is the aforementioned related to the plurality of gaming medium types obtained by the obtaining step The aforementioned the second playable number and related to the plurality of gaming medium types The aforementioned a calculating step of calculating a replayable number based on the third playable number, and The game device includes a display control step that controls the display of an operation display unit provided in the game device. wherein the calculating step includes, related to the plurality of gaming medium types The aforementioned the second playable number 、 the second playable number each related to a predetermined gaming medium type Convert to, the The third number of playable games for each of the multiple game media types, each relating to the predetermined game media type a playable number converting step of converting the second playable numbers into the third playable number, and summing the plurality of second playable numbers converted by the playable number converting step to obtain a total of the second playable numbers In addition to calculating, the Multiple converted by the playable number conversion process third playable number sum and hand a total playable number calculating step of calculating a total of the third playable numbers, and based on the total of the second playable numbers and a replayable number calculating step of calculating the replayable number based on the total of the third playable numbers, wherein the replayable number calculating step is configured to replay the third playable number Used possible Na an upper limit value is set Ori , and when the total of the third playable numbers reaches the upper limit value exceed , the sum of the total of the second playable numbers and With the aforementioned upper limit the sum total is calculated as the replayable number In the display control step, the total number of second playable games, the total number of third playable games, and the number of replayable games are displayed on the operation display unit in an identifiable manner. . [[ID=48】[Advantageous Effects of Invention]
[0013] According to the present invention, it is possible to efficiently present to the player the number of games they can play again. [Brief explanation of the drawing]
[0014] [Figure 1] Figure 1 is an explanatory diagram illustrating the overview of the gaming system according to Embodiment 1. [Figure 2] Figure 2 is a diagram showing the system configuration of the gaming system according to Embodiment 1. [Figure 3] Figure 3 shows the external configuration of the inter-machine card processing machine and gaming machine shown in Figure 2. [Figure 4] Figure 4 shows the configuration of the inter-machine card processing machine shown in Figure 2. [Figure 5] Figure 5 shows an example of the device status data and card data shown in Figure 4. [Figure 6] Figure 6 shows an example of the stored ball usage limit data, entry setting data, display setting data, and entry conversion data shown in Figure 4. [Figure 7] Figure 7 shows the configuration of the gaming machine shown in Figure 2. [Figure 8] Figure 8 shows the configuration of the control device shown in Figure 2. [Figure 9] Figure 9 shows an example of the card management data, device management data, and member management data shown in Figure 7. [Figure 10] Figure 10 shows an example of the stored ball usage limit data, entry setting data, and display setting data shown in Figure 7. [Figure 11] Figure 11 is a diagram (part 1) showing an example of the display of the number of balls inserted in an inter-machine card processing machine according to Embodiment 1. [Figure 12] Figure 12 is a diagram (part 2) showing an example of the display of the number of balls inserted in the inter-machine card processing machine according to Embodiment 1. [Figure 13] Figure 13 is a diagram (part 3) showing an example of the display of the number of balls inserted in the inter-machine card processing machine according to Embodiment 1. [Figure 14]Figure 14 is a diagram (part 4) showing an example of the display of the number of balls inserted in the inter-machine card processing machine according to Embodiment 1. [Figure 15] Figure 15 is a flowchart showing the procedure for processing the number of balls entered by the inter-machine card processing machine according to Embodiment 1. [Figure 16] Figure 16 is an explanatory diagram illustrating the overview of the gaming system according to Embodiment 2. [Figure 17] Figure 17 is a diagram (part 1) showing an example of the display of the number of balls inserted in an inter-machine card processing machine according to Embodiment 2. [Figure 18] Figure 18 is a diagram (part 2) showing an example of the display of the number of balls inserted in the inter-machine card processing machine according to Embodiment 2. [Figure 19] Figure 19 is a diagram (part 3) showing an example of the display of the number of balls inserted in an inter-machine card processing machine according to Embodiment 2. [Figure 20] Figure 20 is a diagram (part 4) showing an example of the display of the number of balls inserted in the inter-machine card processing machine according to Embodiment 2. [Modes for carrying out the invention]
[0015] [Embodiment 1] The following describes in detail the gaming system, gaming device, and method for displaying the number of playable games according to this embodiment 1. Figure 1 is an explanatory diagram of the overview of the gaming system according to this embodiment 1.
[0016] In this specification, "balls held" refers to data indicating the balls a player has won in a game, which can only be used again on the same day (before the closing time of the arcade). "Number of balls held" refers to the number of balls a player has won in a game. "Stored balls" refers to data indicating the balls a player has deposited with the arcade, which can be used again on subsequent days (after the closing time of the arcade). "Number of stored balls" refers to the number of balls a player has deposited with the arcade. Balls held can be used by both general players and member players, and are used when moving to a different arcade machine, etc. Stored balls can, in principle, only be used by member players, and can be used on subsequent days. "Number of game balls" refers to the number of balls a player can use to play.
[0017] Furthermore, "held medals" refers to data indicating the medals a player has won in a slot machine, and which can only be used again for gameplay on the same day (before the arcade closes). "Number of held medals" refers to the number of medals a player has won through gameplay. "Stored medals" refers to data indicating the medals a player has deposited with the arcade, and which can be used again for gameplay on subsequent days (after the arcade closes). "Number of stored medals" refers to the number of medals a player has deposited with the arcade. Held medals can be used by both general players and member players, and are used when moving to a different arcade machine, etc. Stored medals can, in principle, only be used by member players, and can be used on subsequent days.
[0018] In the gaming system according to this embodiment 1, the transfer of the number of balls held between different rates is permitted, as is the transfer of the number of stored balls between different rates. As shown in Figure 1, when a member card held by a player who has registered as a member at the gaming parlor is inserted into the inter-machine card processing machine 10, the number of balls held and stored associated with this member card is converted to the desired rate and displayed as the number of balls available for replay. At this point, the actual number of balls held and stored has not been transferred, and the number of balls available for replay if the transfer had been performed is displayed.
[0019] Here, it is assumed that the number of balls held at a 4 yen rate is "100 balls", the number of balls held at a 2 yen rate is "50 balls", the number of balls held at a 1 yen rate is "80 balls", the number of stored balls at a 4 yen rate is "1000 balls", the number of stored balls at a 2 yen rate is "500 balls", and the number of stored balls at a 1 yen rate is "1000 balls" associated with the membership card. Furthermore, it is assumed that the maximum number of stored balls that can be used is set to "5000 balls".
[0020] In this situation, if a player selects the "1 yen rate" as the predetermined rate, the number of balls held will be "580 balls (= 100 balls x 4 + 50 balls x 2 + 80 balls)", and the number of stored balls will be "6000 balls (= 1000 balls x 4 + 500 balls x 2 + 1000 balls)". The number of balls available for replay will then be the sum of the held balls and stored balls, resulting in "6580 balls (= 580 balls + 6000 balls)".
[0021] However, if the maximum number of stored balls that can be used is set to "5000 balls," then the number of stored balls, "6000 balls," will exceed the limit of "5000 balls." Therefore, only these "5000 balls" can be added to the number of available replays. As a result, the total of stored balls and current balls, "5580 balls (= 5000 balls + 580 balls)," will be displayed as the number of available replays.
[0022] The number of available replays can be displayed in four ways: "Total Display," "Individual Display," "Display by Owned Balls / Stored Balls," and "Display by All Rates." "Total Display" is a display method that shows the total number of available replays, including both owned and stored balls. "Individual Display" is a display method that shows the number of available replays for owned balls and stored balls separately. "Display by Owned Balls / Stored Balls" is a display method that shows the number of available replays for owned balls and stored balls on separate screens. "Display by All Rates" is a display method that shows the number of available replays for each rate of owned and stored balls, and it is possible to select the combination of rates for which the number of balls to be displayed will be selected.
[0023] Thus, the gaming system according to this embodiment 1, when cross-referencing between different rates for the number of balls held and the number of balls stored is permitted, clearly indicates the number of replays possible, eliminating mental calculations by the player and allowing the player to concentrate on playing the game.
[0024] <System Configuration> Next, the system configuration of the gaming system according to this embodiment 1 will be described. Figure 2 is a diagram showing the system configuration of the gaming 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.
[0025] The inter-machine card processing machine 10 is connected to the store's network, which is a communication line, via the island controller 30. The island controller 30, management device 50, prize management device 60, and settlement machine 70 are connected to the communication line.
[0026] The gaming machine 20 is a device that allows players to play by launching game balls, which are sealed inside the device, onto the game board. These game balls are physical "balls" used in the game and are different from "game balls" that the gaming machine 20 treats as data. The game board of the gaming machine 20 is provided with multiple prize areas (prize slots), and a predetermined number of game balls are awarded as prizes based on when a game ball passes through these prize areas. The game board is also provided with a predetermined number of starting areas (start slots), and a predetermined lottery is conducted based on when a game ball passes through these starting areas. If the lottery is a jackpot, predetermined movable parts are activated to improve the probability of the game ball passing through the aforementioned prize areas or other starting areas, thereby providing an advantage in the game. There may also be areas that serve as both starting areas and prize areas.
[0027] The prize-winning areas are equipped with prize-winning sensors to detect when a game ball passes into them. The prize-winning sensors detect when a game ball is played into a prize-winning area (i.e., wins a prize). The control unit of the gaming 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 game ball count memory that shows the number of game balls. The control unit of the gaming machine 20 also periodically transmits the number of game balls to the inter-machine card processing machine 10.
[0028] When the inter-machine card processing machine 10 receives a deposit from a player, it associates the prepaid value corresponding to the deposit amount with the identification information (card ID) of the card stored inside the machine. This prepaid value can be used to dispense game balls. The inter-machine card processing machine 10 can also accept the insertion of a card associated with the prepaid value, number of balls held, number of stored balls, etc. When the game ends, it ejects the card associated with the prepaid value, number of balls held, number of stored balls, etc., and returns it to the player. The inter-machine card processing machine 10 also transmits the history of operations such as deposit, card insertion, and card ejection to the management device 50.
[0029] 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.
[0030] Out data corresponds to the number of balls played by the player onto the game board. Safe data corresponds to the number of balls awarded for winning. Special prize data indicates the status of the game machine 20, such as a jackpot. Each piece of data is transmitted to the management device 50 via the inter-machine card processing machine 10, and the management device 50 can obtain a history of the game machine 20's operation by accumulating the out data, safe data, and special prize data.
[0031] The inter-machine card processing machine 10 accepts deposits, dispenses game balls, communicates with the management device 50, and communicates with the game machines 20. When the inter-machine card processing machine 10 receives banknotes inserted by a player, it sends a deposit notification including the deposit amount to the management device 50, adding the equivalent prepaid value to the prepaid value managed by the management device 50. Then, when a predetermined ball dispensing operation is performed, it sends a ball dispensing request to the management device 50, deducting the prepaid value managed by the management device 50, notifying the game machine 20 of the number corresponding to the deducted prepaid value, and adding it to the number of game balls.
[0032] Furthermore, when the inter-machine card processing machine 10 receives a card insertion notification, it sends a card insertion notification to the management device 50. Also, when the inter-machine card processing machine 10 receives the balance of prepaid value, balls held, or stored balls from the management device 50, it stores the balance. When it receives and stores the balance of balls held, it sends a ball deduction request to the management device 50, thereby clearing the balance of balls held (number of balls held) managed by the management device 50 to zero.
[0033] Furthermore, when the inter-machine card processing machine 10 receives data on the maximum amount of stored balls to be used, the entry setting data, and the display setting data from the management device 50, it stores the received data on the maximum amount of stored balls to be used, the entry setting data, and the display setting data. There are four display settings: "total display," "individual display," "display by held balls / stored balls," and "display of all rates."
[0034] Furthermore, when a card is inserted, the inter-machine card processing machine 10 converts the number of balls held and stored associated with the card into the rate for the game type set in the inter-machine card processing machine 10, and displays the number of available replays based on the set display settings. At this stage, no transfer processing is performed across rates, and only the number of available replays is calculated. When a player performs a replay operation and a transfer across rates is necessary, the transfer processing for the required number of stored balls or held balls is performed.
[0035] Furthermore, if the inter-machine card processing machine 10 accepts a rate selection via the entry rate selection when the display setting is other than displaying all rates (for example, the 1 yen rate), it converts the number of balls held and stored for each rate associated with the card to this rate (for example, the 1 yen rate) and displays the number of replayable balls based on the pre-set display setting.
[0036] Furthermore, if the inter-machine card processing machine 10 is set to "Display all rates" and accepts a change in combination due to the selection of the entry rate, it will change and display the combination of the number of balls held and the number of stored balls.
[0037] 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 has it added 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 has it added to the number of game balls.
[0038] 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.
[0039] Furthermore, 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.
[0040] The island controller 30 is a device that bundles a group of gaming machines 20 and inter-machine card processing machines 10 installed on a gaming island, and relays various information to the management device 50.
[0041] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it manages the identification information of the inserted card (hereinafter referred to as "card ID") in association with the inter-machine card processing machine 10, and transmits the prepaid value and balance of tokens associated with the card ID to the inter-machine card processing machine 10. Furthermore, if the card ID indicated in the card insertion notification is the card ID of a member card, it transmits the token replay data to the inter-machine card processing machine 10.
[0042] Furthermore, when the management device 50 receives a request to deduct balls from the inter-machine card processing machine 10, it clears the balance of balls to zero, and when it receives a request to add balls from the inter-machine card processing machine 10, it adds the number of balls indicated in the ball addition request to the balance of balls.
[0043] Furthermore, when the management device 50 receives a ball dispensing request from the inter-machine card processing machine 10, it subtracts a predetermined value from the prepaid value associated with the card ID and transmits permission to dispense balls to the inter-machine card processing machine 10. When it receives a request to replay stored balls, it transmits stored ball replay data to the inter-machine card processing machine 10.
[0044] Furthermore, if the management device 50 receives a card ID from the prize management device 60, it notifies the prize management device 60 of the number of balls associated with this card ID. In addition, if it receives a card ID from the payment machine 70, it notifies the payment machine 70 of the prepaid value associated with this card ID.
[0045] Furthermore, the management device 50 obtains the gaming machine ID from the inter-machine card processing machine 10 and manages the gaming machines 20 installed in its own store. It then obtains an authentication key for authenticating the gaming machines 20 set up in its own store from an authentication key management center (not shown) outside the gaming store and distributes it to the inter-machine card processing machine 10.
[0046] Furthermore, the management device 50 manages member management data of members registered with the amusement parlor. Specifically, it manages the number of stored tokens, PINs, and names, etc., in association with the member card ID issued to the member.
[0047] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it transmits stored ball replay data, including the number of stored balls and the PIN corresponding to the card ID indicated in the card insertion notification, to the inter-machine card processing machine 10.
[0048] Furthermore, if the management device 50 receives a request to replay stored balls from the inter-machine card processing machine 10, it subtracts a predetermined number of stored balls associated with the card ID indicated in the request to replay stored balls, and transmits the stored ball replay data, including the number of stored balls after the subtraction, to the inter-machine card processing machine 10.
[0049] For example, if the game type for stored balls used in the gaming machine 20 is Ball 1 (4 yen rate), and the management device 50 associates the number of stored balls for Ball 1 (4 yen rate) as "200 balls" and the number of stored balls for Ball 2 (2 yen rate) as "300 balls", and "125 balls" are dispensed in one stored ball replay request, then the number of stored balls for Ball 1 (4 yen rate) will become "75 balls (=200 balls - 125 balls)" after the first stored ball replay request. Therefore, in such cases, the transfer process across rates is not performed.
[0050] In response to this, if a second request for replay with stored balls is received, the number of stored balls for Ball 1 (4 yen rate) of "75 balls" is insufficient. Therefore, for example, "100 balls" from the number of stored balls for Ball 2 (2 yen rate) of "300 balls" is converted to "50 balls" for Ball 1 (4 yen rate) and added to the number of stored balls for Ball 1 (4 yen rate), resulting in "125 balls" for Ball 1 (4 yen rate) and "200 balls" for Ball 2 (2 yen rate). As a result, a replay permission signal is sent to the inter-machine unit, and the number of stored balls for Ball 1 (4 yen rate) becomes "0 balls" and the number of stored balls for Ball 2 (2 yen rate) becomes "200 balls". The same process of carrying over stored balls across game types is carried out. In the case of held balls, the inter-machine card processing machine 10 similarly carries out the carrying over of held balls across game types for replay.
[0051] Furthermore, if the management device 50 receives an inquiry from the prize management device 60 regarding the number of stored balls, it notifies the prize management device 60 of the number of stored balls corresponding to the specified card ID.
[0052] The prize management device 60 is a terminal device for prize exchange located next to the prize exchange counter in the amusement store, and it processes prize exchanges for stored balls and balls held. This prize management device 60 is connected to a card reader that reads the card ID recorded on the card and a prize dispensing device that dispenses prizes. When the prize management device 60 reads a card ID from a general card or a membership card, it transmits the card ID to the management device 50 and requests the number of balls held for that card ID. Also, when exchanging stored balls for prizes, it requests the number of stored balls from the management device 50.
[0053] When a card with associated prepaid value is inserted, the payment machine 70 transmits the card ID of the card to the management device 50, retrieves the prepaid value associated with the card, and dispenses cash equivalent to the retrieved prepaid value.
[0054] <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.
[0055] 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 slot 12a that accepts various banknotes, a display operation unit 13 such as a touch panel display, a card slot 14a that accepts cards associated with a card ID, and a tapping unit 14b that accepts a mobile terminal held by a player in order to associate a unique ID. The tapping unit 14b also accepts a mobile terminal associated with a unique ID and reads the unique ID.
[0056] 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.
[0057] 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 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 balls held.
[0058] <Configuration of the inter-unit card processing machine 10> Next, the configuration of the inter-machine card processing machine 10 shown in Figure 2 will be described. Figure 4 is a diagram showing the configuration of the inter-machine card processing machine 10 shown in Figure 2. As shown in Figure 4, the inter-machine card processing machine 10 has a banknote transport unit 12, a display operation unit 13, a reader / writer 14, a communication unit 15, a storage unit 16, a control unit 17, and a game management unit 18.
[0059] 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.
[0060] The reader / writer 14 is a reading unit that reads the card ID from the card inserted into the card slot 14a and the unique ID from the mobile terminal held over the tapping unit 14b. The card inserted into the card slot 14a is stored in a card storage unit (not shown) via this reader / writer 14. The communication unit 15 is an interface unit for data communication with the management device 50 via the island controller 30.
[0061] The storage unit 16 is a storage device consisting of a hard disk drive, non-volatile memory, etc. The storage unit 16 stores self-device status data 16a, card data 16b, stored ball usage limit data 16c, entry setting data 16d, display setting data 16e, and entry conversion data 16f.
[0062] 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, gaming balls at a 4 yen rate are designated as "Ball 1," gaming balls at a 2 yen rate as "Ball 2," and gaming balls at a 1 yen rate as "Ball 3," and a game type name is set and managed for each rate. 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.
[0063] Card data 16b is data relating to the card being used by the player. Card data 16b includes card ID, PIN, prepaid value, number of balls held, number of 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 held balls and stored balls indicate their respective balances.
[0064] The stored ball usage limit data 16c indicates the maximum number of stored balls that can be used for replay. The transfer setting data 16d indicates whether the number of balls held and stored balls can be transferred between game types. The display setting data 16e indicates the display method when displaying the number of balls held and stored balls that can be replayed. The transfer conversion data 16f indicates the number of balls and the number of replayable balls after converting the number of balls held and stored balls into a transfer.
[0065] The game management unit 18 is a processing unit that performs authentication and communication with the gaming machine 20. It is preferable that this game management unit 18 be formed on a different circuit board from the control unit 17.
[0066] The game management unit 18 includes an authentication processing unit 18a, an authentication key management unit 18b, and a game 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 game machine state management unit 18c to execute their respective processes.
[0067] 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.
[0068] 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.
[0069] 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 the number of game balls held to the number of game balls when a replay with held balls is performed, sends a request to add to the number of game balls when a replay with stored balls is performed, 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 held to the number of game balls held by counting. Communication between the inter-machine card processing unit 10 and the gaming machine 20 uses encrypted communication using a predetermined encryption method.
[0070] 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.
[0071] 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.
[0072] The control unit 17 is a control unit that controls the inter-machine card processing machine 10 as a whole, and includes a self-device management unit 17a, a data management unit 17b, a game setting unit 17c, a display control unit 17d, and an entry / exit conversion unit 17e. In practice, by loading these programs into the CPU and executing them, the processes corresponding to the self-device management unit 17a, the data management unit 17b, the game setting unit 17c, the display control unit 17d, and the entry / exit conversion unit 17e are executed, respectively.
[0073] The self-device management unit 17a is a processing unit that manages the self-device status data 16a. The self-device management unit 17a stores the device ID and game type set for the self-device in the self-device status data 16a. The self-device management unit 17a stores the game machine ID received from the game machine 20 in the self-device status data 16a.
[0074] When a card is inserted, the data management unit 17b 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 17b receives data from the management device 50 that includes a monetary value (at least one of the prepaid value, number of balls held, and number of stored balls), it updates the card data 16b with the received monetary value.
[0075] Furthermore, if a banknote is inserted into the banknote slot 12a, the data management unit 17b 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.
[0076] Furthermore, when a player performs a ball dispensing operation, the data management unit 17b 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 17b 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.
[0077] Furthermore, if the number of stored balls indicated in the card data 16b is equal to or greater than the number of stored ball replay units, the data management unit 17b displays a stored ball replay button on the display operation unit 13 and makes it possible to accept a stored ball replay operation. Also, if the number of stored balls is equal to or greater than the number of stored ball replay units due to crossing rate levels, the stored ball replay button is displayed on the display operation unit 13 and makes it possible to accept a stored ball replay operation.
[0078] When a player performs a stored ball replay operation, the data management unit 17b 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, it updates the number of stored balls in the card data 16b and instructs the game management unit 18 to add the number of balls corresponding to the stored ball replay unit to the number of game balls in the game machine 20. For the first stored ball replay operation, the player is prompted 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.
[0079] Furthermore, if the data management unit 17b receives a request to replay the balls held, it updates the number of balls held in the card data 16b by subtracting the number of balls and instructs the game management unit 18 to add the corresponding number of balls to the number of game balls in the game machine 20.
[0080] The game setting unit 17c is a processing unit that manages the stored ball usage limit data 16c and the entry setting data 16d. When the game setting unit 17c receives the stored ball usage limit data and the entry setting data from the management device 50, it stores the received stored ball usage limit data as stored ball usage limit data 16c in the storage unit 16, and stores the received entry setting data as entry setting data 16d in the storage unit 16.
[0081] The display control unit 17d is a processing unit that controls the display of the number of balls entered and manages the display setting data 16e. When the display control unit 17d receives display setting data from the management device 50, it stores the received display setting data as display setting data 16e in the storage unit 16. There are four modes of display setting: "total display", "individual display", "display by balls held / stored", and "display of all rates".
[0082] Furthermore, if a card is inserted and the card data 16b is updated by the data management unit 17b, the display control unit 17d stores the game type from the device status data 16a in the game type of the input conversion data 16f and issues a conversion instruction to the input conversion unit 17e. Also, if the display setting data 16e is not "Display all rates", and the display operation unit 13 accepts a game type selected by the input rate, the display control unit 17d stores this game type in the game type of the input conversion data 16f and issues a conversion instruction to the input conversion unit 17e.
[0083] Furthermore, once the display control unit 17d receives a conversion completion response from the entry conversion unit 17e, it displays the entry conversion data 16f on the display operation unit 13 based on the display settings of the display setting data 16e.
[0084] Furthermore, if the display setting data 16e is set to "Display all rates", and the display operation unit 13 has received a request to change the combination based on the selection of the entry rate, the display control unit 17d changes the selected combination of the number of balls held and the number of stored balls in the entry conversion data 16f and displays it on the display operation unit 13.
[0085] The crossover conversion unit 17e is a processing unit that calculates the number of replayable balls through a crossover process that spans across different game types. When the crossover conversion unit 17e receives a conversion instruction from the display control unit 17d, it converts the number of balls held and stored in the card data 16b into the number of balls for the game type in the crossover conversion data 16f, and stores this converted number of balls and its total in the number of balls held and stored in the crossover conversion data 16f.
[0086] Furthermore, if the total number of stored balls in the transfer conversion data 16f is greater than the stored ball usage limit data 16c, the transfer conversion unit 17e stores the sum of the total number of balls held in the transfer conversion data 16f and the stored ball usage limit data 16c as the number of replayable balls in the transfer conversion data 16f. If the total number of stored balls in the transfer conversion data 16f is less than or equal to the stored ball usage limit data 16c, the transfer conversion unit 17e stores the sum of the total number of balls held in the transfer conversion data 16f and the total number of stored balls in the transfer conversion data 16f as the number of replayable balls in the transfer conversion data 16f. Then, the transfer conversion unit 17e passes a conversion completion response to the display control unit 17d.
[0087] Next, an example of data stored in the storage unit 16 of the inter-machine card processing machine 10 shown in Figure 4 will be described. Figures 5 and 6 show an example of the self-device status data 16a, card data 16b, stored ball usage limit data 16c, entry setting data 16d, display setting data 16e, and entry conversion data 16f shown in Figure 4.
[0088] 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 the game type of the inter-machine card processing machine 10 is "Ball 3".
[0089] The card data 16b shown in Figure 5(b) indicates that the ID of the card inserted into the inter-machine card processing machine 10 is "2001". Here, the first digit of the card ID indicates the type of card; a card with the first digit "1" is a general card, and a card with the first digit "2" is a member card. The card data 16b also indicates that the PIN for replaying stored tokens is "1234" and the prepaid value is "3000 units". Here, one unit of prepaid value is equivalent to 1 yen.
[0090] Furthermore, card data 16b indicates that ball 1 has "100 balls", ball 2 has "50 balls", ball 3 has "80 balls", ball 1 has "1000 balls", ball 2 has "500 balls", and ball 3 has "1000 balls".
[0091] The stored ball usage limit data 16c shown in Figure 6(a) indicates that the stored ball usage limit is set to "5000 balls". The transfer setting data 16d shown in Figure 6(b) indicates that both the transfer of held balls and the transfer of stored balls are "permitted". The display setting data 16e shown in Figure 6(c) indicates that the display mode is set to "All rates displayed".
[0092] The conversion data 16f shown in Figure 6(d) indicates that the game type is "Ball 3", Ball 1 has "400 balls", Ball 2 has "100 balls", Ball 3 has "80 balls", the total is "580 balls", Ball 1 has "4000 balls", Ball 2 has "1000 balls", Ball 3 has "1000 balls", the total number of stored balls is "6000 balls", and the number of balls available for replay is "5580 balls".
[0093] <Configuration of the gaming machine 20> Next, the configuration of the gaming machine 20 shown in Figure 2 will be described. Figure 7 is a diagram showing the configuration of the gaming machine 20 shown in Figure 2. As shown in Figure 7, 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.
[0094] 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.
[0095] 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.
[0096] 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.
[0097] 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.
[0098] 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.
[0099] 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 for the amusement parlor, if the player acquires a certain number 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.
[0100] 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.
[0101] 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.).
[0102] 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.
[0103] 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.
[0104] 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.
[0105] 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.
[0106] 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.
[0107] 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.
[0108] 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 uses a combination of the ID of the game control board and the ID of the game ball control board as its gaming machine ID.
[0109] <Configuration of the control device 50> Next, the configuration of the management device 50 shown in Figure 2 will be described. Figure 8 is a diagram showing the configuration of the management device 50 shown in Figure 2. As shown in Figure 8, 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.
[0110] The display unit 51 is a display device such as an LCD panel or display device. The input unit 52 is an input device such as a keyboard or mouse. The external network communication unit 53 is an interface unit for data communication with an authentication key management center (not shown) via an external network. The store network communication unit 54 is an interface unit for data communication with the island controller 30, prize management device 60 and settlement machine 70 within the gaming store via a communication line.
[0111] 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, member management data 55c, stored token usage limit data 55d, entry setting data 55e, and display setting data 55f.
[0112] Card management data 55a is data that associates the card ID with the balance of prepaid value, the number of tokens held, etc. Device management data 55b is data related to the devices installed in the amusement parlor. This device management data 55b includes the inter-machine card processing machine ID, installation location, game machine number, game machine ID, and game machine 20 model data, etc. Member management data 55c is data that associates the card ID of the membership card issued to the member with the number of tokens stored, etc.
[0113] The stored ball usage limit data 55d indicates the maximum number of stored balls that can be used for replay. The combined ball setting data 55e indicates whether the number of balls held and stored balls can be combined between different game types. The display setting data 55f indicates the display method when showing the number of balls held and stored balls that can be replayed.
[0114] The control unit 56 is a control unit that performs overall control of the management device 50 and includes a card management unit 56a, a device management unit 56b, a member management unit 56c, a game setting unit 56d, and a display setting unit 56e. In practice, by loading these programs into the CPU and executing them, the processes corresponding to the card management unit 56a, the device management unit 56b, the member management unit 56c, the game setting unit 56d, and the display setting unit 56e are executed, respectively.
[0115] The card management unit 56a is a processing unit that manages the card management data 55a. The card management unit 56a communicates with the inter-machine card processing machine 10, the prize management device 60, and the settlement machine 70 to update the prepaid value and balance of tokens associated with the card ID. In addition, when the card management unit 56a receives a card insertion notification from the inter-machine card processing machine 10 or a holding value inquiry from the prize management device 60, it notifies the card management unit 56a of the valuable value and balance of tokens associated with the card ID.
[0116] The device management unit 56b is a processing unit that manages the device management data 55b. The device management unit 56b generates and updates the device management data 55b based on the inter-machine card processing unit ID, installation location, and gaming machine ID obtained from the inter-machine card processing unit 10.
[0117] The Member Management Unit 56c is a processing unit that manages the Member Management Data 55c. 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.
[0118] 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.
[0119] The game setting unit 56d is a processing unit that manages the stored ball usage limit data 55d and the ball transfer setting data 55e. When the game setting unit 56d receives a setting for the stored ball usage limit from the input unit 52, it stores the received setting value in the stored ball usage limit data 55d and notifies the inter-machine card processing machine 10. When the game setting unit 56d receives a setting for ball transfer and stored ball transfer from the input unit 52, it stores the received setting in the ball transfer setting data 55e and notifies the inter-machine card processing machine 10.
[0120] The display setting unit 56e is a processing unit that manages the display setting data 55f. When the display setting unit 56e receives a display mode setting from the input unit 52, it stores the received setting in the display setting data 55f and notifies the inter-machine card processing machine 10. There are four types of display modes: "total display", "individual display", "display by held balls / stored balls", and "all rates display".
[0121] Next, we will explain a specific example of the data stored in the storage unit 55 of the management device 50 shown in Figure 8. Figures 9 and 10 show examples of the card management data 55a, device management data 55b, member management data 55c, stored ball usage limit data 55d, entry setting data 55e, and display setting data 55f shown in Figure 8.
[0122] In the card management data 55a shown in Figure 9(a), card ID "1001" is associated with a prepaid value of "0 units", the number of balls held for each rate of "0 balls", and the usage ID "A101". In other words, the card with card ID "1001" is inserted into the inter-machine card processing machine 10 with device ID "A101", and the management of the number of balls held has been transferred to the inter-machine card processing machine 10. For this reason, the number of balls held for each rate is zero.
[0123] Furthermore, in the card management data 55a, card ID "2001" is associated with a prepaid value of "3000 units", the number of balls held in ball 1 is "100 balls", the number of balls held in ball 2 is "50 balls", and the number of balls held in ball 3 is "80 balls", but the destination ID is not associated. In other words, the card with card ID "2001" is not inserted into the inter-machine card processing machine 10, and the number of balls held is managed by the management device 50.
[0124] The device management data 55b shown in Figure 9(b) indicates that for the inter-machine card processing machine 10 with ID "A101", 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 the serial number is "a". It also indicates that this game machine 20 is in use.
[0125] Furthermore, the device management data 55b indicates that for the inter-machine card processing machine 10 with ID "A201", its installation location is "Island 2-1", its gaming machine number is "21", the ID of the connected gaming machine 20 is "B506", the game type is "Ball 3", the model of gaming machine 20 is "DX03", and its serial number is "g". It also indicates that this gaming machine 20 is currently in use.
[0126] The member management data 55c shown in Figure 9(c) indicates the name, number of stored balls, etc., associated with the card ID. Specifically, the member management data 55c shows that for card ID "2001", the name is "Taro Toka", the number of stored balls in Ball 1 is "1000", the number of stored balls in Ball 2 is "500", and the number of stored balls in Ball 3 is "1000".
[0127] The stored ball usage limit data 55d shown in Figure 10(a) indicates that the stored ball usage limit is set to "5000 balls". The entry setting data 55e shown in Figure 10(b) indicates that both the entry of existing balls and the entry of stored balls are "permitted". The display setting data 55f shown in Figure 10(c) indicates that the display mode is set to "All rates displayed".
[0128] <An example of displaying the number of balls inserted in the inter-machine card processing machine 10 according to Embodiment 1> Next, an example of the display of the number of balls inserted into the machine using the inter-machine card processing machine 10 according to this embodiment 1 will be described. Figures 11 to 14 show an example of the display of the number of balls inserted into the machine using the inter-machine card processing machine 10 according to this embodiment 1. There are four display modes for the display settings: "total display," "individual display," "display by held balls / stored balls," and "display of all rates," so the case of setting each display will be described.
[0129] Figure 11 shows an example of the display when "combined display" is performed. As shown in Figure 11(a), the initial screen for displaying the number of balls entered shows the number of balls for "1 yen pachinko," which is the rate set in the inter-machine card processing machine 10, by adding the number of balls held and stored balls that can be replayed. Specifically, the number of balls held is displayed as "580 balls," the number of stored balls as "6000 balls," and the number of balls that can be replayed as "5580 balls." Here, since the maximum number of stored balls that can be used is set to "5000 balls," the number of stored balls that can be replayed as "5000 balls" is "5000 balls," and the number of replayable balls, when stored and held together, is "5580 balls."
[0130] To view other rates, select the arrow at the bottom of the screen. This will display the number of replays available converted to the selected rate. Specifically, if the right arrow at the bottom of the screen is operated, as shown in Figure 11(b), the number of balls will be displayed for "2 yen pachinko," showing "290 balls" in hand, "3000 balls" in stored balls, and "3290 balls" available for replays. In this case, the number of stored balls is "3000 balls," which does not exceed the maximum limit of 5000 balls for stored ball usage, so all of these 3000 balls are included in the number of replays available.
[0131] Figure 12 shows an example of the display when "individual display" is performed. As shown in Figure 12(a), the initial screen for displaying the number of balls entered shows the number of balls held and stored balls that can be replayed individually for "1 yen pachinko," which is the rate set in the inter-machine card processing machine 10. Specifically, the number of balls held is displayed as "580 balls," the number of stored balls as "6000 balls," the number of balls held that can be replayed as "580 balls," and the number of stored balls that can be replayed as "5000 balls."
[0132] To display other rates, select the arrow at the bottom of the screen. Specifically, if the right arrow at the bottom of the screen is operated, the number of balls will be displayed for "2 yen pachinko" as shown in Figure 12(b), with the number of balls held being "290 balls", the number of stored balls being "3000 balls", the number of balls that can be replayed with held balls being "290 balls", and the number of stored balls that can be replayed being "3000 balls".
[0133] Figure 13 shows an example of the display when "display by balls held / stored balls" is performed. As shown in Figure 13(a), in the initial screen for displaying the number of balls entered, the number of balls held and the number of stored balls that can be replayed are displayed on separate screens for "1 yen pachinko," which is the rate set in the inter-machine card processing machine 10. Specifically, on the screen related to stored balls, the number of stored balls is displayed as "6000 balls" and the number of balls that can be replayed is displayed as "5000 balls."
[0134] To display other rates, select the arrows at the bottom of the screen. Specifically, if the right arrow at the bottom of the screen is operated, the number of balls for "2 yen pachinko" will be displayed as shown in Figure 13(b), with the number of stored balls being "3000" and the number of balls available for replay being "3000". By continuing to select the arrows at the bottom of the screen, you can display the screen showing the number of balls that can be added to your current ball balance.
[0135] Figure 14 shows an example of the display when "All Rates Display" is enabled. As shown in Figure 14(a), the initial screen for displaying the number of balls played shows the number of balls for "1 yen pachinko," which is the rate set in the inter-machine card processing machine 10, divided into balls held, stored balls, and the number of balls available for replay. Specifically, the number of balls held at the 4 yen rate is displayed as "400 balls," the number of balls held at the 2 yen rate is displayed as "100 balls," the number of balls held at the 1 yen rate is displayed as "80 balls," the number of stored balls at the 4 yen rate is displayed as "4000 balls," the number of stored balls at the 2 yen rate is displayed as "1000 balls," the number of stored balls at the 1 yen rate is displayed as "1000 balls," and the number of balls available for replay is displayed as "5580 balls."
[0136] The initial screen of the "Ball Count Display" shows the number of balls converted to be eligible for transfer at all rates. However, selecting the arrow at the bottom of the screen changes the combination of rates that are eligible for transfer. Specifically, if the right arrow at the bottom of the screen is operated, as shown in Figure 14(b), the number of balls held at the 4 yen rate will be "0 balls", the number of balls held at the 2 yen rate will be "100 balls", the number of balls held at the 1 yen rate will be "80 balls", the number of balls stored at the 4 yen rate will be "0 balls", the number of balls stored at the 2 yen rate will be "1000 balls", the number of balls stored at the 1 yen rate will be "1000 balls", and the number of balls available for replay will be "2180 balls". In this case, the 2 yen rate and the 1 yen rate are displayed as eligible for transfer.
[0137] <Procedure for processing the number of balls entered by the inter-machine card processing machine 10 according to Embodiment 1> Next, the procedure for processing the number of balls entered by the inter-machine card processing machine 10 according to this embodiment 1 will be described. Figure 15 is a flowchart showing the procedure for processing the number of balls entered by the inter-machine card processing machine 10 according to this embodiment 1.
[0138] If a card is inserted (step S101; Yes), the inter-machine card processing machine 10 reads the card data and stores it in the card data 16b (step S102). The game type from the self-device status data 16a is stored in the game type of the cross-in conversion data 16f (step S103).
[0139] If the ball entry setting data 16d is "permitted" (step S104; Yes), the number of balls held for each rate in the card data 16b is converted to the rate of the game type in the entry conversion data 16f and stored in the number of balls held in the entry conversion data 16f (step S105).
[0140] If the transfer setting data 16d allows the transfer of stored balls (step S106; Yes), the balance of stored balls at each rate in the card data 16b is converted to the rate of the game type in the transfer conversion data 16f and stored in the number of stored balls in the transfer conversion data 16f (step S107).
[0141] If the total number of stored balls in the input conversion data 16f is greater than the stored ball usage limit data 16c (step S108; Yes), the sum of the total number of balls held in the input conversion data 16f and the stored ball usage limit data 16c is stored in the number of replayable balls in the input conversion data 16f (step S109).
[0142] If the total number of stored balls in the transfer conversion data 16f is less than or equal to the stored ball usage limit data 16c (step S108; No), the sum of the total number of balls held in the transfer conversion data 16f and the total number of stored balls in the transfer conversion data 16f is stored in the number of replayable balls in the transfer conversion data 16f (step S110).
[0143] Then, the input conversion data 16f is displayed (step S111). If a selection of game types to display is accepted (step S112; Yes), the accepted game types are stored in the game types of the input conversion data 16f (step S113), and the process proceeds to step S104. If a selection of game types to display is not accepted (step S112; No), the process ends.
[0144] As described above, in this embodiment 1, when the number of balls held and the number of stored balls are allowed to be transferred between different rates, the number of balls held and stored at each rate is converted to the selected rate, and the number of replayable balls is displayed based on the set display mode. This makes it possible to efficiently present the number of replayable game media to the player.
[0145] In the above embodiment 1, the case in which the display mode for the number of replayable spins is set by the management device 50 was described, but the present invention is not limited to this, and the inter-machine card processing machine 10 can also be configured so that the player can select the display mode.
[0146] Furthermore, in the above embodiment 1, when displaying the total number of replayable balls, the case in which the sum of the number of replayable balls held and the number of replayable balls stored is displayed was described, but the present invention is not limited to this, and it is also possible to display the breakdown of the number of replayable balls held and the breakdown of replayable balls stored together.
[0147] Furthermore, while Embodiment 1 described a case where the number of balls held and stored that can be replayed is displayed, the present invention is not limited to this, and it is also possible to display whether held balls or stored balls are being used during replay. In addition, it is possible to display a message when the player transitions from using held balls to using stored balls.
[0148] Furthermore, while Embodiment 1 described a case where the number of balls held and stored that can be replayed is displayed in the inter-machine card processing machine 10, the present invention is not limited to this, and the number of balls held and stored that can be replayed can also be displayed in devices such as a prize management device or a replay management terminal that sets the conditions for replaying.
[0149] [Embodiment 2] By the way, while Embodiment 1 described above deals with a sealed-type gaming machine that uses gaming balls, the present invention is not limited to this, and can also be configured to display the number of balls held and stored balls that can be replayed, including the held and stored balls of a revolving-type gaming machine. Embodiment 2 describes the case in which the number of balls held, held balls, and stored balls that can be replayed is displayed. For the sake of simplicity, it is omitted here, but it is also possible to display the number of balls held, held balls, stored balls, and stored balls that can be replayed.
[0150] <Overview of the gaming system according to Embodiment 2> First, an overview of the gaming system according to this second embodiment will be described. Figure 16 is an explanatory diagram illustrating the overview of the gaming system according to this second embodiment. In the gaming system according to this second embodiment, it is assumed that players are permitted to transfer their held balls, held tokens, and stored balls between different rates and between different gaming media.
[0151] As shown in Figure 16, when a membership card is inserted into the inter-machine card processing machine 10, the number of balls, tokens, and stored balls associated with this membership card are converted to the rate desired by the player, and the number of available replays is displayed.
[0152] Specifically, if a member has the following associated balances with their membership card: 100 balls at 4 yen each, 50 balls at 2 yen each, 80 balls at 1 yen each; 100 tokens at 20 yen each; 1000 stored balls at 4 yen each, 500 stored balls at 2 yen each, and 1000 stored balls at 1 yen each, and they select 1 yen pachinko as their entry rate, the number of balls / tokens will be displayed as "2580 balls (= 100 balls x 4 + 50 balls x 2 + 80 balls + 100 tokens x 20)", the number of stored balls will be "6000 balls (= 1000 balls x 4 + 500 balls x 2 + 1000 balls)", and the number of balls available for replay will be "7580 balls". The displayed number of stored balls, "6000 balls," exceeds the maximum number of stored balls that can be used, "5000 balls." Therefore, the total of "7580 balls," which is the sum of these "5000 balls" and the number of balls / medals held, will be displayed as the number of balls available for replay.
[0153] Furthermore, there are four ways to display the number of replayable balls: "Total Display," "Individual Display," "Display by Balls / Medals / Stored Balls," and "Display by All Rates." "Total Display" displays the total number of replayable balls, medals, and stored balls. "Individual Display" displays the number of replayable balls, medals, and stored balls individually. "Display by Balls / Medals / Stored Balls" displays the number of replayable balls, medals, and stored balls on separate screens. "Display by All Rates" displays the number of replayable balls for each rate of balls, medals, and stored balls, and allows you to select the combination of rates for which to display the number of balls.
[0154] Thus, the gaming system according to this second embodiment can indicate the number of transfers that can be made when transfers are permitted between different rates and between different gaming media for held balls, held tokens, and stored balls.
[0155] <An example of displaying the number of balls inserted in the inter-machine card processing machine 10 according to Embodiment 2> Next, an example of the display of the number of balls inserted in the inter-machine card processing machine 10 according to this second embodiment will be described. Figures 17 to 20 show an example of the display of the number of balls inserted in the inter-machine card processing machine 10 according to this second embodiment. There are four display modes for the display settings: "total display", "individual display", "display by balls / medals / stored balls", and "display of all rates".
[0156] Figure 17 shows an example of the display when "combined display" is performed. As shown in Figure 17(a), the initial screen for displaying the number of balls entered shows the number of balls for "1 yen pachinko," which is the rate set in the inter-machine card processing machine 10, by adding up the number of balls held, medals held, and stored balls that can be replayed. Specifically, the number of balls held / medals is displayed as "2580 balls," the number of stored balls is "6000 balls," and the number of replayable balls is "7580 balls." Here, since the maximum number of stored balls that can be used is set to "5000 balls," the number of stored balls that can be replayed is "5000 balls," and the total number of replayable balls when added to the number of balls held / medals is "7580 balls."
[0157] To view other rates, select the arrow at the bottom of the screen. This will display the number of replays available converted to the selected rate. Specifically, if the right arrow at the bottom of the screen is operated, as shown in Figure 17(b), for "2-yen pachinko," the number of balls / medals held will be "1290," the number of stored balls will be "3000," and the number of replays available will be "4290." In this case, the number of stored balls is "3000," which does not exceed the maximum number of stored balls that can be used, so these "3000 balls" are included in the number of replays available.
[0158] Figure 18 shows an example of the display when "individual display" is performed. As shown in Figure 18(a), the initial screen for displaying the number of balls and tokens entered displays the number of balls, tokens, and stored balls that can be replayed individually for the rate set in the inter-machine card processing machine 10, which is "1 yen pachinko". Specifically, the number of balls / tokens held is displayed as "2580 balls", the number of stored balls is displayed as "6000 balls", the number of balls / tokens that can be replayed is displayed as "2580 balls", and the number of stored balls that can be replayed is displayed as "5000 balls".
[0159] To view other rates, select the arrow at the bottom of the screen. Specifically, if the right arrow at the bottom of the screen is operated, as shown in Figure 18(b), the following will be displayed for "2-yen pachinko": the number of balls / medals held is "1290", the number of stored balls / medals is "3000", the number of balls / medals that can be replayed is "1290", and the number of stored balls that can be replayed is "3000".
[0160] Figure 19 shows an example of the display when "display by balls / medals / stored balls" is performed. As shown in Figure 19(a), in the initial screen for displaying the number of balls entered, the number of balls held, medals held, and stored balls that can be replayed are displayed on separate screens for "1 yen pachinko," which is the rate set in the inter-machine card processing machine 10. Specifically, on the screen related to balls / medals, the number of balls / medals held is displayed as "2580 balls," and the number of balls that can be replayed is displayed as "2580 balls."
[0161] To view other rates, select the arrow at the bottom of the screen. Specifically, if the right arrow at the bottom of the screen is operated, as shown in Figure 19(b), the number of balls / medals held will be displayed as "1290 balls" and the number of balls available for replay will be displayed as "1290 balls" for "2 yen pachinko". Furthermore, by continuing to select the arrows at the bottom of the screen, you can display the screen showing the number of balls added to your stored balls.
[0162] Figure 20 shows an example of the display when "All Rates Display" is enabled. As shown in Figure 20(a), the initial screen for displaying the number of balls played shows the "1 yen pachinko" rate, which is set in the inter-machine card processing machine 10, divided into the rates for balls held, medals held, and stored balls, as well as the number of balls that can be replayed. Specifically, the number of balls held is displayed as "400 balls" for the 4 yen rate, "100 balls" for the 2 yen rate, "80 balls" for the 1 yen rate, and "2000 balls" for the 20 yen rate. The number of stored balls is displayed as "4000 balls" for the 4 yen rate, "1000 balls" for the 2 yen rate, and "1000 balls" for the 1 yen rate. The number of balls that can be replayed is displayed as "7580 balls".
[0163] The initial screen for displaying the number of balls to be played shows the total number of balls converted to be played at all rates. However, selecting the arrow at the bottom of the screen changes the combination of rates that are eligible for play. Specifically, if the right arrow at the bottom of the screen is operated, as shown in Figure 20(b), the number of balls / medals held will be "0 balls" for the 4 yen rate, "100 balls" for the 2 yen rate, "80 balls" for the 1 yen rate, and "2000 balls" for the 20 yen rate. The number of stored balls will be "0 balls" for the 4 yen rate, "1000 balls" for the 2 yen rate, and "1000 balls" for the 1 yen rate, and the number of balls available for replay will be "4180 balls". In this case, the 2 yen rate, 1 yen rate, and 20 yen rate are displayed as the rates that are eligible for play.
[0164] As described above, in this second embodiment, when transfers between different rates and between different gaming media are permitted for held balls, held tokens, and stored balls, the balances of each rate for held balls, held tokens, and stored balls are converted to the selected rate, and the number of replayable balls is displayed based on the set display mode. This makes it possible to clearly indicate the number of transferable balls and tokens and to streamline the transition between gaming media.
[0165] It should be noted that 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 form of distribution and integration of each device is not limited to those shown, and all or part of them can be functionally or physically distributed and integrated in any unit according to various loads and usage conditions. [Industrial applicability]
[0166] The gaming system, gaming device, and method for displaying the number of playable games according to the present invention are suitable for efficiently presenting to players the number of playable games they can replay. [Explanation of Symbols]
[0167] 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 14b The part that holds up 15 Communications Department 16 Memory section 16a Device status data 16b Card Data 16c Stored token usage limit data 16d Access setting data 16e Display settings data 16f Entry Conversion Data 17 Control Unit 17a Own device management section 17b Data Management Department 17c Game Settings Section 17d Display Control Unit 17e Inbound / Outbound Conversion Section 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 Ball Count 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 Member Management Data 55d Data on the maximum amount of stored tokens that can be used 55e Access Setting Data 55f Display Settings Data 56 Control Unit 56a Card Management Department 56b Equipment management department 56c Membership Management Department 56d Game Settings Section 56e Display setting section 60 Prize Management Device 70 Payment machine
Claims
1. A gaming system comprising: a sealed gaming machine that stores a first number of playable games used in the game; a gaming device that is connected to the gaming machine in a manner that allows communication and stores a second number of playable games that can be transferred to and from the first number of playable games; and a management device that manages a third number of playable games deposited with a gaming parlor, The aforementioned gaming device is An acquisition means for acquiring the second number of playable games related to multiple game media types associated with a recording medium held by a player, and the third number of playable games related to multiple game media types, A calculation means for calculating the number of replayable games based on the second number of playable games for each of the multiple game media types acquired by the acquisition means and the third number of playable games for each of the multiple game media types, Display control means for controlling the display on the operation display unit provided in the gaming device Equipped with, The aforementioned calculation means is, A means for converting the number of playable games, which converts the second number of playable games for each of the multiple types of game media into a second number of playable games for each predetermined type of game media, and converts the third number of playable games for each of the multiple types of game media into a third number of playable games for each predetermined type of game media. A total number of playable games calculation means calculates the total number of second playable games by summing up a plurality of second playable games converted by the aforementioned number of playable games conversion means, and calculates the total number of third playable games by summing up a plurality of third playable games converted by the aforementioned number of playable games conversion means, A means for calculating the number of replayable games based on the total number of games that can be played in the second game and the total number of games that can be played in the third game. Equipped with, The means for calculating the number of replayable items is: A maximum value is set for the number of playable games described in the third section that can be used for replay. If the total number of playable games described in the third section exceeds the maximum value, the sum of the total number of playable games described in the second section and the maximum value is calculated as the number of playable games. The display control means causes the total number of playable games for the second game, the total number of playable games for the third game, and the number of playable games for replays to be displayed on the operation display unit in an identifiable manner. A gaming system characterized by the following features.
2. The aforementioned gaming device is The system further includes setting means for setting whether or not to allow the conversion of a second number of playable games for each of the multiple types of game media to a second number of playable games for each predetermined type of game media, and whether or not to allow the conversion of a third number of playable games for each of the multiple types of game media to a third number of playable games for each predetermined type of game media. The aforementioned means for converting the number of playable games is: Provided that the conversion from the second number of playable games for the first type of game medium to the second number of playable games for a predetermined type of game medium is permitted, the conversion from the second number of playable games for the first type of game medium to the second number of playable games for a predetermined type of game medium is performed, Provided that the conversion from the third number of playable games for the first type of gaming medium to the third number of playable games for a predetermined type of gaming medium is permitted, the conversion from the third number of playable games for the first type of gaming medium to the third number of playable games for a predetermined type of gaming medium is performed. The gaming system according to feature 1.
3. The display control means causes the total number of playable games for the second game, the total number of playable games for the third game, the number of playable games for the second game, and the number of playable games for the third game to be displayed on the operation display unit in an identifiable manner. The gaming system according to feature 1.
4. A gaming device that is installed in a manner that allows communication with a sealed gaming machine that stores a first number of playable games used in a game, and a management device that manages a third number of playable games deposited in a gaming parlor, and stores a second number of playable games that can be transferred to and from the first number of playable games, An acquisition means for acquiring the second number of playable games related to multiple game media types associated with a recording medium held by a player, and the third number of playable games related to multiple game media types, A calculation means for calculating the number of replayable games based on the second number of playable games for each of the multiple game media types acquired by the acquisition means and the third number of playable games for each of the multiple game media types, A display control means that controls the display of the operation display unit provided in the gaming device. Equipped with, The aforementioned calculation means is, A means for converting the number of playable games, which converts the second number of playable games for each of the multiple types of game media into a second number of playable games for each predetermined type of game media, and converts the third number of playable games for each of the multiple types of game media into a third number of playable games for each predetermined type of game media. A total number of playable games calculation means calculates the total number of second playable games by summing up a plurality of second playable games converted by the aforementioned number of playable games conversion means, and calculates the total number of third playable games by summing up a plurality of third playable games converted by the aforementioned number of playable games conversion means, A means for calculating the number of replayable games based on the total number of games that can be played in the second game and the total number of games that can be played in the third game. Equipped with, The means for calculating the number of replayable items is: A maximum value is set for the number of playable games described in the third section that can be used for replay. If the total number of playable games described in the third section exceeds the maximum value, the sum of the total number of playable games described in the second section and the maximum value is calculated as the number of playable games. The display control means causes the total number of playable games for the second game, the total number of playable games for the third game, and the number of playable games for replays to be displayed on the operation display unit in an identifiable manner. A gaming device characterized by the following features.
5. A method for displaying the number of playable games in a gaming system comprising: a sealed gaming machine that stores a first number of playable games used in the game; a gaming device that is connected to the gaming machine in a manner that allows communication and stores a second number of playable games that can be transferred to and from the first number of playable games; and a management device that manages a third number of playable games deposited with a gaming parlor, wherein The gaming device includes an acquisition step of acquiring the second number of playable games related to multiple gaming media types associated with a recording medium held by the player, and the third number of playable games related to multiple gaming media types. The gaming device includes a calculation step that calculates the number of replayable games based on the second number of playable games for each of the multiple game media types acquired in the acquisition step and the third number of playable games for each of the multiple game media types, The gaming device includes a display control process that controls the display of an operation display unit provided in the gaming device. Includes, The aforementioned calculation process is, A game playable number conversion step that converts the second number of playable games for each of the multiple game media types into a second number of playable games for each predetermined game media type, and converts the third number of playable games for each of the multiple game media types into a third number of playable games for each predetermined game media type, A total number of playable games calculation step which calculates the total number of second playable games by summing up the multiple second playable games converted in the above-mentioned number of playable games conversion step, and calculates the total number of third playable games by summing up the multiple third playable games converted in the above-mentioned number of playable games conversion step, A replayable number calculation step that calculates the number of replayable numbers based on the total number of playable numbers in the second and the total number of playable numbers in the third. Includes, The process for calculating the number of replayable plays is as follows: A maximum value is set for the number of playable games described in the third section that can be used for replay. If the total number of playable games described in the third section exceeds the maximum value, the sum of the total number of playable games described in the second section and the maximum value is calculated as the number of playable games. In the display control step, the total number of playable games for the second game, the total number of playable games for the third game, and the number of playable games for replays are displayed on the operation display unit in an identifiable manner. A method for displaying the number of playable games, characterized by the following features.
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