JP2010069081A - Game parlor system - Google Patents

Game parlor system Download PDF

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JP2010069081A
JP2010069081A JP2008240913A JP2008240913A JP2010069081A JP 2010069081 A JP2010069081 A JP 2010069081A JP 2008240913 A JP2008240913 A JP 2008240913A JP 2008240913 A JP2008240913 A JP 2008240913A JP 2010069081 A JP2010069081 A JP 2010069081A
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player
storage
payout
ball
balls
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JP5185036B2 (en
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Tatsuhiro Harada
竜大 原田
Masaru Shimizu
大 清水
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Daikoku Denki Co Ltd
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Daikoku Denki Co Ltd
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Abstract

<P>PROBLEM TO BE SOLVED: To provide a game parlor system capable of effectively detecting transfer among game machines in a game parlor in which replay with own balls counted by a counter for each game machine is permitted. <P>SOLUTION: In the game parlor system, regular stored balls and own balls are separately managed for each player. The game parlor system allows each game machine to execute the replay in which the regular stored balls are subtracted including a handling charge when the replay is performed with the regular stored balls, while the own balls are subtracted without the handling charge when the replay is performed with the own balls. On condition that the player's ID corresponding to each game machine is not changed when the player's ID is received and that the game machine's ID corresponding to each player is not changed either, it is determined that the transfer among game machines does not occur, and the replay with the own balls before reception of the player's ID is permitted. <P>COPYRIGHT: (C)2010,JPO&INPIT

Description

本発明は、遊技者が遊技場に預け入れた持玉による再遊技を台移動無という条件で許可する遊技場用システムに関する。   The present invention relates to a game hall system that permits a replay by a ball that has been deposited by a player at a game hall on the condition that no player moves.

今日、多くの遊技場では、遊技者の利便性の向上、或いは従業員の作業負担軽減等の為に遊技機毎に対応付けて計数機を設ける所謂台毎計数装置が設置されている(特許文献1、特許文献2参照)。
実用新案登録第2579792号公報 特許第4040709号公報
Nowadays, in many amusement halls, so-called counters for counting machines are provided in which a counter is provided in association with each gaming machine in order to improve the convenience of the player or reduce the work burden on the employee (patents). Reference 1 and Patent Reference 2).
Utility Model Registration No. 2579792 Japanese Patent No. 4040709

この様な台毎計数装置は、玉箱を運ぶという作業が無くなり、遊技者が玉箱を持ち運びしていないことを監視すれば、あとはシステム上で台移動を監視できるので、獲得玉による遊技をその獲得玉を獲得した遊技機のみ、或いは対応する遊技機種のみに限定する場合に非常に効果的である。特許文献2では、会員ID毎に対応する遊技機ID(台番)を監視することで、許容範囲内の台移動であれば獲得玉(持玉)を等価返却する再遊技(持玉遊技)を許容し、範囲外であれば持玉遊技を許容しない構成とすることを提案している。   Such a per-counter counting device eliminates the task of carrying a ball box, and if you monitor that the player is not carrying the ball box, you can monitor the movement of the table on the system. Is very effective when the game machine is limited to only the gaming machine that has obtained the acquired ball or only the corresponding gaming machine. According to Patent Document 2, a re-game (mochitama game) in which an acquired ball (mochitama) is equivalently returned by monitoring the gaming machine ID (player number) corresponding to each member ID if the table moves within an allowable range. It is proposed to adopt a configuration that does not allow the ball game if it is out of the range.

しかし、この様な管理形態とした場合、以下の様な不都合が生ずる。即ち、一般的に台毎計数装置を設けずに台移動を禁止する遊技場の場合、遊技者が同一遊技機を遊技する場合であっても、一度、遊技機から離れ、他の遊技者がその遊技機にて遊技した後に、もう一度、同一遊技機に戻って遊技する場合には、台移動とみなして持玉遊技を許容しない。これは、持玉遊技が同一遊技機にて継続して遊技することを条件とした遊技者への特典で有り、その特典を与えることで遊技場の利益を害せず(即ち、台移動後の売上を確保出来)、効率的に稼動を増加させる為であるが、この様な営業形態にしたい場合に、台毎計数装置に対応した遊技場において特許文献2の管理形態とすると、遊技者が他の遊技機にて遊技しなければ対応する台番が更新されない為、上記の様な挙動を台移動と判定出来ない。この場合、台番毎に対応する会員IDを管理すれば良いとも考えられるが、台番毎の管理のみでは複数の遊技機に渡って遊技する遊技者に対して対応出来ない。即ち、台番に自身のIDが対応付けられる程度の遊技を複数の遊技機に渡って行い、いずれかの遊技機にて持玉を得た後に、それまでに自身のIDを対応付けた遊技機に戻って遊技する場合に、そのいずれの遊技機に移動しても自身のIDが対応付けられている為、実質的に台移動を検知することが出来なくなる。   However, in the case of such a management form, the following inconvenience occurs. That is, in the case of a game hall that generally prohibits the movement of a table without providing a counter for each table, even if the player plays the same gaming machine, once the player has left the gaming machine, After playing with the gaming machine, when returning to the same gaming machine and playing again, it is regarded as a table movement and the holding game is not allowed. This is a privilege for players who are required to continue playing the same game machine on the same game machine, and do not harm the profit of the game hall by giving the privilege (that is, after moving the platform) In order to increase the operation efficiently, if you want to make such a sales form, if you use the management form of Patent Document 2 in the game hall corresponding to the counter for each unit, However, if the game machine does not play with other game machines, the corresponding machine number is not updated, and thus the above behavior cannot be determined as the machine movement. In this case, it is considered that the member ID corresponding to each machine number may be managed, but it is not possible to deal with a player who plays across a plurality of gaming machines only by managing each machine number. In other words, a game in which a player ID is associated with a player number is distributed to a plurality of gaming machines, and after obtaining a possession ball in one of the gaming machines, a game in which the player ID is associated with the game until then. When returning to the machine and playing a game, even if the game machine moves to any one of the game machines, its own ID is associated with it, so that it is substantially impossible to detect the movement of the table.

本発明は上記事情に鑑みてなされたもので、その目的は、台毎計数装置で計数した持玉の再遊技を許可する遊技場において効果的に台移動を検知することが可能な遊技場用システムを提供することにある。   The present invention has been made in view of the above circumstances, and its purpose is for a game hall capable of effectively detecting the movement of a table in a game field that permits the replay of the possession balls counted by the unit-by-unit counting device. To provide a system.

本発明は、遊技者が遊技場へと預け入れた遊技媒体である貯玉の数を遊技者に対応したIDである遊技者IDに対応付けて記憶する遊技者貯玉記憶手段と、遊技機に対応して設けられ、前記遊技者IDを受付けるID受付手段と、前記ID受付手段に対応して設けられ、前記ID受付手段が遊技者IDを受付けた状態で所定の再遊技操作を受付けた場合に、遊技媒体を再遊技媒体として払出す払出処理を行う払出手段と、前記払出手段による払出処理に基づいて前記遊技者貯玉記憶手段が記憶する貯玉数を更新する遊技者貯玉更新手段と、を備え、前記遊技者貯玉記憶手段は、普通貯玉と、当該普通貯玉よりも遊技者にとって有利な貯玉である特別貯玉とを区別可能に前記貯玉数を記憶し、前記払出手段は、少なくとも前記特別貯玉に対応付けて払出処理を行い、前記遊技者貯玉更新手段は、前記払出手段が特別貯玉に対応した払出処理により払出した再遊技媒体によって特定される対価に基づいて特別貯玉に相当する貯玉数を更新する遊技場用システムであって、
遊技者ID毎に対応する前記払出手段のIDである払出IDを記憶する払出ID記憶手段と、前記払出手段毎に対応する遊技者IDを記憶する遊技者ID記憶手段と、前記ID受付手段が遊技者IDを受付けた場合に、そのID受付手段に対応する払出手段のIDと、受付けた遊技者IDに対応付けて前記払出ID記憶手段が記憶する払出IDとを照合する第1照合手段と、前記ID受付手段が遊技者IDを受付けた場合に、そのID受付手段に対応する前記払出手段に対応付けて前記遊技者ID記憶手段が記憶する遊技者IDと、前記ID受付手段が受付けた遊技者IDとを照合する第2照合手段と、前記第1照合手段、及び前記第2照合手段の照合結果に基づいて前記ID受付手段が受付けた遊技者IDに対応する遊技者が台移動を行ったかを判定する台移動判定手段と、前記台移動判定手段の判定結果に基づいて、前記ID受付手段による遊技者IDの受付前に前記遊技者貯玉記憶手段が記憶していた特別貯玉に相当する貯玉数に対応した前記払出手段による払出処理を許容する許容手段と、を備えたものである(請求項1)。
The present invention corresponds to a player storage device that stores the number of storage balls that are game media deposited by a player in a game hall in association with a player ID that is an ID corresponding to the player, and a gaming machine. An ID receiving means for receiving the player ID, and an ID receiving means provided corresponding to the ID receiving means, wherein the ID receiving means receives a player ID and accepts a predetermined re-game operation. A payout means for performing payout processing for paying out the game medium as a replay medium, and a player storage ball update means for updating the number of stored balls stored in the player storage ball storage means based on the payout processing by the payout means; The player storage ball storage means stores the number of storage balls so that a normal storage ball and a special storage ball that is more advantageous to the player than the normal storage ball can be distinguished, and the payout means corresponds to at least the special storage ball With A game in which the player savings ball update means updates the number of balls corresponding to the special savings ball based on the value specified by the replay medium that has been paid out by the paying means by the paying processing corresponding to the special savings ball. System,
A payout ID storage means for storing a payout ID which is an ID of the payout means corresponding to each player ID; a player ID storage means for storing a player ID corresponding to each payout means; and the ID receiving means. A first collation unit for collating the ID of the payout unit corresponding to the ID receiving unit with the payout ID stored in the payout ID storage unit in association with the received player ID when the player ID is received; When the ID accepting means accepts the player ID, the player ID stored in the player ID storage means in association with the payout means corresponding to the ID accepting means, and the ID accepting means accepts The player corresponding to the player ID received by the ID accepting unit based on the collation result of the second collating unit for collating the player ID, the first collating unit, and the second collating unit Go It corresponds to a special storage ball stored in the player storage ball storage means before receiving the player ID by the ID reception means based on the determination result of the table movement determination means and the determination result of the table movement determination means. And an accepting means for allowing a payout process by the payout means corresponding to the number of stored balls (claim 1).

請求項1記載の遊技場用システムにおいて、前記払出手段に対応付けて前記普通貯玉と前記特別貯玉とを区別可能に貯玉数を記憶する払出貯玉記憶手段と、前記払出手段が特別貯玉に対応した払出処理により払出した再遊技媒体によって特定される対価に基づいて前記払出貯玉記憶手段が記憶する特別貯玉に相当する貯玉数を更新する更新処理を行う払出貯玉更新手段と、を備え、
前記払出手段は、払出処理を行う場合に、前記払出貯玉記憶手段が記憶する特別貯玉に相当する貯玉数が残存する場合は特別貯玉に対応付けて払出処理を行う一方、残存しない場合は特別貯玉に対応した払出処理を行わず、前記払出貯玉更新手段は、前記ID受付手段による遊技者IDの受付けが行われた場合に前記遊技者貯玉記憶手段により記憶される貯玉数に基づいて前記払出貯玉記憶手段が記憶する貯玉数を更新し、前記許容手段は、前記ID受付手段による遊技者IDの受付けが行われ、前記台移動判定手段により台移動が行われたと判定された場合は、前記遊技者貯玉記憶手段により記憶される特別貯玉に相当する貯玉数に基づく、前記払出貯玉記憶手段により記憶される特別貯玉に相当する貯玉数についての更新処理である特別貯玉更新処理を許容しない一方、台移動が行われていないと判定された場合には前記特別貯玉更新処理を許容することで、前記ID受付手段による遊技者IDの受付前に前記遊技者貯玉記憶手段が記憶していた特別貯玉に相当する貯玉数に対応した前記払出手段による払出処理を許容するようにしてもよい(請求項2)。
2. The game system according to claim 1, wherein a payout storage unit that stores the number of stored balls in association with the payout unit so that the normal storage ball and the special storage ball can be distinguished, and the payout unit corresponds to a special storage ball. A payout storage ball updating means for performing an update process for updating the number of stored balls corresponding to the special storage balls stored in the payout storage memory means based on the consideration specified by the replay medium paid out by the payout processing;
When the payout means performs the payout process, if the number of storage balls corresponding to the special storage balls stored in the payout storage memory means remains, the payout processing performs the payout processing in association with the special storage balls. The payout storage ball updating means does not perform the payout processing corresponding to the above, and the payout storage ball updating means is based on the number of balls stored in the player storage ball storage means when the player ID is accepted by the ID receiving means. When the number of stored balls stored in the storage means is updated and the accepting means accepts the player ID by the ID accepting means, and the game movement determining means determines that the player has moved, the game Special processing that is an update process for the number of stored balls corresponding to the special stored balls stored by the paid-out stored ball storing means based on the number of stored balls corresponding to the special stored balls stored by the person storing ball storing means While not permitting the ball update process, if it is determined that the table movement is not being performed, by allowing the special saving ball update process, before the player ID is received by the ID receiving means, the player storage memory You may make it accept | permit the payout process by the said paying-out means corresponding to the number of stored balls equivalent to the special storage ball which the means memorize | stored (Claim 2).

請求項2記載の遊技場用システムにおいて、前記払出手段に対応して設けられ、対応する前記払出手段に対応付けて前記払出貯玉記憶手段が記憶する普通貯玉、及び特別貯玉に相当する貯玉数を遊技者IDに対応付ける発行処理を行う為の発行操作を受付ける操作手段と、遊技者が所定の遊技を行ったかを判定する為の更新条件を記憶し、その更新条件の成立状況を判定する更新判定手段と、前記更新判定手段による更新条件が成立しているとの判定結果を条件として、前記操作手段による発行操作の受付けに応じて、その操作手段に対応する前記払出手段に対応付けて前記遊技者ID記憶手段が記憶する遊技者IDを、当該発行処理の対象となった遊技者IDへと更新する遊技者ID更新手段と、前記更新判定手段による更新条件が成立しているとの判定結果を条件として、前記操作手段による発行操作の受付けに応じて、当該発行処理の対象となった遊技者IDに対応付けて前記払出ID記憶手段が記憶する払出IDを、当該発行操作を受付けた前記操作手段に対応する払出手段のIDへと更新する払出ID更新手段とを備えるようにしてもよい(請求項3)。   3. The game system according to claim 2, wherein the number of stored balls corresponding to the normal storage balls and the special storage balls provided corresponding to the payout means and stored in the payout storage means in association with the corresponding payout means. Update means for storing an operation means for accepting an issue operation for performing an issuance process associated with a player ID, an update condition for determining whether the player has played a predetermined game, and determining an establishment status of the update condition And the game in association with the payout means corresponding to the operation means in response to acceptance of the issuing operation by the operation means, on the condition that the update condition by the update determination means is satisfied. An update condition is established by the player ID update means for updating the player ID stored in the player ID storage means to the player ID that is the subject of the issue process, and the update determination means. The issue ID stored in the payout ID storage means in association with the player ID that is the subject of the issue processing in response to acceptance of the issue operation by the operation means A payout ID update means for updating to the ID of the payout means corresponding to the operation means that has accepted the operation may be provided (claim 3).

請求項3記載の遊技場用システムにおいて、前記普通貯玉は、前記払出手段により対応付けされた払出処理が許容されない、或いは対応付けされた払出処理は許容されるが、前記特別貯玉に対応付けされた払出処理と比較して特定される対価が遊技者にとって不利であることから、前記特別貯玉は前記普通貯玉よりも遊技者にとって有利であり、前記遊技者貯玉記憶手段は、遊技者ID毎に、普通貯玉数と特別貯玉数との和に相当する総貯玉数と、特別貯玉数とを記憶することで、普通貯玉と特別貯玉とを区別可能に記憶し、前記遊技者貯玉更新手段は、前記更新判定手段により更新条件が成立しているとの判定結果を条件として、前記操作手段による発行操作の受付けに応じて前記払出貯玉記憶手段が記憶する特別貯玉に相当する貯玉数に基づいて前記特別貯玉数を更新し、前記払出貯玉更新手段は、前記ID受付手段が遊技者IDを受付けた場合に、前記台移動判定手段により台移動が行われたと判定されたのであれば、前記遊技者貯玉記憶手段が記憶する普通貯玉に相当する総貯玉数に基づいて普通貯玉に相当する貯玉数の更新処理を行う一方、台移動が行われていないと判定されたのであれば、前記遊技者貯玉記憶手段が記憶する総貯玉数と特別貯玉数との差に基づいて普通貯玉に相当する貯玉数の更新処理を行うようにしてもよい(請求項4)。   4. The game hall system according to claim 3, wherein the normal storage ball is not associated with the payout process associated with the payout means, or the associated payout process is allowed, but is associated with the special storage ball. Since the consideration specified in comparison with the payout process is disadvantageous for the player, the special saving ball is more advantageous to the player than the normal saving ball, and the player saving ball storage means is provided for each player ID. , By storing the total number of stored balls corresponding to the sum of the number of ordinary stored balls and the number of special stored balls, and the number of special stored balls, the ordinary stored balls and the special stored balls are memorized so as to be distinguishable. With the determination result that the update condition is established by the update determination means as a condition, the number of storage balls corresponding to the special storage balls stored in the payout storage means according to acceptance of the issuing operation by the operation means Then, the number of the special storage balls is updated, and the payout storage ball update means, when the ID reception means accepts a player ID, if it is determined that the table movement has been performed by the table movement determination means, If it is determined that the table movement is not performed while performing the updating process of the number of stored balls corresponding to the normal stored balls based on the total number of stored balls corresponding to the normal stored balls stored in the player stored ball storage means, Based on the difference between the total number of stored balls and the number of special stored balls stored by the player's stored ball storage means, the number of stored balls corresponding to the normal stored balls may be updated (claim 4).

請求項4記載の遊技場用システムにおいて、前記更新判定手段は、遊技機側から出力される遊技信号により特定される遊技情報の量を示す数値に対応する条件値である遊技中更新条件と、前記操作手段による発行操作受付時における前記払出貯玉記憶手段が記憶する特別貯玉に相当する貯玉数に対応する条件値である発行時更新条件との双方を記憶することで前記更新条件を記憶し、前記操作手段による発行操作の受付けまでに前記遊技情報の量を示す数値が遊技中更新条件を満たしている、或いは前記操作手段による発行操作の受付時に前記払出貯玉記憶手段が記憶する特別貯玉に相当する貯玉数が発行時更新条件を満たしている場合に前記更新条件が成立していると判定するようにしても良い(請求項5)。   5. The game hall system according to claim 4, wherein the update determination means includes a game update condition that is a condition value corresponding to a numerical value indicating the amount of game information specified by a game signal output from the gaming machine side; Storing the update condition by storing both the update condition at the time of issue, which is a condition value corresponding to the number of storage balls corresponding to the number of special storage balls stored in the payout storage memory unit at the time of issuing operation acceptance by the operation means, The numerical value indicating the amount of the game information before the issue operation is accepted by the operation means satisfies the update condition during the game, or corresponds to a special storage ball stored in the payout storage means when receiving the issue operation by the operation means It may be determined that the update condition is satisfied when the number of stored balls satisfies the update condition at the time of issuance (Claim 5).

請求項1の発明によれば、遊技者が同一遊技機を遊技する場合であっても、一度、遊技機から離れ、他の遊技者がその遊技機にて遊技した後に、もう一度、同一遊技機に戻って遊技する場合、或いは台番に自身のIDが対応付けられる程度の遊技を複数の遊技機に渡って行い、いずれかの遊技機にて持玉(特別貯玉)を得た後に、それまでにID対応付けた遊技機に戻って遊技する場合の2つの遊技者の挙動に対応出来、遊技場のニーズに対応した適切な再遊技を許容する遊技場用システムを提供可能となる。   According to the invention of claim 1, even when a player plays the same gaming machine, once the player leaves the gaming machine and another player plays a game on the gaming machine, the same gaming machine is once again played. When playing back to the game, or a game in which the player ID is associated with the machine number is performed across a plurality of gaming machines, and after obtaining a possession ball (special savings ball) with any of the gaming machines, Thus, it is possible to provide a game field system that can cope with the behaviors of two players when playing a game by returning to the game machine associated with the ID so far, and that allows an appropriate re-game corresponding to the needs of the game field.

請求項2の発明によれば、台移動が無い場合に持玉を手数料無しで払出す貯玉システムに容易に適用することができる。
請求項3の発明によれば、更新条件が成立しないまま発行処理を行った場合、即ち、休憩の為に遊技機を離れる為に発行処理を行い、その後、その遊技機に他の遊技者が間違えて遊技者IDを受付けした場合、或いは休憩を終えた遊技者が他の遊技機に間違えて遊技者IDを受付けた場合であっても、更新条件が成立しないまま発行処理を行えば、台移動判定時に参照される遊技者ID、及び払出IDが更新されることはない。従って、台移動判定を適切に行いつつ、遊技者の意図しない台移動判定時にはその台移動判定を容易な構成にてキャンセル可能となる。
According to invention of Claim 2, when there is no stand movement, it can apply easily to the storage system which pays out the holding ball without a commission.
According to the invention of claim 3, when the issuing process is performed without the update condition being satisfied, that is, the issuing process is performed to leave the gaming machine for a break, and thereafter, another player is placed in the gaming machine. Even if the player ID is accepted by mistake or the player who has finished the break accepts the player ID by mistake with another gaming machine, if the issuing process is performed without the update condition being satisfied, The player ID and the payout ID that are referred to when the movement is determined are not updated. Therefore, it is possible to cancel the table movement determination with an easy configuration when determining the table movement unintended by the player while appropriately performing the table movement determination.

請求項4の発明によれば、更新条件の成立を条件として遊技者毎の貯玉数を更新するので、仮に台移動判定により払出手段毎の特別貯玉を0に更新しても、そのキャンセル時には遊技者ID受付前の普通貯玉、或いは特別貯玉へと容易に復旧出来る。
請求項5の発明によれば、遊技者IDを間違えて受付けした場合に対応しつつ、貸出処理後、遊技を行うことなく貸出玉についてそのまま発行処理を行った場合についても対応可能となる。
According to the invention of claim 4, since the number of stored balls for each player is updated on the condition that the update condition is satisfied, even if the special stored ball for each payout means is updated to 0 by the table movement determination, the game is canceled at the time of cancellation. Can be easily restored to normal or special storage before accepting a person ID.
According to the invention of claim 5, it is possible to deal with a case where the issuing process is performed as it is for the lending ball without performing the game after the lending process, while corresponding to the case where the player ID is received by mistake.

以下、本発明の一実施形態について図面を参照して説明する。本実施形態の遊技場用システムは、遊技者毎に所謂貯玉を普通貯玉と持玉とに区別して管理し、普通貯玉による再遊技(処理)時には普通貯玉を手数料込みで減算する一方、持玉による再遊技時には持玉を手数料無しで減算する再遊技を遊技機毎に可能とし、台移動が無いことを条件として持玉による再遊技を許容するシステムである。   Hereinafter, an embodiment of the present invention will be described with reference to the drawings. The game system according to the present embodiment manages so-called stored balls separately for each player into normal stored balls and held balls, and subtracts the normal stored balls including fees when replaying (processing) with the normal stored balls. This is a system that allows replaying for each gaming machine to subtract the possessed ball without a fee at the time of replaying, and allows replaying with the possessed ball on the condition that there is no table movement.

図1は、システムの全体構成を示す概略図である。遊技機1に対応して貸出装置2が設置されている。管理室には管理装置3が設置されている。2台の遊技機1、貸出装置2に対応して中継装置4が設置されている。中継装置4は、遊技機1、貸出装置2、及び管理装置3と接続されている。管理装置3、及び貸出装置2は、中継装置4を介して遊技機側(遊技機1、貸出装置2等)から送信される遊技信号を受信して遊技情報を管理する。   FIG. 1 is a schematic diagram showing the overall configuration of the system. A lending device 2 is installed corresponding to the gaming machine 1. A management device 3 is installed in the management room. A relay device 4 is installed corresponding to the two gaming machines 1 and the lending device 2. The relay device 4 is connected to the gaming machine 1, the lending device 2, and the management device 3. The management device 3 and the lending device 2 receive game signals transmitted from the gaming machine side (the gaming machine 1, the lending device 2, etc.) via the relay device 4 and manage game information.

貸出装置2は、CPUを主体とする制御部(払出手段、第2照合手段、払出貯玉更新手段、更新判定手段、遊技者ID更新手段に相当)、HDD、RAM、ROM等からなる記憶部(遊技者ID記憶手段、更新判定手段に相当)から構成されている。
貸出装置2は、記憶領域(払出貯玉記憶手段に相当)を備え、後述する様に会員カード、或いは計数カードの受付等に応じて記憶領域を更新する。この記憶領域には、対価としての手数料が記憶されており、管理装置2は、対価記憶手段としても機能する。
The lending device 2 includes a control unit (corresponding to a payout unit, a second collating unit, a payout storage ball update unit, an update determination unit, a player ID update unit), a storage unit (including a HDD, a RAM, a ROM, and the like). Player ID storage means and update determination means).
The lending device 2 includes a storage area (corresponding to a payout storage unit), and updates the storage area according to reception of a membership card or a counting card, as will be described later. In this storage area, a fee as compensation is stored, and the management device 2 also functions as compensation storage means.

図2は貸出装置2の記憶領域のフォーマットを示している。記憶領域には、「受付ID」、「普通貯玉」、「持玉」、「最終ID」、「最終持玉」、「手数料」の各項目が設定されており、それらの項目の意味は次の通りである。
受付ID:カード(会員カード、計数カード)を受付けた(対応する)遊技者ID。
普通貯玉:対応する遊技者の普通貯玉。管理装置3からの貯玉情報受信時に加算され、割引返却時に減算される。
持玉(特別貯玉に相当):対応する遊技者の持玉。貯玉情報受信時に条件付きで加算され、計数時にも加算される。また、等価返却時には減算される。
最終ID(遊技者IDに相当):発行処理した最終遊技者の遊技者ID。更新条件(所定数(100)のアウト発生(遊技中更新条件)、発行処理時の持玉が所定数(125)以上(発行時更新条件))が成立した状態での発行処理時の受付ID。
最終持玉:更新条件が成立した状態での発行処理時の持玉。
手数料(第1対価単価):所定数(125)の再遊技玉に対する手数料玉の設定値(図2に示す様に手数料が42玉に設定されている場合は、再遊技玉125玉を割引返却する際に手数料玉42玉を加算した167玉を普通貯玉から減算する)。
アウト:対応する遊技者が遊技に使用した遊技媒体数(遊技情報の量を示す数値に相当)。遊技機1に対応して設けられる遊技に使用された遊技玉を回収するアウトBOXから出力されるアウト信号により更新。尚、アウト信号は回収(使用、打込)玉10玉に対して1パルスなので、アウト信号数×10をアウトとして特定する。また、対応する遊技者の使用媒体数が対象であるため、発行処理等の遊技者交代検出時にリセットする。
尚、図2の記憶領域は日付更新時にリセットされる。
FIG. 2 shows the format of the storage area of the lending device 2. In the storage area, items "Reception ID", "Regular Savings", "Moving Ball", "Final ID", "Final Holding Ball", and "Fee" are set. It is as follows.
Reception ID: A player ID that has received (corresponding to) a card (member card, counting card).
Normal saving ball: Normal saving ball of the corresponding player. It is added at the time of storage information reception from the management device 3 and subtracted at the time of discount return.
Mochitama (equivalent to special savings): The corresponding player's possession. It is added conditionally at the time of storage information reception, and is also added at the time of counting. In addition, it is subtracted at the time of equivalent return.
Final ID (corresponding to the player ID): the player ID of the final player who has issued. Acceptance ID at the time of issue processing in the state where the update condition (predetermined number (100) out occurrence (update condition during game), number of possessions at the time of issue processing is equal to or greater than the predetermined number (125) (update condition at issue)) .
Last holding ball: The holding ball at the time of issue processing in a state where the update condition is satisfied.
Fee (first consideration unit price): Fee ball set value for a predetermined number (125) of replay balls (If the fee is set to 42 balls as shown in FIG. 2, 125 replay balls are discounted and returned) When subscribing, 167 balls with 42 commission balls added are subtracted from the ordinary storage balls).
Out: Number of game media used by the corresponding player for the game (corresponding to a numerical value indicating the amount of game information). Updated by an out signal output from an out BOX that collects game balls used in games provided corresponding to the gaming machine 1. Since the out signal is one pulse for 10 recovered (used and driven) balls, the number of out signals × 10 is specified as out. In addition, since the number of media used by the corresponding player is an object, it is reset when a player change is detected such as in issuing processing.
The storage area in FIG. 2 is reset when the date is updated.

図1において、貸出装置2は、タッチ式の情報表示部5を有し、貨幣投入口6に投入された貨幣の価額に応じた数の玉を玉払出口(払出手段に相当)7から遊技機1の上玉受皿8aに払出す。貸出装置2の下部には計数部9が設けられており、その計数部9に、先端に可動玉受皿10を有した案内腕11が旋回可能に支持されている。遊技機1の下玉受皿8bのレバー12がスライドさせたときは、下玉受皿8bから落下した玉が可動玉受皿10、案内腕11を介して計数部9に送られて計数される。計数部9の上方には会員カード受入口(ID受付手段に相当)13及び計数カード排出口(ID受付手段に相当)14が設けられており、会員カード受入口13にて会員カードを、計数カード排出口14にて計数カードを受付可能である。計数カード排出口14の奥部には予め所定枚数(5枚)までカードをストック出来るカードストッカが備えられている。発行釦(操作手段に相当)15の押下(発行操作)を受付けた場合、会員カード或いは計数カードを受付けていれば受付中のカードを排出し、受付けていなければカードストッカのカードのIDを受付IDに記憶し計数カードとして排出する発行処理を行う。   In FIG. 1, the lending device 2 has a touch-type information display unit 5, and a number of balls corresponding to the value of money inserted into the money insertion slot 6 are played from the ball payout outlet (corresponding to the payout means) 7. Dispense to the upper ball tray 8a of the machine 1. A counting unit 9 is provided in the lower part of the lending device 2, and a guide arm 11 having a movable ball receiving tray 10 at the tip is supported by the counting unit 9 so as to be able to turn. When the lever 12 of the lower ball receiving tray 8b of the gaming machine 1 is slid, the ball dropped from the lower ball receiving tray 8b is sent to the counting section 9 via the movable ball receiving tray 10 and the guide arm 11 and counted. Above the counting unit 9, a membership card receiving port (corresponding to ID receiving means) 13 and a counting card discharge port (corresponding to ID receiving means) 14 are provided. The membership card receiving port 13 counts membership cards. A counting card can be received at the card outlet 14. A card stocker capable of stocking up to a predetermined number (5) of cards in advance is provided at the back of the counting card discharge port 14. If the issue button (equivalent to the operation means) 15 is pressed (issue operation), if the member card or counting card is accepted, the accepted card is ejected, and if not, the card ID of the card stocker is accepted. An issuing process is performed in which the ID is stored and discharged as a counting card.

貸出装置2は、再遊技釦(払出手段に相当)16に対する操作に応じて貯玉を対価として玉払出口7から遊技玉の払出(再遊技処理)を行う場合は、持玉が残存すれば持玉を再遊技玉(再遊技処理により払出す遊技玉)と同数減算する(手数料無(第2対価単価)の等価返却)が、残存しなれば再遊技玉に手数料を加算した値を普通貯玉から差引く(割引返却)。
尚、設定により台移動を禁止しないことも可能で、その場合には台移動の判断を行わずに持玉を台移動後も使用可能とする。
The lending device 2, when paying out a game ball from the ball payout exit 7 (replay processing) in response to an operation on the re-game button (corresponding to the payout means) 16, saves the ball if it remains. Subtract the same number of balls as replay balls (game balls paid out by replay processing) (equivalent return of no fee (second consideration unit price)). Subtract from (discount return).
Note that it is possible not to prohibit the movement of the table by setting, and in this case, the holding ball can be used after moving the table without making a determination of the movement of the table.

管理装置3は、CPUを主体とする制御部(遊技者貯玉更新手段、第1照合手段、台移動判定手段、許容手段、払出ID更新手段に相当)、HDD、RAM、ROM等からなる記憶部(遊技者貯玉記憶手段、払出ID記憶手段に相当)から構成されている。   The management apparatus 3 includes a control unit (corresponding to a player savings ball update unit, a first verification unit, a table movement determination unit, a permission unit, a payout ID update unit), an HDD, a RAM, a ROM, etc. (Corresponding to a player storage ball storage means and a payout ID storage means).

管理装置3は、会員DBにより遊技者ID毎の貯玉情報を記憶しており、後述する様に貸出装置2からの各種情報等に基づいて会員データベース(DB)を更新する。
図3は、管理装置3の会員DBである。会員DBには、「遊技者ID」に対応して、「氏名」、「メールアドレス」等の周知の会員情報に加えて、本発明に関連して、「端末ID」、「貯玉」、「持玉」の各項目が設定されており、それらの意味は次の通りである。
遊技者ID:会員遊技者であれば会員ID、非会員遊技者であれば発行した計数カードID。
端末ID(払出IDに相当):更新条件が満たされた状態で最終的に発行処理がなされた貸出装置2の端末ID。更新条件が満たされた状態での発行処理毎に更新され、日付更新時に初期化される。
貯玉:遊技者が遊技場へと預け入れた獲得玉である貯玉の総数。即ち、普通貯玉と持玉の合算値(総貯玉数に相当)。
持玉:持玉払出可能玉数(再遊技時に等価返却(再遊技玉と同数の貯玉数を減算)の対象として払出可能な貯玉数)。更新条件が満たされた状態での発行処理毎に更新され、日付更新時に初期化される。
尚、本実施形態では、非会員遊技者も、後述する様に端末ID、貯玉、持玉を会員同様に管理するが、貯玉を当日限り有効とする為、非会員のレコードは貯玉も含め日付更新時に消去する。
The management device 3 stores stored ball information for each player ID in the member DB, and updates the member database (DB) based on various information from the lending device 2 as described later.
FIG. 3 shows a member DB of the management device 3. In the member DB, in addition to well-known member information such as “name” and “email address” corresponding to “player ID”, “terminal ID”, “stored ball”, “ “Mochitama” items are set, and their meanings are as follows.
Player ID: A member ID for a member player, a counting card ID issued for a non-member player.
Terminal ID (corresponding to the payout ID): The terminal ID of the lending device 2 that has been finally issued in a state where the update condition is satisfied. It is updated every issue process when the update condition is satisfied, and is initialized when the date is updated.
Savings: The total number of savings that are earned by the player who entered the amusement hall. In other words, the sum of the ordinary storage balls and the holding balls (corresponding to the total number of storage balls).
Mochitama: The number of balls that can be paid out (the number of balls that can be paid out as a target of equivalent return (subtract the same number of balls as the replay balls) during replay). It is updated every issue process when the update condition is satisfied, and is initialized when the date is updated.
In this embodiment, non-member players also manage terminal IDs, storage balls, and holding balls in the same way as members, as will be described later. However, in order to make the storage balls valid only for the day, non-member records are dated including storage balls. Erase when updating.

計数カードには更新条件が成立した状態で発行処理を行った時点の端末ID、貯玉、持玉が記憶され、管理装置3と貸出装置2との間で通信障害があった場合は、計数カードのデータに基づいて所謂オフライン処理がなされる。
尚、オフライン処理では管理装置3との通信が出来ない為、貸出装置2と計数カードの記憶情報とを照合することにより持玉遊技を可能とする。即ち、計数カード受付時に計数カードのID、端末ID、貯玉、持玉を読み出して、自身が記憶する最終IDと計数カードのIDとが一致するか、及び自身のIDと計数カードの端末IDが一致するかを照合し、両者共に一致すれば、計数カードの貯玉−持玉を普通貯玉として記憶する一方、持玉はそのまま記憶する。いずれかが一致しなければ持玉を0として記憶し、貯玉をそのまま普通貯玉として記憶する。そして、再遊技時、或いは更新条件が成立した状態での発行処理時に計数カードの記憶領域を更新する。オフライン処理として、計数カードの持玉と貸出装置2の最終持玉とを照合しても良い。また、会員カードに計数カードと同様に情報を記憶させ、会員カードについてもオフライン処理を行っても良い。
The counting card stores the terminal ID, the accumulated ball, and the holding ball at the time when the issuing process is performed in a state where the update condition is satisfied, and when there is a communication failure between the management device 3 and the lending device 2, the counting card The so-called offline processing is performed based on the data.
In addition, since communication with the management apparatus 3 cannot be performed in the off-line process, it is possible to play the game by checking the lending apparatus 2 with the stored information of the counting card. That is, when the counting card is received, the ID of the counting card, the terminal ID, the storage ball, and the holding ball are read, and the final ID stored by itself matches the ID of the counting card, and the terminal ID of the own card and the counting card is If they match, and if both match, the stored ball-held ball of the counting card is stored as a normal stored ball, while the stored ball is stored as it is. If either does not match, the ball is stored as 0, and the stored ball is stored as a normal stored ball as it is. Then, the storage area of the counting card is updated at the time of replaying or at the time of issuance processing in a state where the update condition is satisfied. As an off-line process, the ball of the counting card may be collated with the final ball of the lending device 2. Further, information may be stored in the membership card in the same manner as the counting card, and the offline processing may be performed on the membership card.

管理装置3は、手数料、持玉遊技の許容有無、或いは更新条件等の各種設定が可能で、設定更新した場合には貸出装置2に設定情報を送信する。貸出装置2では設定情報の受信に応じて各種設定を更新する。尚、図2では説明簡略化の為、設定情報として手数料のみを例示した。   The management device 3 can make various settings such as a fee, whether or not to allow a game, or an update condition. When the setting is updated, the management device 3 transmits setting information to the lending device 2. The lending device 2 updates various settings in response to receiving the setting information. In FIG. 2, only the fee is illustrated as the setting information for the sake of simplicity.

次に、上記構成の作用について説明する。
図10は、貸出装置2の動作のうち本発明に関連した処理を示すフローチャートである。貸出装置2は、会員カードまたは計数カードを受付けたか(A1)、更新フラグが0か(A8)、計数有りか(A11)、再遊技操作を受付けたか(A12)、発行操作を受付けたか(A13)を判断している。
Next, the operation of the above configuration will be described.
FIG. 10 is a flowchart showing processing related to the present invention in the operation of the lending device 2. Whether the lending device 2 has received a membership card or a counting card (A1), whether the update flag is 0 (A8), whether there is a counting (A11), whether a replay operation has been received (A12), or whether an issuing operation has been received (A13) ).

遊技者が遊技玉の貸出を受けるために会員カードを貸出装置2の会員カード受入口13に差込むと、貸出装置2は、会員カードを受付けたと判断し(A1:YES)、図2の記憶領域の受付IDを更新してから(A2)、最終IDがブランクか、または受付IDが記憶されているかを判断する(A3)。開店直後においては、最終IDはブランクであることから(A3:YES)、台移動無しの受付情報を管理装置3へ送信してから(A4)、貯玉情報の受信待機状態となる(A6)。
図4は受付情報のフォーマットを示している。受付情報は、「端末ID」、「受付ID」、「台移動」から構成されている。
When the player inserts the membership card into the membership card receiving port 13 of the lending device 2 in order to receive the gaming balls, the lending device 2 determines that the membership card has been accepted (A1: YES), and the memory shown in FIG. After updating the reception ID of the area (A2), it is determined whether the final ID is blank or the reception ID is stored (A3). Immediately after opening the store, since the final ID is blank (A3: YES), the reception information without moving the table is transmitted to the management device 3 (A4), and then the storage information reception standby state is set (A6).
FIG. 4 shows the format of the reception information. The reception information is composed of “terminal ID”, “reception ID”, and “move base”.

図13は、管理装置3の動作のうち本発明に関連した処理を示すフローチャートである。管理装置3は、受付情報を受信したか(D1)、発行情報を受信したか(D6)、貯玉更新情報を受信したか(D12)を判断している。貸出装置2から受付情報を受信したときは(D1:YES)、台移動無しかを判断する(D2)。この場合、台移動無しの受付情報を受信するので(D2:YES)、会員DBの端末IDに送信元の端末IDか、ブランクが記憶されているかを判断する(D3)。会員の来店時における端末IDはブランクであるので(D3:YES)、「普通貯玉=貯玉−持玉」の貯玉情報を貸出装置2へ送信する(D4)。この場合、持玉は0であるので、前回の貯玉を貸出装置2へ送信することになる。
図5は貯玉情報のフォーマットを示している。貯玉情報は、「端末ID」、「普通貯玉」、「持玉」から構成されている。
FIG. 13 is a flowchart showing processing related to the present invention among the operations of the management apparatus 3. The management device 3 determines whether the reception information has been received (D1), the issue information has been received (D6), or the storage ball update information has been received (D12). When reception information is received from the lending device 2 (D1: YES), it is determined whether there is no table movement (D2). In this case, since reception information indicating no movement of the table is received (D2: YES), it is determined whether the terminal ID of the transmission source terminal ID or a blank is stored in the member DB terminal ID (D3). Since the terminal ID when the member visits the store is blank (D3: YES), the stored ball information of “ordinary storage ball = stored ball-money ball” is transmitted to the lending device 2 (D4). In this case, since the holding ball is 0, the previous storage ball is transmitted to the lending device 2.
FIG. 5 shows a format of stored ball information. The stored ball information is composed of “terminal ID”, “ordinary stored ball”, and “mochidama”.

貸出装置2は、図10の処理において、管理装置3から貯玉情報を受信したときは(A6:YES)、図2の記憶領域の普通貯玉及び持玉を更新する(A7)。この場合、持玉は0である。
遊技者が貯玉を再遊技玉として払出すために貸出装置2の再遊技釦16を押下げると、貸出装置2は、再遊技操作を受付けたと判断し(A12:YES)、再遊技処理を実行する(A16)。
When the lending device 2 receives the stored ball information from the management device 3 in the process of FIG. 10 (A6: YES), the lending device 2 updates the normal stored ball and the holding ball in the storage area of FIG. 2 (A7). In this case, the holding ball is zero.
When the player depresses the replay button 16 of the lending device 2 in order to pay out the stored ball as a replay ball, the lending device 2 determines that the replay operation has been accepted (A12: YES), and executes the regame process. (A16).

図12は、貸出装置2による再遊技処理を示すフローチャートである。貸出装置2は、持玉が0の場合は(C1:YES)、普通貯玉が有るかを判断する(C2)。普通貯玉が無い場合は(C2:NO)、そのままリターンする。普通貯玉が有る場合は(C2:YES)、払出単位(125玉)を上限とした割引返却による再遊技玉を払出し(C3)、再遊技玉の対価分の普通貯玉を減算し(C4)、貯玉更新情報を管理装置3へ送信してから(C5)、リターンする。   FIG. 12 is a flowchart showing the re-game process by the lending device 2. The lending device 2 determines whether or not there is a normal storage ball when the holding ball is 0 (C1: YES) (C2). If there is no ordinary storage ball (C2: NO), the process returns as it is. If there are ordinary saving balls (C2: YES), pay out the replay balls by discount return up to the payout unit (125 balls) (C3), subtract the normal saving balls for the replay balls (C4), The stored ball update information is transmitted to the management device 3 (C5), and the process returns.

図6は貯玉更新情報のフォーマットを示している。貯玉更新情報は、「端末ID」、「受付ID」、「貯玉」から構成されている。尚、「貯玉」は、「普通貯玉」と「持玉」の合算値であるが、持玉=0での再遊技操作に応じて貯玉更新情報が送信されるので、実質的には貯玉=普通貯玉となる。   FIG. 6 shows the format of the stored ball update information. The storage ball update information includes “terminal ID”, “reception ID”, and “storage ball”. Note that “save ball” is a total value of “regular save ball” and “mochitama”, but since the renewal information of the saveball is transmitted in response to the replay operation when the possession ball = 0, in effect, It becomes a normal storage ball.

管理装置3は、図13の処理において、貸出装置2から貯玉更新情報を受信したときは(D12:YES)、図3の会員DBの貯玉を更新する(D14)。
遊技者が再遊技玉で遊技を開始し、再遊技玉が無くなった場合は、払出単位を上限とした割引返却による再遊技玉を払出して遊技を行うことができる。貯玉が無くなった場合は、貸出装置2に貨幣を投入することにより貸玉の払出を受けることができる。
In the processing of FIG. 13, when the management device 3 receives the storage ball update information from the lending device 2 (D12: YES), the management device 3 updates the storage of the member DB of FIG. 3 (D14).
When the player starts playing with the replay balls and there are no more replay balls, the game can be played by paying out the replay balls by discount return up to the payout unit. When there is no stored money, it is possible to receive the paid-in balls by putting money into the lending device 2.

遊技者は遊技にて玉を獲得して下玉受皿8bに玉が溜まった場合は、遊技機1のレバー12をスライドさせて玉を可動玉受皿10へと導く。玉は可動玉受皿10、案内腕11を介して貸出装置2下部に設けられている計数部9にて計数される。
貸出装置2は、図10の処理において、計数が有ったときは(A11:YES)、図2の記憶領域の持玉を加算する(A15)。
When the player acquires a ball in the game and collects the ball in the lower ball receiving tray 8 b, the player slides the lever 12 of the gaming machine 1 to guide the ball to the movable ball receiving tray 10. The balls are counted by a counting unit 9 provided at the lower part of the lending device 2 via the movable ball tray 10 and the guide arm 11.
When there is a count in the processing of FIG. 10 (A11: YES), the lending device 2 adds the balls in the storage area of FIG. 2 (A15).

遊技者が持玉を有する状態で再遊技するために貸出装置2の再遊技釦16を押下げたときは、貸出装置2は、図12の再遊技処理において、持玉が有ることから(C1:NO)、払出単位(125玉)を上限とした等価返却(手数料無)による再遊技玉を払出し(C6)、払出再遊技玉分の持玉を減算してから(C7)、リターンする。
要するに、貸出装置2は、再遊技釦16の押下(再遊技操作)を受付けた場合、持玉が残存すれば持玉を減算し等価返却による再遊技処理を行い、持玉が残存しなくとも普通貯玉が残存すれば普通貯玉を減算し割引返却による再遊技処理を行うようになっている。
When the player pushes down the replay button 16 of the lending device 2 in order to replay with the ball being held, the lending device 2 has a ball in the regame process of FIG. 12 (C1 : NO), paying out replay balls by equivalent return (no commission) with the payout unit (125 balls) as the upper limit (C6), subtracting the balls for payout replay balls (C7), and returning.
In short, when the lending device 2 accepts pressing of the re-game button 16 (re-game operation), if the remaining ball remains, the lending device subtracts the retained ball and performs re-game processing by equivalent return, even if the retained ball does not remain. If the ordinary savings ball remains, the ordinary savings ball is subtracted and the re-game processing is performed by discount return.

貸出装置2は、図10の処理において、更新フラグが0の状態では(A8:YES)、遊技中更新条件(アウト100)が成立したかを判断しており(A9)、遊技中更新条件が成立したときは(A9:YES)、更新フラグを1とする(A10)。この更新フラグは、発行処理時にデータを更新することを示すフラグである。   In the process of FIG. 10, the lending device 2 determines whether the in-game update condition (out 100) is satisfied (A9: YES) when the update flag is 0 (A8: YES). When established (A9: YES), the update flag is set to 1 (A10). This update flag is a flag indicating that data is updated during the issuing process.

図11は、貸出装置2による発行処理を示すフローチャートである。遊技者が遊技を終了するために貸出装置2の発行釦15を押下げたとき(A13:YES)は、発行処理(A14)として貸出装置2は、会員カードの受付中であることから(B1:YES)、受付中のカードを排出してから(B2)、更新フラグが0かを判断する(B5)。この場合、更新フラグは1であるので(B5:NO)、更新フラグを0としてから(B7)、最終IDを受付IDとすると共に最終持玉を持玉とし(B8)、発行情報を管理装置3へ送信し(B9)、普通貯玉、持玉、アウトをリセットしてから(B10)、リターンする。
図7は発行情報のフォーマットを示している。発行情報は、「端末ID」、「受付ID」、「最終ID」、「普通貯玉」、「持玉」から構成されている。
FIG. 11 is a flowchart showing the issuing process by the lending device 2. When the player depresses the issue button 15 of the lending device 2 to finish the game (A13: YES), the lending device 2 is accepting the membership card as issuance processing (A14) (B1 : YES), after discharging the accepted card (B2), it is determined whether the update flag is 0 (B5). In this case, since the update flag is 1 (B5: NO), the update flag is set to 0 (B7), the final ID is set as the reception ID, the final holding ball is set as the holding ball (B8), and the issue information is managed by the management device. 3 (B9), after resetting the normal storage ball, holding ball, and out (B10), the process returns.
FIG. 7 shows a format of issue information. The issuance information includes “terminal ID”, “reception ID”, “final ID”, “ordinary savings”, and “mochitama”.

管理装置3は、図13の処理において、貸出装置2から発行情報を受信したときは(D6:YES)、発行情報の受付IDに対応するレコードが無いかを判断する(D7)。この場合、受付IDのレコードが有ることから(D7:NO)、受付IDと最終IDとが一致しているかを判断する(D13)。遊技者が台移動した場合は、両者は一致しないことから(D13:NO)、貯玉を更新する(D14)。   When the issue information is received from the lending device 2 in the process of FIG. 13 (D6: YES), the management device 3 determines whether there is a record corresponding to the issue information reception ID (D7). In this case, since there is a record of the reception ID (D7: NO), it is determined whether the reception ID matches the final ID (D13). If the player has moved to the table, they do not match (D13: NO), so the stored ball is updated (D14).

非会員の遊技者が発行釦15を押下げた場合は、貸出装置2は、会員カードも計数カードも受付中でないと判断し(B1:NO)、ストックしている計数カードを排出し(B3)、排出したカードIDを受付IDとしてから(B4)、ステップB5へ移行することにより上述した会員カードの場合と同様にして、発行情報を管理装置3へ送信する(B9)。このように発行された計数カードは当日に限って会員カードと同等に機能し、貯玉及び持玉による再遊技が可能となる。尚、計数カードには、オフライン処理のために端末ID、貯玉、持玉が記憶される。   When a non-member player presses the issue button 15, the lending device 2 determines that neither a membership card nor a counting card is accepted (B1: NO), and discharges the counting card that is stocked (B3). ) After the discharged card ID is set as the reception ID (B4), the process proceeds to step B5 to transmit issuance information to the management apparatus 3 in the same manner as in the case of the membership card described above (B9). The counting card issued in this way functions in the same way as a membership card only on the day, and replay by a stored ball and a holding ball becomes possible. The counting card stores a terminal ID, a storage ball, and a holding ball for offline processing.

管理装置3は、図13の処理において、発行情報を受信した場合に(D6:YES)、発行情報の受付IDに対応するレコードが無いことから(D7:YES)、新レコードを作成し(D8)、端末ID、持玉、貯玉を更新する(D9〜11)。
以上のようにして、会員、或いは非会員の遊技者が持玉を有する状態で発行操作を行う毎に、管理装置3の会員DBには発行時の端末ID、貯玉、持玉が記憶される。
When the issuance information is received in the processing of FIG. 13 (D6: YES), the management apparatus 3 creates a new record (D8: YES) because there is no record corresponding to the issuance information reception ID (D7: YES). ), The terminal ID, the possession ball, and the storage ball are updated (D9 to 11).
As described above, each time a member or a non-member player performs a issuing operation with a ball, the member DB of the management device 3 stores the terminal ID, the storage ball, and the ball at the time of issuance. .

ところで、遊技者の中にはトイレ等の休憩のために発行処理を行ったうえで、一旦遊技機を離れ、休憩後、遊技機へと戻る場合に戻る先の遊技機を間違えて計数カードの受付けを行ってしまう遊技者もいれば、貸出処理後に遊技を行わず、そのまま休憩のため、貸出玉を計数して発行処理を行い、遊技機1を離れる遊技者もいる。前者の遊技者に対して持玉が0となる台移動判定を行うと酷である一方、後者の遊技者に対して最終遊技者の特定を行わず、最終IDがブランク、或いは他の遊技者IDであるために、遊技機1に戻った場合に台移動と判定し、持玉が0となっても酷であるため、本実施形態では、次のようにして最終遊技者を特定する。   By the way, some players perform issuance processing for breaks such as toilets, and then once they leave the gaming machine and return to the gaming machine after a break, the wrong destination gaming machine is returned and the counting card is Some players accept the game, and some players leave the gaming machine 1 without performing the game after the lending process, counting the loaned balls and performing the issuance process for a break as it is. While it is harsh if the former player makes a stand movement determination that the possession ball is 0, the final player is not specified for the latter player, and the final ID is blank, or another player Since it is an ID, it is determined that the table moves when returning to the gaming machine 1, and even if the holding ball becomes 0, it is harsh. Therefore, in this embodiment, the final player is specified as follows.

貸出装置2は、図11の発行処理において、更新フラグが0の場合(B5:YES)、つまりアウトが100未満の場合は、発行時更新条件(持玉125以上)が成立したかを判断する(B6)。即ち、前者の遊技者の場合、戻る先の遊技機1を間違えたことに気づき、遊技せずにそのまま発行処理を行えば、計数カードの受付けに応じて持玉=0の貯玉情報により持玉が特定されているので、発行時更新条件が成立せず(B6:NO)、ステップB8が実行されない。これに対して、後者の遊技者の場合、持玉は貸出玉の計数により125以上となり、発行時更新条件が成立し(B6:YES)、ステップB8が実行される。このような動作により、上述した前者、後者の遊技者に対しても適切に対処することができる。   When the update flag is 0 (B5: YES), that is, when the out is less than 100 in the issuing process of FIG. 11, the lending device 2 determines whether the update condition at issue (at least 125 holding balls) is satisfied. (B6). That is, in the case of the former player, if he / she realizes that he / she has made a mistake in the destination gaming machine 1 and performs the issuance process as it is without playing the game, he / she can use the accumulated ball information based on the accumulated ball information of 0 according to the acceptance of the counting card. Since the issuance update condition is not satisfied (B6: NO), step B8 is not executed. On the other hand, in the case of the latter player, the number of possessed balls becomes 125 or more based on the number of borrowed balls, the issuance update condition is satisfied (B6: YES), and step B8 is executed. By such an operation, it is possible to appropriately deal with the former player and the latter player described above.

さて、遊技者が同一の遊技機1で遊技する場合であっても、一度、遊技機1から離れ、他の遊技者がその遊技機1にて遊技した後に、もう一度、同一の遊技機1で遊技を行う場合、管理装置3の会員DBの端末IDでもって台移動を監視すると、複数の遊技者に同一の端末IDが対応付けられてしまうことから、遊技者の離席後、同一の端末IDが対応付けられた他のいずれの遊技者であっても前遊技の持玉による等価返却による遊技(持玉遊技)が可能となってしまう。   Now, even when a player plays a game on the same gaming machine 1, once the player leaves the gaming machine 1 and another player plays a game on the gaming machine 1, the same gaming machine 1 is used again. When playing a game, if the table movement is monitored with the terminal ID of the member DB of the management device 3, the same terminal ID is associated with a plurality of players. Any other player associated with the ID can play a game (mochitama game) by equivalent return by using the previous game's own ball.

一方、遊技者が貸出装置2の記憶領域の最終IDに自身のIDが受付けられる程度の遊技を複数の遊技機1に渡って行い、いずれかの遊技機1にて持玉を得た後に、それまでにIDが対応付けられた遊技機1に戻って遊技する場合に、いずれの遊技機1においても持玉遊技を許容してしまう。   On the other hand, after a player performs a game to the extent that his / her ID is accepted as the final ID of the storage area of the lending device 2 over a plurality of gaming machines 1, When returning to the gaming machine 1 to which the ID is associated so far and playing the game, any game machine 1 allows the ball game.

このような不具合に対して、本実施形態では、貸出装置2が遊技者IDを受付けた場合に、受付けた直近の遊技者と受付対象の遊技者が一致し、さらに受付対象の遊技者が直近で遊技した遊技機1と受付した遊技機1とが一致することを条件として台移動無と判定し、ID受付前の持玉による再遊技を許容するようにした。   In this embodiment, when the lending device 2 accepts the player ID, the latest player received matches the player to be accepted, and the player to be accepted is the closest. On the condition that the gaming machine 1 that played the game and the received gaming machine 1 match, it is determined that there is no table movement, and re-playing with a ball before accepting the ID is allowed.

即ち、貸出装置2は、図10の処理において、最終IDと受付IDとが一致する場合は(A3:YES)、台移動無しの受付情報を管理装置3へ送信し(A4)、最終IDと受付IDとが一致しない場合は(A3:NO)、台移動有りの受付情報を管理装置3へ送信する(A5)。   That is, if the final ID and the reception ID match in the processing of FIG. 10 (A3: YES), the lending device 2 transmits reception information indicating no table movement to the management device 3 (A4). When the reception ID does not match (A3: NO), the reception information with the table movement is transmitted to the management device 3 (A5).

管理装置3は、図13の処理において、台移動無しの受付情報を受信したときは(D2:YES)、会員DBの端末IDに送信元の端末IDが記憶されているか、ブランクかを判断し(D3)、一致しない場合は(D3:NO)、台移動が有ったと最終的に判断し、「持玉=0」の貯玉情報を送信する(D5)。この「持玉=0」の貯玉情報とは、会員DBに記憶されている持玉についての情報を送信しない、或いは持玉を0として、貯玉を普通貯玉として送信するものである。これに対して、一致する場合は(D3:YES)、台移動が無いと最終的に判断し、「普通貯玉=貯玉−持玉」の貯玉情報を貸出装置2へ送信する(D4)。この「普通貯玉=貯玉−持玉」の貯玉情報とは、会員DBに記憶されている貯玉に含まれている持玉を差引くことにより普通貯玉を特定し、持玉と共に送信するものである。   In the process of FIG. 13, the management device 3 determines whether the terminal ID of the transmission source is stored in the terminal ID of the member DB or is blank when the reception information indicating no movement is received (D2: YES). (D3), if they do not match (D3: NO), it is finally determined that there is a table movement, and the stored ball information of “Moving ball = 0” is transmitted (D5). The stored ball information of “mochitama = 0” means that information on the held ball stored in the member DB is not transmitted, or the retained ball is set to 0 and the stored ball is transmitted as a normal stored ball. On the other hand, if they match (D3: YES), it is finally determined that there is no table movement, and the stored ball information of “ordinary storage ball = stored ball−held ball” is transmitted to the lending device 2 (D4). The stored information of “ordinary storage ball = storage ball−mochitama” is to identify the normal storage ball by subtracting the holding ball included in the storage ball stored in the member DB and transmit it together with the holding ball. .

図8及び図9は、上述のような貸出装置2の動作による記憶領域の変化、及び管理装置3の会員DBの変化の一例を示している。尚、手数料等、変動が無い項目は省略した。
(a)開店時の2番台の貸出装置2の記憶領域を示している。また、開店時の管理装置3の会員DBにおける遊技者ID=0001のレコードの貯玉には15000が記憶されているものとする。
8 and 9 show an example of a change in the storage area due to the operation of the lending device 2 as described above and a change in the member DB of the management device 3. Items that did not change, such as fees, were omitted.
(A) The storage area of the second lending device 2 when the store is opened is shown. Further, it is assumed that 15000 is stored in the storage ball of the record of the player ID = 0001 in the member DB of the management device 3 at the time of opening the store.

(b)開店後、2番台にて遊技者ID=0001のカードを受付け、貸出装置2の記憶領域の最終IDと管理装置3の会員DBの端末IDの両方ともブランクであるので、普通貯玉、持玉を加算した状態を示している。つまり、開店後の最初の遊技であることから、普通貯玉及び持玉の使用を可能とするものであるが、この場合は日付更新時に持玉がリセットされていることから、普通貯玉のみが使用可能となる。   (B) After opening the store, a card with player ID = 0001 is received in the second stand, and since both the final ID of the storage area of the lending device 2 and the terminal ID of the member DB of the management device 3 are blank, It shows the state where the balls are added. In other words, since it is the first game after the opening of the store, it is possible to use normal storage balls and holding balls, but in this case only the normal storage balls are used because the holding balls are reset when the date is updated. It becomes possible.

(c)2番台にて再遊技を1回分行ったことにより普通貯玉が14833となった状態を示している。このとき、貯玉更新情報により管理装置3の会員DBの貯玉が14833に更新される。   (C) A state in which the ordinary savings ball is 14833 due to one replay at the second level is shown. At this time, the stored ball of the member DB of the management apparatus 3 is updated to 14833 by the stored ball update information.

(d)2番台にて更新条件を満たした状態(アウト100計数)で発行処理を行った状態を示している。貸出装置2の記憶領域は、受付IDを最終ID、持玉を最終持玉に移行した発行情報を送信後に、受付ID、普通貯玉、持玉をリセットして空台となった状態を示している。管理装置3の会員DBの受付ID=0001において、遊技者IDと最終IDとが一致することから、端末ID、貯玉、持玉が更新される。このとき発行情報により管理装置3の会員DBの端末IDが2に更新される。   (D) The state where the issuing process is performed in a state where the update condition is satisfied in the second unit (out 100 count) is shown. The storage area of the lending device 2 shows a state in which the reception ID, the ordinary storage ball, and the holding ball are reset after the reception ID is transferred to the final ID, and the issued ball is transferred to the final holding ball. Yes. Since the player ID and the final ID match at the reception ID = 0001 of the member DB of the management apparatus 3, the terminal ID, the storage ball, and the holding ball are updated. At this time, the terminal ID of the member DB of the management apparatus 3 is updated to 2 by the issuance information.

(e)1番台にて遊技者ID=0001のカードが受付けられ、普通貯玉に14833が記憶された状態を示している。
(f)1番台にて1回の再遊技処理が行われることにより普通貯玉が14666となった状態を示している。
(g)1番台にて計数により持玉が6000となった状態を示している。
(h)1番台にて再遊技処理を8回行うことにより持玉が5000となった状態を示している。
(E) The player ID = 0001 card is received in the first stand, and 14833 is stored in the normal storage ball.
(F) A state in which the ordinary savings ball is 14666 as a result of one replay process being performed in the first car is shown.
(G) It shows a state in which the number of holding balls reaches 6000 by counting in the first range.
(H) A state in which the number of holding balls becomes 5000 by performing the re-game process eight times in the first stand is shown.

(i)1番台にて更新条件が成立した状態で発行処理を行い空台となった状態を示しており、最終IDと最終持玉とが更新され、受付ID、普通貯玉、持玉がリセットされる。管理装置3の会員DBでは、端末ID、持玉を更新すると共に、貯玉を発行情報における持玉と普通貯玉の合算値とする。
(j)1番台にてカードを受付けないまま3000玉計数(持玉に加算)した状態を示している。
(k)1番台にてカードを受付けることなく発行操作により更新条件が成立した状態で計数カードを発行した状態を示している。
(I) The state where the issue process is executed in the state where the update condition is satisfied in the first unit and the state becomes empty, the final ID and the final holding ball are updated, and the reception ID, the normal storage ball, and the holding ball are reset Is done. In the member DB of the management device 3, the terminal ID and the possessed ball are updated, and the stored ball is set as the sum of the retained ball and the ordinary stored ball in the issuance information.
(J) A state in which 3000 cards are counted (added to the holding balls) without receiving a card in the first range is shown.
(K) The state where the counting card is issued in a state where the update condition is satisfied by the issuing operation without accepting the card at the first level is shown.

(l)1番台にてカードを受付けないまま遊技者が2000玉計数した状態を示している。
(m)1番台にて遊技者ID=0001の会員カードを受付け、受付IDと最終IDとが異なる為に持玉=0の貯玉情報により、貸出装置2の記憶領域の普通貯玉、持玉を加算した状態を示している。尚、この場合、持玉=0なので持玉についての実質的な加算はない。
(n)1番台にて発行処理を行った状態を示している。貸出装置2の記憶領域は、更新条件が成立している為、最終ID、最終持玉を更新。管理装置3の会員DBでは、発行情報の持玉を持玉、発行情報の普通貯玉と持玉の合算値を貯玉として更新。
(L) A state in which the player has counted 2,000 balls without receiving a card in the first stand.
(M) Accepting a membership card with a player ID = 0001 at the first level, and because the received ID and final ID are different, the stored ball information of the holding ball = 0, the normal storage ball and the holding ball of the lending device 2 storage area The added state is shown. In this case, since the possession ball = 0, there is no substantial addition for the possession ball.
(N) The state where the issuing process is performed in the first range is shown. Since the storage area of the lending device 2 satisfies the update condition, the final ID and the last holding ball are updated. In the member DB of the management device 3, the issue information holding ball is updated as the holding ball, and the sum of the issue information ordinary storage ball and holding ball is updated as the saving ball.

(o)2番台にて遊技者ID=0001の会員カードを受付けたが、端末ID不一致であることから、「持玉=0」の貯玉情報により貸出装置2の記憶領域を更新した状態を示している。
(p)2番台にて更新条件が成立しないまま発行処理を行い、その後1番台にて遊技者ID=0001の会員カードを受付けた状態。管理装置3の会員DBの更新は無く、台移動と判定されない為、持玉をそのままとし、普通貯玉を貯玉と持玉の差(21666−2000)とした貯玉情報により貸出装置2の記憶領域を更新。
(O) A member card with a player ID = 0001 was accepted at the second level, but because the terminal ID does not match, the storage area of the lending device 2 is updated with the stored ball information of “mob ball = 0”. ing.
(P) State in which issue processing is performed without the update condition being established at the second level, and then a member card with player ID = 0001 is received at the first level. Since there is no update of the member DB of the management device 3 and it is not determined that the table is moved, the storage area of the lending device 2 is determined based on the stored ball information with the holding ball as it is and the difference between the stored ball and the holding ball (21666-2000). update.

ところで、以上のような動作において、図8(i)において、遊技者ID=0001の遊技者が持玉を獲得した状態で離席し、その後、(k)に示す様な他の遊技者による遊技を介して、再度(m)に示す様に遊技を行う場合、従来の様に遊技者ID毎に台移動を監視したとすると、遊技者ID=0001の遊技者と遊技者ID=9001の遊技者の双方に端末ID1が対応付けられ、遊技者ID=9001の遊技者の離席後、いずれの遊技者であっても前遊技の持玉による等価返却による遊技(持玉遊技)が可能である。   By the way, in the operation as described above, in FIG. 8 (i), the player with player ID = 0001 leaves the seat in a state where he has a ball, and thereafter, by another player as shown in (k). In the case of playing a game again as shown in (m) through a game, if the movement of a table is monitored for each player ID as in the past, a player with player ID = 0001 and a player ID = 9001. A terminal ID1 is associated with both players, and after the player with player ID = 9001 leaves the game, any player can play a game (equivalent to a ball game) by equivalent return using the previous game's ball. It is.

しかしながら、本実施形態では、(m)に示す様に端末ID毎に最終IDを照合する為、最後の遊技者である遊技者ID=9001の遊技者のみが持玉遊技可能となり、遊技者ID=0001の遊技者が持玉遊技を行おうとしても、(m)に示す様に獲得した持玉による持玉遊技を抑制出来る。
この場合、遊技者ID=9001の遊技者の離席後に(l)に示す様に遊技者を特定出来ないまま加算した持玉分の持玉遊技は許容されるので、単純にカードの受付を忘れていた遊技者に対して持玉遊技の無用な抑制を防止出来る。
However, in this embodiment, as shown in (m), since the final ID is checked for each terminal ID, only the player with the player ID = 9001 who is the last player can play the game, and the player ID Even if a player of = 0001 tries to play a ball game, the ball game by the ball acquired as shown in (m) can be suppressed.
In this case, as shown in (l) after the player with player ID = 9001 leaves the seat, it is allowed to have a ball game with the added ball without identifying the player, so simply accept the card. Unnecessary restraint of Mochitama games can be prevented against forgotten players.

一方、端末ID毎に最終遊技者を管理する場合、遊技者が(c)に示す様に、後の台移動を考慮して複数の端末ID(1と2)に対して最終IDを記憶させた場合に、いずれの遊技機1においても持玉遊技を許容してしまう虞がある。
しかしながら、本実施形態では(o)に示す様に遊技者ID毎にも対応する端末IDを参照する為、他の端末IDによる持玉遊技を抑制出来る。
従って、遊技者によるシステム上の盲点をついた台移動を遊技場のニーズに応じて抑制することが可能となる。
On the other hand, when managing the final player for each terminal ID, as shown in (c), the player stores the final ID for a plurality of terminal IDs (1 and 2) in consideration of subsequent table movement. In such a case, there is a risk that any game machine 1 may allow a game of possession.
However, in the present embodiment, as shown in (o), since the corresponding terminal ID is also referred to for each player ID, it is possible to suppress the game with other terminal IDs.
Therefore, it is possible to suppress the movement of the platform with a blind spot on the system by the player according to the needs of the game hall.

また、上述した通り、更新条件が成立しない限り最終IDを更新しない為、休憩中に他の遊技者が空台と間違えてカードを挿入しても更新条件が成立しない状態でカードを排出すれば、休憩中の遊技者が休憩後に継続して持玉遊技が可能となる。
更には、(o)、(p)に示す様に台移動の判断により会員DBと異なる持玉、普通貯玉を使用可能とし、更新条件が成立しなければ会員DBを更新しないので、休憩中に他の貸出装置2に間違えてカード挿入しても、直ぐにカードを排出し元の遊技機1へと戻れば元の持玉遊技が可能となり、この場合も持玉遊技を無意味に抑制する虞が無くなる。
Also, as described above, since the final ID is not updated unless the update condition is satisfied, if the card is discharged in a state where the update condition is not satisfied even if another player mistakenly inserts a card during the break. The player who is taking a break can continue to play the ball after the break.
Furthermore, as shown in (o) and (p), it is possible to use holding balls and ordinary storage balls that are different from the member DB based on the judgment of the table movement, and the member DB is not updated unless the update condition is satisfied. Even if a card is mistakenly inserted into another lending device 2, if the card is immediately ejected and returned to the original gaming machine 1, the original game can be played. Disappears.

このような実施形態によれば、遊技者毎に普通貯玉と持玉とを区別して管理し、普通貯玉による再遊技(処理)時には普通貯玉を手数料込みで減算する一方、持玉による再遊技時には持玉を手数料無しで減算する再遊技を台毎に可能とした遊技場用システムにおいて、遊技者IDの受付時に、遊技機毎に対応する遊技者IDの変更が無く、遊技者毎に対応する遊技機IDも変更が無いことを条件として台移動無と判定し、遊技者ID受付前の持玉による再遊技を許容するようにしたので、遊技者が同一遊技機を遊技する場合であっても、一度、遊技機から離れ、他の遊技者がその遊技機にて遊技した後に、もう一度、同一遊技機に戻って遊技する場合、或いは台番に自身のIDが対応付けられる程度の遊技を複数の遊技機に渡って行い、いずれかの遊技機にて持玉を得た後に、それまでにID対応付けた遊技機に戻って遊技する場合の2つの遊技者の挙動に対応出来、遊技場のニーズに対応した適切な再遊技を許容する遊技場用システムを提供可能となる。   According to such an embodiment, for each player, a normal storage ball and a holding ball are distinguished and managed, and when replaying (processing) with a normal storage ball, the normal storage ball is subtracted including a fee, while at the time of replaying with a holding ball In the game hall system that allows re-games to be subtracted for each vehicle without subtracting the ball, there is no change of the player ID corresponding to each gaming machine at the time of accepting the player ID, and it corresponds to each player. Since it is determined that there is no table movement on the condition that there is no change in the gaming machine ID and replaying with the ball before accepting the player ID is permitted, the player plays the same gaming machine. However, once a player leaves the gaming machine and another player plays a game on the gaming machine, he or she returns to the same gaming machine again or plays a game in which his / her ID is associated with the machine number. Perform across multiple gaming machines After obtaining the possession ball in that game machine, it is possible to respond to the behavior of the two players when returning to the ID-matched game machine so far and play, and appropriate replays corresponding to the needs of the game hall Can be provided.

また、遊技機毎に対応する普通貯玉と持玉とを管理して、その持玉に基づいて手数料無しの再遊技を許容する構成とし、遊技者IDの受付時に、台移動があると判定した場合は遊技者毎に対応する持玉を遊技機毎に対応する持玉として更新しない一方、台移動が無いと判定した場合は遊技者毎に対応する持玉を遊技機毎に対応する持玉として更新することで遊技者ID受付前の持玉による再遊技を許容するようにしたので、台移動が無い場合に持玉を手数料無しで払出す貯玉システムに容易に適用することができる。   In addition, it is configured that normal storage balls and holding balls corresponding to each gaming machine are managed, and replay without a fee is allowed based on the holding balls, and it is determined that there is a table movement when receiving the player ID. In this case, the possession ball corresponding to each player is not updated as the possession ball corresponding to each gaming machine, whereas if it is determined that there is no table movement, the corresponding possession ball corresponding to each player is retained for each gaming machine. By renewing as described above, it is possible to allow replay by holding balls before accepting the player ID, so that it can be easily applied to a storage system that pays out holding balls without a fee when there is no table movement.

また、更新条件が成立した状態で発行操作を受付けたことを条件として、遊技機毎に対応する遊技者ID、及び遊技者毎に対応する遊技機IDを更新するようにしたので、更新条件が成立しないまま発行処理を行った場合、即ち、休憩の為に遊技機を離れる為に発行処理を行い、その後、その遊技機に他の遊技者が間違えて遊技者IDを受付した場合、或いは休憩を終えた遊技者が他の遊技機に間違えて遊技者IDを受付けた場合であっても、更新条件が成立しないまま発行処理を行えば、台移動判定時に参照される遊技者ID、及び払出IDが更新されることはない。従って、台移動判定を適切に行いつつ、遊技者の意図しない台移動判定時にはその台移動判定を容易な構成にてキャンセル可能となる。   Also, since the player ID corresponding to each gaming machine and the gaming machine ID corresponding to each player are updated on condition that the issuing operation is accepted in a state where the updating condition is satisfied, the update condition is If the issue process is performed without being established, that is, the issue process is performed to leave the gaming machine for a break, and then another player mistakenly accepts the player ID for the gaming machine, or a break Even if the player who finished the game has mistakenly received another player ID and received the player ID, if the issuing process is performed without the update condition being established, the player ID and the payout that are referred to when the table movement is determined The ID is never updated. Therefore, it is possible to cancel the table movement determination with an easy configuration when determining the table movement unintended by the player while appropriately performing the table movement determination.

また、遊技機毎の普通貯玉に基づいて手数料有りの再遊技を行う構成とし、更新条件が成立した状態で発行操作を受付けたことを条件として、遊技機毎の普通貯玉+持玉を遊技者毎の普通貯玉に、遊技機毎の持玉を遊技者毎の持玉へと更新し、遊技者IDの受付時に、台移動があると判定した場合は遊技者毎の普通貯玉を遊技機毎の普通貯玉とする一方、台移動が無いと判定した場合は遊技者毎の普通貯玉−持玉を遊技機毎の普通貯玉として更新するようにしたので、更新条件の成立を条件として遊技者毎の貯玉数を更新することができる。従って、仮に台移動判定により持玉を0に更新しても、そのキャンセル時には遊技者ID受付前の普通貯玉、或いは持玉へと容易に復旧出来る。   In addition, it is configured to perform re-games with a fee based on the normal savings ball for each gaming machine, and the player receives the normal savings ball + holding ball for each gaming machine on condition that the issuing operation is accepted in a state where the renewal condition is satisfied For each ordinary storage ball, the possession ball for each gaming machine is updated to the possession ball for each player, and when the player ID is accepted, if it is determined that there is a table movement, the regular storage ball for each player is stored for each gaming machine. The normal storage ball for each player is updated as the normal storage ball for each gaming machine when it is determined that there is no movement. The number of stored balls can be updated. Therefore, even if the possession ball is updated to 0 by the stand movement determination, at the time of cancellation, it can be easily restored to the normal storage ball or the possession ball before the player ID is received.

(他の実施形態)
本発明は、上記実施形態に限定されることなく、次のように変形または拡張できる。
図4〜7の情報は、例示した以外の情報を特定出来ても良い。また、図7の発行情報では、普通貯玉を送信するようにしたが、普通貯玉と持玉の合算値である貯玉を送信する等、各種必要な情報を特定出来ればその情報項目は例示した内容に限定されない。
(Other embodiments)
The present invention is not limited to the above embodiment, and can be modified or expanded as follows.
The information in FIGS. 4 to 7 may be able to specify information other than those exemplified. In addition, in the issue information of FIG. 7, ordinary savings balls are transmitted, but if various necessary information can be specified, such as sending a savings ball that is a sum of ordinary savings balls and holding balls, the information items are illustrated contents It is not limited to.

図3の会員DBでは、貯玉を普通貯玉と持玉の総数とし、図2の貸出装置2の記憶領域では貯玉を普通貯玉として記憶したが、両者を特定出来ればどのように記憶しても良い。
台移動検知時に持玉を0として更新したが、別途前遊技までの持玉として記憶し、その持玉についての再遊技を許容しない構成としても良い。
In the member DB of FIG. 3, the stored balls are the total number of ordinary stored balls and holding balls, and in the storage area of the lending device 2 of FIG. 2, the stored balls are stored as ordinary stored balls. .
Although the possession ball is updated as 0 at the time of detecting the movement of the table, it may be configured to separately store the possession ball up to the previous game and not allow the re-game for the possession ball.

手数料の有無により貯玉と持玉とを区分けしたが持玉について手数料を設定し、2種類の対価単価を設定しても良い。尚、実施例の構成であっても持玉については手数料無と対応付けられている為、その対価単価自体が記憶されていなくとも対価単価が記憶されていることになる。勿論、2種類以上の対価単価を設定し、対応した貯玉を区分けしても良い。   Although the storage balls and the holding balls are classified according to the presence or absence of a fee, two types of consideration unit prices may be set by setting a fee for the holding balls. In addition, even if it is the structure of an Example, since it is matched with no charge about the possession ball, the consideration unit price is memorize | stored even if the consideration unit price itself is not memorize | stored. Of course, two or more types of consideration unit prices may be set to divide the corresponding storage balls.

対価単価としては、実施形態の様に手数料のみを記憶しても、手数料と再遊技玉の合算値とを記憶しても、再遊技玉の対価が特定出来ればどの様に記憶しても良い。
図3の会員DBにおいて、貯玉は再遊技毎に更新する一方、持玉は発行処理時に一括して更新する構成としたが、持玉を再遊技毎、或いは計数毎に更新したり、貯玉を発行処理時に一括して更新したりする構成としても良い。
As the consideration unit price, only the fee as in the embodiment may be stored, or the combined value of the fee and the re-playing ball may be stored, or as long as the re-playing ball value can be specified. .
In the member DB of FIG. 3, the stored balls are updated every replay, while the possessed balls are updated at the time of the issuance process, but the retained balls are updated every replay or every count, It may be configured to update all at once during the issuance process.

非会員の貯玉について日付更新時に更新しない様にしたが、会員同様に更新しても良い。また、非会員の普通貯玉について再遊技を許容しないようにしても良い。この場合、非会員は持玉についてのみ再遊技が許容され、普通貯玉を景品交換のみに利用することになる。更には、会員システム(会員ID)のないシステムにて本発明を適用しても良い。   Non-member storage balls are not updated when the date is updated, but may be updated in the same way as members. In addition, replay may not be allowed for non-member ordinary saving balls. In this case, non-members are allowed to replay only the possession balls, and the ordinary saving balls are used only for prize exchange. Furthermore, the present invention may be applied to a system without a member system (member ID).

会員カード、計数カード等の記憶媒体はカード以外に、コインや携帯電話等の媒体を想定出来る。勿論、指紋等を生体認証し、その指紋をIDとしても良い。即ち、発行処理とは遊技者IDと貯玉とを対応付ける処理とする。
再遊技玉の払出について、暗証番号を設ける等別途セキュリティを付加しても良い。
全ての数値は例示である。また、手数料は、複数設定可能とし時間帯に応じて変更しても良い。
As a storage medium such as a membership card and a counting card, a medium such as a coin or a mobile phone can be assumed in addition to the card. Of course, it is also possible to perform biometric authentication of a fingerprint or the like and use the fingerprint as an ID. That is, the issuing process is a process for associating the player ID with the stored ball.
Security may be added to paying out replay balls such as providing a password.
All numerical values are examples. Further, a plurality of fees may be set and may be changed according to the time zone.

更新情報としてアウトを条件としたが、スタートや大当たり等を条件としたが、図柄変動数や大当たり数等の遊技情報を条件としても良い。この場合、対象となる遊技情報を特定可能な遊技信号を遊技機側から受信すれば良い。
貸出装置2における処理の一部を管理装置3や中継装置4等で行っても良いし、管理装置3の処理の一部を貸出装置2や中継装置4にて行っても良い。特に台移動の判定を貸出装置2と管理装置3の双方で行ったが、例えば貸出装置2毎の記憶領域を管理装置3に持たせて管理装置3のみで判定しても良い。同様に、台移動判定時に管理装置3から遊技者IDに対応する端末IDを受信して貸出装置2のみで判定しても良い。
Although out is a condition for the update information, a start or jackpot is a condition, but game information such as the number of symbol variations or a jackpot may be a condition. In this case, a game signal that can specify the target game information may be received from the gaming machine side.
Part of the processing in the lending device 2 may be performed by the management device 3 or the relay device 4, or part of the processing of the management device 3 may be performed by the lending device 2 or the relay device 4. In particular, the determination of the table movement is performed by both the lending device 2 and the management device 3. However, for example, the management device 3 may have a storage area for each lending device 2 and the determination may be made only by the management device 3. Similarly, the terminal ID corresponding to the player ID may be received from the management device 3 at the time of determining table movement, and the determination may be made only by the lending device 2.

会員カードを受付ているか否かに関わらず、計数カードを発行する構成としても良い。この場合、計数が0→1となった時点で、内部的に計数カードを発行(カードID読取→受付ID更新)し、発行操作時そのカードを排出することが望ましい。また、計数カードと会員カードのIDを対応付ければ、その後は、計数カードを受付けるだけで、会員管理が可能となる。   It is good also as a structure which issues a count card | curd irrespective of whether the member card is received. In this case, it is desirable to issue a counting card internally (card ID reading → reception ID update) when the count becomes 0 → 1, and to eject the card at the time of issuing operation. If the ID of the counting card is associated with the ID of the member card, thereafter, the member can be managed only by receiving the counting card.

本発明の一実施形態における全体構成を示す概略図Schematic which shows the whole structure in one Embodiment of this invention. 貸出装置の記憶領域を示す図Diagram showing storage area of lending device 会員DBを示す図Figure showing member DB 受付情報を示す図Figure showing reception information 貯玉情報を示す図Figure showing storage information 貯玉更新情報を示す図Figure showing storage update information 発行情報を示す図Figure showing issue information 貸出装置の記憶領域及び会員DBの情報の変化の一例を示す図(その1)The figure which shows an example of the change of the memory area of a rental apparatus, and information of member DB (the 1) 貸出装置の記憶領域及び会員DBの情報の変化の一例を示す図(その2)The figure which shows an example of the change of the memory area of a lending device, and information of member DB (the 2) 貸出装置による処理を示すフローチャートFlow chart showing processing by lending device 貸出装置による発行処理を示すフローチャートFlowchart showing issuing process by lending device 貸出装置による再遊技処理を示すフローチャートFlow chart showing replay processing by lending device 管理装置による処理を示すフローチャートFlow chart showing processing by management device

符号の説明Explanation of symbols

図面中、1は遊技機、2は貸出装置(払出手段、第2照合手段、払出貯玉更新手段、更新判定手段、遊技者ID更新手段、遊技者ID記憶手段)、3は管理装置(遊技者貯玉更新手段、第1照合手段、台移動判定手段、許容手段、払出ID更新手段、遊技者貯玉記憶手段、払出ID記憶手段)、7は玉払出口(払出手段)、13は会員カード受入口(ID受付手段)、14は計数カード排出口(ID受付手段)、15は発行釦(操作手段)、16は再遊技釦(払出手段)である。   In the drawings, 1 is a gaming machine, 2 is a lending device (payout means, second verification means, payout storage ball update means, update determination means, player ID update means, player ID storage means), and 3 is a management device (player) Storage ball update means, first verification means, table movement determination means, permission means, payout ID update means, player storage ball storage means, payout ID storage means), 7 is a ball payout exit (payout means), 13 is a membership card reception (ID receiving means), 14 is a counting card discharge port (ID receiving means), 15 is an issue button (operation means), and 16 is a re-game button (payout means).

Claims (5)

遊技者が遊技場へと預け入れた遊技媒体である貯玉の数を遊技者に対応したIDである遊技者IDに対応付けて記憶する遊技者貯玉記憶手段と、
遊技機に対応して設けられ、前記遊技者IDを受付けるID受付手段と、
前記ID受付手段に対応して設けられ、前記ID受付手段が遊技者IDを受付けた状態で所定の再遊技操作を受付けた場合に、遊技媒体を再遊技媒体として払出す払出処理を行う払出手段と、
前記払出手段による払出処理に基づいて前記遊技者貯玉記憶手段が記憶する貯玉数を更新する遊技者貯玉更新手段と、を備え、
前記遊技者貯玉記憶手段は、普通貯玉と、当該普通貯玉よりも遊技者にとって有利な貯玉である特別貯玉とを区別可能に前記貯玉数を記憶し、
前記払出手段は、少なくとも前記特別貯玉に対応付けて払出処理を行い、
前記遊技者貯玉更新手段は、前記払出手段が特別貯玉に対応した払出処理により払出した再遊技媒体によって特定される対価に基づいて特別貯玉に相当する貯玉数を更新する遊技場用システムであって、
遊技者ID毎に対応する前記払出手段のIDである払出IDを記憶する払出ID記憶手段と、
前記払出手段毎に対応する遊技者IDを記憶する遊技者ID記憶手段と、
前記ID受付手段が遊技者IDを受付けた場合に、そのID受付手段に対応する払出手段のIDと、受付けた遊技者IDに対応付けて前記払出ID記憶手段が記憶する払出IDとを照合する第1照合手段と、
前記ID受付手段が遊技者IDを受付けた場合に、そのID受付手段に対応する前記払出手段に対応付けて前記遊技者ID記憶手段が記憶する遊技者IDと、前記ID受付手段が受付けた遊技者IDとを照合する第2照合手段と、
前記第1照合手段、及び前記第2照合手段の照合結果に基づいて前記ID受付手段が受付けた遊技者IDに対応する遊技者が台移動を行ったかを判定する台移動判定手段と、
前記台移動判定手段の判定結果に基づいて、前記ID受付手段による遊技者IDの受付前に前記遊技者貯玉記憶手段が記憶していた特別貯玉に相当する貯玉数に対応した前記払出手段による払出処理を許容する許容手段と、
を備えたことを特徴とする遊技場用システム。
A player storage means storing means for storing the number of storage balls, which are game media deposited by the player in the game hall, in association with a player ID, which is an ID corresponding to the player;
ID accepting means provided corresponding to the gaming machine and accepting the player ID;
A payout means that is provided corresponding to the ID accepting means, and performs payout processing for paying out the game medium as a replay medium when the ID accepting means accepts a predetermined replay operation while accepting the player ID. When,
A player storage ball updating means for updating the number of stored balls stored by the player storage ball storage means based on a payout process by the payout means,
The player storage ball storage means stores the number of storage balls so that a normal storage ball and a special storage ball that is more advantageous to the player than the normal storage ball can be distinguished.
The payout means performs a payout process in association with at least the special storage ball,
The player savings ball updating means is a system for a game hall that updates the number of savings corresponding to a special savings ball based on a consideration specified by a re-playing medium paid out by the paying-out means corresponding to the special savings ball. ,
A payout ID storage means for storing a payout ID which is an ID of the payout means corresponding to each player ID;
A player ID storage means for storing a player ID corresponding to each payout means;
When the ID accepting unit accepts a player ID, the ID of the payout unit corresponding to the ID accepting unit is compared with the payout ID stored in the payout ID storage unit in association with the accepted player ID. First verification means;
When the ID accepting means accepts a player ID, the player ID stored in the player ID storage means in association with the payout means corresponding to the ID accepting means, and the game accepted by the ID accepting means Second verification means for verifying the person ID,
A table movement determination unit for determining whether or not a player corresponding to the player ID received by the ID receiving unit has moved a table based on the verification result of the first verification unit and the second verification unit;
Based on the determination result of the table movement determination means, the payout by the payout means corresponding to the number of special balls stored in the player storage ball storage means before the player ID is received by the ID reception means. An acceptable means to allow processing;
A game system characterized by comprising:
前記払出手段に対応付けて前記普通貯玉と前記特別貯玉とを区別可能に貯玉数を記憶する払出貯玉記憶手段と、
前記払出手段が特別貯玉に対応した払出処理により払出した再遊技媒体によって特定される対価に基づいて前記払出貯玉記憶手段が記憶する特別貯玉に相当する貯玉数を更新する更新処理を行う払出貯玉更新手段と、を備え、
前記払出手段は、払出処理を行う場合に、前記払出貯玉記憶手段が記憶する特別貯玉に相当する貯玉数が残存する場合は特別貯玉に対応付けて払出処理を行う一方、残存しない場合は特別貯玉に対応した払出処理を行わず、
前記払出貯玉更新手段は、前記ID受付手段による遊技者IDの受付けが行われた場合に前記遊技者貯玉記憶手段により記憶される貯玉数に基づいて前記払出貯玉記憶手段が記憶する貯玉数を更新し、
前記許容手段は、前記ID受付手段による遊技者IDの受付けが行われ、前記台移動判定手段により台移動が行われたと判定された場合は、前記遊技者貯玉記憶手段により記憶される特別貯玉に相当する貯玉数に基づく、前記払出貯玉記憶手段により記憶される特別貯玉に相当する貯玉数についての更新処理である特別貯玉更新処理を許容しない一方、台移動が行われていないと判定された場合には前記特別貯玉更新処理を許容することで、前記ID受付手段による遊技者IDの受付前に前記遊技者貯玉記憶手段が記憶していた特別貯玉に相当する貯玉数に対応した前記払出手段による払出処理を許容することを特徴とする請求項1記載の遊技場用システム。
A payout storage means for storing the number of stored balls so as to be distinguishable between the normal storage balls and the special storage balls in association with the payout means;
The payout storage ball update for performing an update process for updating the number of stored balls corresponding to the special storage balls stored in the payout storage memory means based on the consideration specified by the replay medium paid out by the payout processing corresponding to the special storage balls by the payout means Means, and
When the payout means performs the payout process, if the number of storage balls corresponding to the special storage balls stored in the payout storage memory means remains, the payout processing performs the payout processing in association with the special storage balls. Without payout processing corresponding to
The payout storage update means updates the number of storage balls stored in the payout storage unit based on the number of storages stored in the player storage unit when the player ID is accepted by the ID reception unit. And
The accepting means accepts the player ID by the ID accepting means, and if it is determined that the table movement has been performed by the table movement determining means, the allowance means stores the special ID stored in the player storage memory means. When it is determined that the base movement is not performed while the special storage ball renewal process, which is an update process for the number of special storage balls corresponding to the special storage balls stored by the payout storage unit, is not permitted based on the corresponding number of storage balls By allowing the special savings ball renewal process, the payout means corresponding to the number of savings corresponding to the special savings stored in the player savings memory means before receiving the player ID by the ID receiving means The game system according to claim 1, wherein payout processing is allowed.
前記払出手段に対応して設けられ、対応する前記払出手段に対応付けて前記払出貯玉記憶手段が記憶する普通貯玉、及び特別貯玉に相当する貯玉数を遊技者IDに対応付ける発行処理を行う為の発行操作を受付ける操作手段と、
遊技者が所定の遊技を行ったかを判定する為の更新条件を記憶し、その更新条件の成立状況を判定する更新判定手段と、
前記更新判定手段による更新条件が成立しているとの判定結果を条件として、前記操作手段による発行操作の受付けに応じて、その操作手段に対応する前記払出手段に対応付けて前記遊技者ID記憶手段が記憶する遊技者IDを、当該発行処理の対象となった遊技者IDへと更新する遊技者ID更新手段と、
前記更新判定手段による更新条件が成立しているとの判定結果を条件として、前記操作手段による発行操作の受付けに応じて、当該発行処理の対象となった遊技者IDに対応付けて前記払出ID記憶手段が記憶する払出IDを、当該発行操作を受付けた前記操作手段に対応する払出手段のIDへと更新する払出ID更新手段と、
を備えたことを特徴とする請求項2記載の遊技場用システム。
Provided in correspondence with the payout means, and performs an issuing process for associating the number of stored balls corresponding to the normal storage balls and the special storage balls corresponding to the corresponding payout means with the player ID. An operation means for accepting the issue operation;
An update determination means for storing an update condition for determining whether or not the player has played a predetermined game, and for determining the establishment status of the update condition;
The player ID storage in association with the payout means corresponding to the operation means in response to acceptance of the issuing operation by the operation means, on the condition that the update condition by the update determination means is satisfied A player ID updating means for updating the player ID stored in the means to the player ID that is the subject of the issuing process;
The payout ID is associated with the player ID that is the subject of the issue process in response to the acceptance of the issue operation by the operation means on the condition that the update condition by the update determination means is satisfied. A payout ID update means for updating the payout ID stored in the storage means to the ID of the payout means corresponding to the operation means that has accepted the issuing operation;
The game system according to claim 2, further comprising:
前記普通貯玉は、前記払出手段により対応付けされた払出処理が許容されない、或いは対応付けされた払出処理は許容されるが、前記特別貯玉に対応付けされた払出処理と比較して特定される対価が遊技者にとって不利であることから、前記特別貯玉は前記普通貯玉よりも遊技者にとって有利であり、
前記遊技者貯玉記憶手段は、遊技者ID毎に、普通貯玉数と特別貯玉数との和に相当する総貯玉数と、特別貯玉数とを記憶することで、普通貯玉と特別貯玉とを区別可能に記憶し、
前記遊技者貯玉更新手段は、前記更新判定手段により更新条件が成立しているとの判定結果を条件として、前記操作手段による発行操作の受付けに応じて前記払出貯玉記憶手段が記憶する特別貯玉に相当する貯玉数に基づいて前記特別貯玉数を更新し、
前記払出貯玉更新手段は、前記ID受付手段が遊技者IDを受付けた場合に、前記台移動判定手段により台移動が行われたと判定されたのであれば、前記遊技者貯玉記憶手段が記憶する総貯玉数に基づいて普通貯玉に相当する貯玉数の更新処理を行う一方、台移動が行われていないと判定されたのであれば、前記遊技者貯玉記憶手段が記憶する総貯玉数と特別貯玉数との差に基づいて普通貯玉に相当する貯玉数の更新処理を行うことを特徴とする請求項3記載の遊技場用システム。
The normal storage ball is not allowed to be paid out associated with the payout means, or is allowed to be associated with the payout processing, but is specified in comparison with the payout processing associated with the special savings ball. Is disadvantageous for the player, the special savings ball is more advantageous for the player than the normal savings ball,
The player storage means stores the total storage number corresponding to the sum of the number of ordinary storage balls and the number of special storage balls and the number of special storage balls for each player ID, thereby distinguishing between normal storage balls and special storage balls. Remember as possible,
The player's savings ball updating means is provided in a special saving ball stored in the payout savings memory means in response to acceptance of an issuing operation by the operating means on the condition that a determination result that an updating condition is established by the updating determination means. Update the number of special balls based on the corresponding number of balls,
If the ID accepting unit accepts a player ID, the payout storage updating means, if it is determined that the table movement has been performed by the table movement determining unit, the total amount stored by the player storage unit storing means If the number of stored balls corresponding to the normal stored ball is updated based on the number of stored balls, and if it is determined that the table movement is not performed, the total number of stored balls and the number of special stored balls stored by the player stored ball storage means 4. A game system according to claim 3, wherein the number of stored balls corresponding to ordinary stored balls is updated based on the difference between the two.
前記更新判定手段は、遊技機側から出力される遊技信号により特定される遊技情報の量を示す数値に対応する条件値である遊技中更新条件と、前記操作手段による発行操作受付時における前記払出貯玉記憶手段が記憶する特別貯玉に相当する貯玉数に対応する条件値である発行時更新条件との双方を記憶することで前記更新条件を記憶し、前記操作手段による発行操作の受付けまでに前記遊技情報の量を示す数値が遊技中更新条件を満たしている、或いは前記操作手段による発行操作の受付時に前記払出貯玉記憶手段が記憶する特別貯玉に相当する貯玉数が発行時更新条件を満たしている場合に前記更新条件が成立していると判定することを特徴とする請求項4記載の遊技場用システム。   The update determination means includes a game update condition that is a condition value corresponding to a numerical value indicating the amount of game information specified by a game signal output from the gaming machine side, and the payout upon receipt of an issue operation by the operation means. The update condition is stored by storing both the update condition at the time of issue, which is a condition value corresponding to the number of stored balls corresponding to the number of stored balls stored by the stored ball storage means, and until the issue operation is accepted by the operation means The numerical value indicating the amount of game information satisfies the update condition during game play, or the number of stored balls corresponding to the special storage ball stored in the payout storage memory means at the time of accepting the issue operation by the operation means satisfies the update condition at issue The game system according to claim 4, wherein it is determined that the update condition is satisfied when the game is present.
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Cited By (5)

* Cited by examiner, † Cited by third party
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JP2012245043A (en) * 2011-05-25 2012-12-13 Daikoku Denki Co Ltd Game information management device
JP2015208390A (en) * 2014-04-24 2015-11-24 ダイコク電機株式会社 System for game parlor
JP2016052563A (en) * 2015-11-17 2016-04-14 株式会社ユニバーサルエンターテインメント Device for game hall
JP2016104378A (en) * 2016-03-07 2016-06-09 株式会社三共 Slot machine
JP2017221725A (en) * 2017-08-23 2017-12-21 株式会社ユニバーサルエンターテインメント Game system and game medium handling device

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JPH10234985A (en) * 1997-02-26 1998-09-08 Daikoku Denki Co Ltd Management system for game place
JPH11452A (en) * 1997-06-10 1999-01-06 Daikoku Denki Co Ltd Playfield management system

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* Cited by examiner, † Cited by third party
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JP2012245043A (en) * 2011-05-25 2012-12-13 Daikoku Denki Co Ltd Game information management device
JP2015208390A (en) * 2014-04-24 2015-11-24 ダイコク電機株式会社 System for game parlor
JP2016052563A (en) * 2015-11-17 2016-04-14 株式会社ユニバーサルエンターテインメント Device for game hall
JP2016104378A (en) * 2016-03-07 2016-06-09 株式会社三共 Slot machine
JP2017221725A (en) * 2017-08-23 2017-12-21 株式会社ユニバーサルエンターテインメント Game system and game medium handling device

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